CCRenderTexture.cpp 16 KB

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  1. /****************************************************************************
  2. Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
  3. http://www.cocos2d-x.org
  4. Permission is hereby granted, free of charge, to any person obtaining a copy
  5. of this software and associated documentation files (the "Software"), to deal
  6. in the Software without restriction, including without limitation the rights
  7. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. copies of the Software, and to permit persons to whom the Software is
  9. furnished to do so, subject to the following conditions:
  10. The above copyright notice and this permission notice shall be included in
  11. all copies or substantial portions of the Software.
  12. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  13. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  14. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  15. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  16. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  17. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  18. THE SOFTWARE.
  19. ****************************************************************************/
  20. #include "CCRenderTexture.h"
  21. #include <stdlib.h>
  22. #include <string>
  23. #include "base/ccMacros.h"
  24. #include "base/CCConfiguration.h"
  25. #include "platform/CCPlatformConfig.h"
  26. #include "platform/CCApplication.h"
  27. NS_CC_BEGIN
  28. RenderTexture::RenderTexture(int width, int height)
  29. : _deviceResolution( {(float)width, (float)height} )
  30. {
  31. }
  32. RenderTexture::~RenderTexture()
  33. {
  34. if (_program)
  35. {
  36. glDeleteProgram(_program);
  37. _program = 0;
  38. }
  39. if (_VBO[0])
  40. {
  41. glDeleteBuffers(1, _VBO);
  42. _VBO[0] = _VBO[1] = 0;
  43. }
  44. if (_texture)
  45. {
  46. glDeleteTextures(1, &_texture);
  47. _texture = 0;
  48. }
  49. if (_FBO)
  50. {
  51. glDeleteFramebuffers(1, &_FBO);
  52. _FBO = 0;
  53. }
  54. if (_depthBuffer)
  55. {
  56. glDeleteRenderbuffers(1, &_depthBuffer);
  57. _depthBuffer = 0;
  58. }
  59. if (_stencilBuffer)
  60. {
  61. glDeleteRenderbuffers(1, &_stencilBuffer);
  62. _stencilBuffer = 0;
  63. }
  64. }
  65. void RenderTexture::init(int factor)
  66. {
  67. _width = _deviceResolution.x / factor;
  68. _height = _deviceResolution.y / factor;
  69. if (! initProgram())
  70. return;
  71. initTexture();
  72. if (Configuration::getInstance()->supportsShareableVAO())
  73. initVBOAndVAO();
  74. else
  75. initVBO();
  76. initFramebuffer();
  77. }
  78. void RenderTexture::prepare()
  79. {
  80. glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
  81. ccViewport(0, 0, _width, _height);
  82. }
  83. void RenderTexture::draw()
  84. {
  85. bool supportsVAO = Configuration::getInstance()->supportsShareableVAO();
  86. recordPreviousGLStates(supportsVAO);
  87. glBindFramebuffer(GL_FRAMEBUFFER, _mainFBO);
  88. ccViewport(0, 0, _deviceResolution.x, _deviceResolution.y);
  89. glClearColor(0, 0, 0, 1);
  90. glClear(GL_COLOR_BUFFER_BIT);
  91. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
  92. glDisable(GL_DEPTH_TEST);
  93. glDisable(GL_STENCIL_TEST);
  94. glDisable(GL_BLEND);
  95. glDisable(GL_CULL_FACE);
  96. glDisable(GL_SCISSOR_TEST);
  97. glActiveTexture(GL_TEXTURE0 + 0);
  98. glBindTexture(GL_TEXTURE_2D, _texture);
  99. glUseProgram(_program);
  100. glUniform1i(_fragUniformTextureLocation, 0);
  101. if (supportsVAO)
  102. glBindVertexArray(_VAO);
  103. else
  104. {
  105. glBindBuffer(GL_ARRAY_BUFFER, _VBO[0]);
  106. glEnableVertexAttribArray(_vertAttributePositionLocation);
  107. glVertexAttribPointer(_vertAttributePositionLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)0);
  108. glEnableVertexAttribArray(_vertAttributeTextureCoordLocation);
  109. glVertexAttribPointer(_vertAttributeTextureCoordLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
  110. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _VBO[1]);
  111. }
  112. glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (GLvoid*)0);
  113. CHECK_GL_ERROR_DEBUG();
  114. resetPreviousGLStates(supportsVAO);
  115. }
  116. //
  117. // Private functions
  118. //
  119. void RenderTexture::recordPreviousGLStates(bool supportsVOA)
  120. {
  121. if (!supportsVOA)
  122. {
  123. _prevPosLocInfo = getVertexAttribPointerInfo(_vertAttributePositionLocation);
  124. _prevTexCoordLocInfo = getVertexAttribPointerInfo(_vertAttributeTextureCoordLocation);
  125. _prevVBO = ccGetBoundVertexBuffer();
  126. _prevVIO = ccGetBoundIndexBuffer();
  127. }
  128. _preveBoundTextureInfo = getBoundTextureInfo(0);
  129. glGetBooleanv(GL_COLOR_WRITEMASK, _prevColorWriteMask);
  130. glGetBooleanv(GL_DEPTH_TEST, &_prevDepthTest);
  131. glGetBooleanv(GL_BLEND, &_prevBlendTest);
  132. glGetBooleanv(GL_CULL_FACE, &_prevCullFase);
  133. glGetBooleanv(GL_STENCIL_TEST, &_prevStencilTest);
  134. glGetBooleanv(GL_SCISSOR_TEST,&_prevScissorTest);
  135. glGetIntegerv(GL_CURRENT_PROGRAM, &_prevProgram);
  136. }
  137. void RenderTexture::resetPreviousGLStates(bool supportsVAO) const
  138. {
  139. glUseProgram(_prevProgram);
  140. if (supportsVAO)
  141. glBindVertexArray(0);
  142. else
  143. {
  144. if (_prevPosLocInfo)
  145. {
  146. glBindBuffer(GL_ARRAY_BUFFER, _prevPosLocInfo->VBO);
  147. glVertexAttribPointer(_prevPosLocInfo->index,
  148. _prevPosLocInfo->size,
  149. _prevPosLocInfo->type,
  150. _prevPosLocInfo->normalized,
  151. _prevPosLocInfo->stride,
  152. _prevPosLocInfo->pointer);
  153. }
  154. if (_prevTexCoordLocInfo)
  155. {
  156. glBindBuffer(GL_ARRAY_BUFFER, _prevTexCoordLocInfo->VBO);
  157. glVertexAttribPointer(_prevTexCoordLocInfo->index,
  158. _prevTexCoordLocInfo->size,
  159. _prevTexCoordLocInfo->type,
  160. _prevTexCoordLocInfo->normalized,
  161. _prevTexCoordLocInfo->stride,
  162. _prevTexCoordLocInfo->pointer);
  163. }
  164. glBindBuffer(GL_ARRAY_BUFFER, _prevVBO);
  165. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _prevVIO);
  166. }
  167. glColorMask(_prevColorWriteMask[0], _prevColorWriteMask[1], _prevColorWriteMask[2], _prevColorWriteMask[3]);
  168. if (GL_TRUE == _prevDepthTest) glEnable(GL_DEPTH_TEST);
  169. if (GL_TRUE == _prevBlendTest) glEnable(GL_BLEND);
  170. if (GL_TRUE == _prevCullFase) glEnable(GL_CULL_FACE);
  171. if (GL_TRUE == _prevStencilTest) glEnable(GL_STENCIL_TEST);
  172. if (GL_TRUE == _prevScissorTest) glEnable(GL_SCISSOR_TEST);
  173. if(_preveBoundTextureInfo != nullptr) {
  174. glActiveTexture(GL_TEXTURE0);
  175. glBindTexture(_preveBoundTextureInfo->target, _preveBoundTextureInfo->texture);
  176. }
  177. }
  178. namespace
  179. {
  180. std::string logForOpenGLShader(GLuint shader)
  181. {
  182. GLint logLength = 0;
  183. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
  184. if (logLength < 1)
  185. return "";
  186. char *logBytes = (char*)malloc(sizeof(char) * logLength);
  187. glGetShaderInfoLog(shader, logLength, nullptr, logBytes);
  188. std::string ret(logBytes);
  189. free(logBytes);
  190. return ret;
  191. }
  192. }
  193. bool RenderTexture::parseVertexAttribs()
  194. {
  195. _vertAttributePositionLocation = glGetAttribLocation(_program, "a_position");
  196. if (-1 == _vertAttributePositionLocation)
  197. {
  198. CCLOG("RenderTexture: %s: can not find vertex attribute of a_position", __FUNCTION__);
  199. return false;
  200. }
  201. _vertAttributeTextureCoordLocation = glGetAttribLocation(_program, "a_texCoord");
  202. if (-1 == _vertAttributeTextureCoordLocation)
  203. {
  204. CCLOG("RenderTexture: %s: can not find vertex attribute of a_texCoord", __FUNCTION__);
  205. return false;
  206. }
  207. return true;
  208. }
  209. bool RenderTexture::parseUniforms()
  210. {
  211. _fragUniformTextureLocation = glGetUniformLocation(_program, "u_texture");
  212. if (-1 == _fragUniformTextureLocation)
  213. {
  214. CCLOG("RenderTexture: %s: can not find uniform location of u_texture", __FUNCTION__);
  215. return false;
  216. }
  217. else
  218. return true;
  219. }
  220. bool RenderTexture::compileShader(GLuint& shader, GLenum type, const GLchar* source) const
  221. {
  222. shader = glCreateShader(type);
  223. glShaderSource(shader, 1, &source, nullptr);
  224. glCompileShader(shader);
  225. GLint status = 0;
  226. glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
  227. if (! status)
  228. {
  229. CCLOG("RenderTexture: ERROR: Failed to compile shader:\n%s", source);
  230. CCLOG("RenderTexture: %s", logForOpenGLShader(shader).c_str());
  231. return false;
  232. }
  233. return (GL_TRUE == status);
  234. }
  235. bool RenderTexture::initProgram()
  236. {
  237. GLuint vertShader = 0;
  238. GLuint fragShader = 0;
  239. // compile vertex shader
  240. const char* vert = R"(
  241. #ifdef GL_ES
  242. precision highp float;
  243. #endif
  244. attribute vec2 a_position;
  245. attribute vec2 a_texCoord;
  246. varying vec2 v_texCoord;
  247. void main()
  248. {
  249. gl_Position = vec4(a_position, 0, 1);
  250. v_texCoord = a_texCoord;
  251. }
  252. )";
  253. if (! compileShader(vertShader, GL_VERTEX_SHADER, vert))
  254. {
  255. CCLOG("RenderTexture: ERROR: Failed to compile vertex shader");
  256. return false;
  257. }
  258. // compile fragment shader
  259. const char* frag = R"(
  260. #ifdef GL_ES
  261. precision highp float;
  262. #endif
  263. varying vec2 v_texCoord;
  264. uniform sampler2D u_texture;
  265. void main()
  266. {
  267. gl_FragColor = texture2D(u_texture, v_texCoord);
  268. }
  269. )";
  270. if (! compileShader(fragShader, GL_FRAGMENT_SHADER, frag))
  271. {
  272. CCLOG("RenderTexture: ERROR: Failed to compile fragment shader");
  273. glDeleteShader(vertShader);
  274. return false;
  275. }
  276. // create program
  277. _program = glCreateProgram();
  278. if (! _program)
  279. {
  280. glDeleteShader(vertShader);
  281. glDeleteShader(fragShader);
  282. return false;
  283. }
  284. glAttachShader(_program, vertShader);
  285. glAttachShader(_program, fragShader);
  286. glLinkProgram(_program);
  287. glDeleteShader(vertShader);
  288. glDeleteShader(fragShader);
  289. GLint status = 0;
  290. glGetProgramiv(_program, GL_LINK_STATUS, &status);
  291. if (GL_FALSE == status)
  292. {
  293. CCLOG("RenderTexture: ERROR: %s: failed to link program ", __FUNCTION__);
  294. glDeleteProgram(_program);
  295. _program = 0;
  296. return false;
  297. }
  298. if (! parseVertexAttribs())
  299. return false;
  300. if (! parseUniforms())
  301. return false;
  302. return true;
  303. }
  304. void RenderTexture::initTexture()
  305. {
  306. glGenTextures(1, &_texture);
  307. glBindTexture(GL_TEXTURE_2D, _texture);
  308. unsigned char* texData = (unsigned char*)malloc(_width * _height * 3);
  309. memset(texData, 0, _width * _height * 3);
  310. GLint alignment = 1;
  311. int bytesPerRow = _width * 3;
  312. if (bytesPerRow % 8 == 0)
  313. alignment = 8;
  314. else if (bytesPerRow % 4 == 0)
  315. alignment = 4;
  316. else if (bytesPerRow % 2 == 0)
  317. alignment = 2;
  318. glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
  319. glTexImage2D(GL_TEXTURE_2D,
  320. 0,
  321. GL_RGB,
  322. _width,
  323. _height,
  324. 0,
  325. GL_RGB,
  326. GL_UNSIGNED_BYTE,
  327. texData);
  328. free(texData);
  329. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  330. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  331. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  332. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  333. glBindTexture(GL_TEXTURE_2D, 0);
  334. CHECK_GL_ERROR_DEBUG();
  335. }
  336. void RenderTexture::initVBO()
  337. {
  338. glGenBuffers(2, _VBO);
  339. // vertex buffer
  340. glBindBuffer(GL_ARRAY_BUFFER, _VBO[0]);
  341. float vertices[] = {
  342. 1.f, 1.f, 1.f, 1.f, // top right
  343. 1.f, -1.f, 1.f, 0.f, // bottom right
  344. -1.f, -1.f, 0.f, 0.f, // bottom left
  345. -1.f, 1.f, 0.f, 1.f, // top left
  346. };
  347. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  348. glBindBuffer(GL_ARRAY_BUFFER, 0);
  349. // index buffer
  350. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _VBO[1]);
  351. unsigned int indices[] = { 0, 1, 3,
  352. 1, 2, 3
  353. };
  354. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
  355. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  356. CHECK_GL_ERROR_DEBUG();
  357. }
  358. void RenderTexture::initVBOAndVAO()
  359. {
  360. glGenVertexArrays(1, &_VAO);
  361. glGenBuffers(2, _VBO);
  362. glBindVertexArray(_VAO);
  363. // vertex buffer
  364. glBindBuffer(GL_ARRAY_BUFFER, _VBO[0]);
  365. float vertices[] = {
  366. 1.f, 1.f, 1.f, 1.f, // top right
  367. 1.f, -1.f, 1.f, 0.f, // bottom right
  368. -1.f, -1.f, 0.f, 0.f, // bottom left
  369. -1.f, 1.f, 0.f, 1.f, // top left
  370. };
  371. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  372. // index buffer
  373. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _VBO[1]);
  374. unsigned int indices[] = { 0, 1, 3,
  375. 1, 2, 3
  376. };
  377. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
  378. // position attribute
  379. glEnableVertexAttribArray(_vertAttributePositionLocation);
  380. glVertexAttribPointer(_vertAttributePositionLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)0);
  381. // texture coord attribute
  382. glEnableVertexAttribArray(_vertAttributeTextureCoordLocation);
  383. glVertexAttribPointer(_vertAttributeTextureCoordLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
  384. glBindVertexArray(0);
  385. glBindBuffer(GL_ARRAY_BUFFER, 0);
  386. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  387. CHECK_GL_ERROR_DEBUG();
  388. }
  389. void RenderTexture::initFramebuffer()
  390. {
  391. _mainFBO = Application::getInstance()->getMainFBO();
  392. glGenFramebuffers(1, &_FBO);
  393. glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
  394. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
  395. ccActiveOffScreenFramebuffer(_FBO);
  396. // set up depth buffer and stencil buffer
  397. #if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
  398. if(Configuration::getInstance()->supportsOESPackedDepthStencil())
  399. {
  400. //create and attach depth buffer
  401. glGenRenderbuffers(1, &_depthBuffer);
  402. glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
  403. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (GLsizei)_width, (GLsizei)_height);
  404. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
  405. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
  406. }
  407. else
  408. {
  409. glGenRenderbuffers(1, &_depthBuffer);
  410. glGenRenderbuffers(1, &_stencilBuffer);
  411. glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
  412. if(Configuration::getInstance()->supportsOESDepth24())
  413. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, (GLsizei)_width, (GLsizei)_height);
  414. else
  415. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, (GLsizei)_width, (GLsizei)_height);
  416. glBindRenderbuffer(GL_RENDERBUFFER, _stencilBuffer);
  417. glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, (GLsizei)_width, (GLsizei)_height);
  418. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
  419. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _stencilBuffer);
  420. }
  421. #else
  422. //create and attach depth buffer
  423. glGenRenderbuffers(1, &_depthBuffer);
  424. glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
  425. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (GLsizei)_width, (GLsizei)_height);
  426. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
  427. // if depth format is the one with stencil part, bind same render buffer as stencil attachment
  428. // if (_depthAndStencilFormat == GL_DEPTH24_STENCIL8)
  429. {
  430. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
  431. }
  432. #endif
  433. if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
  434. CCLOG("RenderTexture: %s : frame buffer is not complete.", __FUNCTION__);
  435. glBindFramebuffer(GL_FRAMEBUFFER, _mainFBO);
  436. }
  437. NS_CC_END