| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524 |
- /****************************************************************************
- Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
-
- http://www.cocos2d-x.org
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #include "CCRenderTexture.h"
- #include <stdlib.h>
- #include <string>
- #include "base/ccMacros.h"
- #include "base/CCConfiguration.h"
- #include "platform/CCPlatformConfig.h"
- #include "platform/CCApplication.h"
- NS_CC_BEGIN
- RenderTexture::RenderTexture(int width, int height)
- : _deviceResolution( {(float)width, (float)height} )
- {
- }
- RenderTexture::~RenderTexture()
- {
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- if (_VBO[0])
- {
- glDeleteBuffers(1, _VBO);
- _VBO[0] = _VBO[1] = 0;
- }
-
- if (_texture)
- {
- glDeleteTextures(1, &_texture);
- _texture = 0;
- }
-
- if (_FBO)
- {
- glDeleteFramebuffers(1, &_FBO);
- _FBO = 0;
- }
-
- if (_depthBuffer)
- {
- glDeleteRenderbuffers(1, &_depthBuffer);
- _depthBuffer = 0;
- }
-
- if (_stencilBuffer)
- {
- glDeleteRenderbuffers(1, &_stencilBuffer);
- _stencilBuffer = 0;
- }
- }
- void RenderTexture::init(int factor)
- {
- _width = _deviceResolution.x / factor;
- _height = _deviceResolution.y / factor;
-
- if (! initProgram())
- return;
-
- initTexture();
-
- if (Configuration::getInstance()->supportsShareableVAO())
- initVBOAndVAO();
- else
- initVBO();
-
- initFramebuffer();
- }
- void RenderTexture::prepare()
- {
- glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
- ccViewport(0, 0, _width, _height);
- }
- void RenderTexture::draw()
- {
- bool supportsVAO = Configuration::getInstance()->supportsShareableVAO();
- recordPreviousGLStates(supportsVAO);
- glBindFramebuffer(GL_FRAMEBUFFER, _mainFBO);
- ccViewport(0, 0, _deviceResolution.x, _deviceResolution.y);
-
- glClearColor(0, 0, 0, 1);
- glClear(GL_COLOR_BUFFER_BIT);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_CULL_FACE);
- glDisable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0 + 0);
- glBindTexture(GL_TEXTURE_2D, _texture);
-
- glUseProgram(_program);
- glUniform1i(_fragUniformTextureLocation, 0);
-
- if (supportsVAO)
- glBindVertexArray(_VAO);
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, _VBO[0]);
- glEnableVertexAttribArray(_vertAttributePositionLocation);
- glVertexAttribPointer(_vertAttributePositionLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)0);
- glEnableVertexAttribArray(_vertAttributeTextureCoordLocation);
- glVertexAttribPointer(_vertAttributeTextureCoordLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _VBO[1]);
- }
-
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (GLvoid*)0);
-
- CHECK_GL_ERROR_DEBUG();
- resetPreviousGLStates(supportsVAO);
- }
- //
- // Private functions
- //
- void RenderTexture::recordPreviousGLStates(bool supportsVOA)
- {
- if (!supportsVOA)
- {
- _prevPosLocInfo = getVertexAttribPointerInfo(_vertAttributePositionLocation);
- _prevTexCoordLocInfo = getVertexAttribPointerInfo(_vertAttributeTextureCoordLocation);
- _prevVBO = ccGetBoundVertexBuffer();
- _prevVIO = ccGetBoundIndexBuffer();
- }
-
- _preveBoundTextureInfo = getBoundTextureInfo(0);
-
- glGetBooleanv(GL_COLOR_WRITEMASK, _prevColorWriteMask);
- glGetBooleanv(GL_DEPTH_TEST, &_prevDepthTest);
- glGetBooleanv(GL_BLEND, &_prevBlendTest);
- glGetBooleanv(GL_CULL_FACE, &_prevCullFase);
- glGetBooleanv(GL_STENCIL_TEST, &_prevStencilTest);
- glGetBooleanv(GL_SCISSOR_TEST,&_prevScissorTest);
- glGetIntegerv(GL_CURRENT_PROGRAM, &_prevProgram);
- }
- void RenderTexture::resetPreviousGLStates(bool supportsVAO) const
- {
- glUseProgram(_prevProgram);
- if (supportsVAO)
- glBindVertexArray(0);
- else
- {
- if (_prevPosLocInfo)
- {
- glBindBuffer(GL_ARRAY_BUFFER, _prevPosLocInfo->VBO);
- glVertexAttribPointer(_prevPosLocInfo->index,
- _prevPosLocInfo->size,
- _prevPosLocInfo->type,
- _prevPosLocInfo->normalized,
- _prevPosLocInfo->stride,
- _prevPosLocInfo->pointer);
- }
- if (_prevTexCoordLocInfo)
- {
- glBindBuffer(GL_ARRAY_BUFFER, _prevTexCoordLocInfo->VBO);
- glVertexAttribPointer(_prevTexCoordLocInfo->index,
- _prevTexCoordLocInfo->size,
- _prevTexCoordLocInfo->type,
- _prevTexCoordLocInfo->normalized,
- _prevTexCoordLocInfo->stride,
- _prevTexCoordLocInfo->pointer);
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, _prevVBO);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _prevVIO);
- }
- glColorMask(_prevColorWriteMask[0], _prevColorWriteMask[1], _prevColorWriteMask[2], _prevColorWriteMask[3]);
- if (GL_TRUE == _prevDepthTest) glEnable(GL_DEPTH_TEST);
- if (GL_TRUE == _prevBlendTest) glEnable(GL_BLEND);
- if (GL_TRUE == _prevCullFase) glEnable(GL_CULL_FACE);
- if (GL_TRUE == _prevStencilTest) glEnable(GL_STENCIL_TEST);
- if (GL_TRUE == _prevScissorTest) glEnable(GL_SCISSOR_TEST);
- if(_preveBoundTextureInfo != nullptr) {
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(_preveBoundTextureInfo->target, _preveBoundTextureInfo->texture);
- }
- }
- namespace
- {
- std::string logForOpenGLShader(GLuint shader)
- {
- GLint logLength = 0;
-
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength < 1)
- return "";
-
- char *logBytes = (char*)malloc(sizeof(char) * logLength);
- glGetShaderInfoLog(shader, logLength, nullptr, logBytes);
- std::string ret(logBytes);
-
- free(logBytes);
- return ret;
- }
- }
- bool RenderTexture::parseVertexAttribs()
- {
- _vertAttributePositionLocation = glGetAttribLocation(_program, "a_position");
- if (-1 == _vertAttributePositionLocation)
- {
- CCLOG("RenderTexture: %s: can not find vertex attribute of a_position", __FUNCTION__);
- return false;
- }
-
- _vertAttributeTextureCoordLocation = glGetAttribLocation(_program, "a_texCoord");
- if (-1 == _vertAttributeTextureCoordLocation)
- {
- CCLOG("RenderTexture: %s: can not find vertex attribute of a_texCoord", __FUNCTION__);
- return false;
- }
-
- return true;
- }
- bool RenderTexture::parseUniforms()
- {
- _fragUniformTextureLocation = glGetUniformLocation(_program, "u_texture");
- if (-1 == _fragUniformTextureLocation)
- {
- CCLOG("RenderTexture: %s: can not find uniform location of u_texture", __FUNCTION__);
- return false;
- }
- else
- return true;
- }
- bool RenderTexture::compileShader(GLuint& shader, GLenum type, const GLchar* source) const
- {
- shader = glCreateShader(type);
- glShaderSource(shader, 1, &source, nullptr);
- glCompileShader(shader);
-
- GLint status = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
- if (! status)
- {
- CCLOG("RenderTexture: ERROR: Failed to compile shader:\n%s", source);
- CCLOG("RenderTexture: %s", logForOpenGLShader(shader).c_str());
-
- return false;
- }
-
- return (GL_TRUE == status);
- }
- bool RenderTexture::initProgram()
- {
- GLuint vertShader = 0;
- GLuint fragShader = 0;
-
- // compile vertex shader
- const char* vert = R"(
- #ifdef GL_ES
- precision highp float;
- #endif
- attribute vec2 a_position;
- attribute vec2 a_texCoord;
- varying vec2 v_texCoord;
- void main()
- {
- gl_Position = vec4(a_position, 0, 1);
- v_texCoord = a_texCoord;
- }
- )";
- if (! compileShader(vertShader, GL_VERTEX_SHADER, vert))
- {
- CCLOG("RenderTexture: ERROR: Failed to compile vertex shader");
- return false;
- }
-
- // compile fragment shader
- const char* frag = R"(
- #ifdef GL_ES
- precision highp float;
- #endif
- varying vec2 v_texCoord;
- uniform sampler2D u_texture;
- void main()
- {
- gl_FragColor = texture2D(u_texture, v_texCoord);
- }
- )";
- if (! compileShader(fragShader, GL_FRAGMENT_SHADER, frag))
- {
- CCLOG("RenderTexture: ERROR: Failed to compile fragment shader");
- glDeleteShader(vertShader);
- return false;
- }
-
- // create program
- _program = glCreateProgram();
- if (! _program)
- {
- glDeleteShader(vertShader);
- glDeleteShader(fragShader);
- return false;
- }
- glAttachShader(_program, vertShader);
- glAttachShader(_program, fragShader);
- glLinkProgram(_program);
-
- glDeleteShader(vertShader);
- glDeleteShader(fragShader);
-
- GLint status = 0;
- glGetProgramiv(_program, GL_LINK_STATUS, &status);
- if (GL_FALSE == status)
- {
- CCLOG("RenderTexture: ERROR: %s: failed to link program ", __FUNCTION__);
- glDeleteProgram(_program);
- _program = 0;
- return false;
- }
-
- if (! parseVertexAttribs())
- return false;
-
- if (! parseUniforms())
- return false;
-
- return true;
- }
- void RenderTexture::initTexture()
- {
- glGenTextures(1, &_texture);
-
- glBindTexture(GL_TEXTURE_2D, _texture);
- unsigned char* texData = (unsigned char*)malloc(_width * _height * 3);
- memset(texData, 0, _width * _height * 3);
- GLint alignment = 1;
- int bytesPerRow = _width * 3;
- if (bytesPerRow % 8 == 0)
- alignment = 8;
- else if (bytesPerRow % 4 == 0)
- alignment = 4;
- else if (bytesPerRow % 2 == 0)
- alignment = 2;
- glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
- glTexImage2D(GL_TEXTURE_2D,
- 0,
- GL_RGB,
- _width,
- _height,
- 0,
- GL_RGB,
- GL_UNSIGNED_BYTE,
- texData);
-
- free(texData);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- CHECK_GL_ERROR_DEBUG();
- }
- void RenderTexture::initVBO()
- {
- glGenBuffers(2, _VBO);
-
- // vertex buffer
- glBindBuffer(GL_ARRAY_BUFFER, _VBO[0]);
- float vertices[] = {
- 1.f, 1.f, 1.f, 1.f, // top right
- 1.f, -1.f, 1.f, 0.f, // bottom right
- -1.f, -1.f, 0.f, 0.f, // bottom left
- -1.f, 1.f, 0.f, 1.f, // top left
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- // index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _VBO[1]);
- unsigned int indices[] = { 0, 1, 3,
- 1, 2, 3
- };
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- CHECK_GL_ERROR_DEBUG();
- }
- void RenderTexture::initVBOAndVAO()
- {
- glGenVertexArrays(1, &_VAO);
- glGenBuffers(2, _VBO);
- glBindVertexArray(_VAO);
-
- // vertex buffer
- glBindBuffer(GL_ARRAY_BUFFER, _VBO[0]);
- float vertices[] = {
- 1.f, 1.f, 1.f, 1.f, // top right
- 1.f, -1.f, 1.f, 0.f, // bottom right
- -1.f, -1.f, 0.f, 0.f, // bottom left
- -1.f, 1.f, 0.f, 1.f, // top left
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- // index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _VBO[1]);
- unsigned int indices[] = { 0, 1, 3,
- 1, 2, 3
- };
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
-
- // position attribute
- glEnableVertexAttribArray(_vertAttributePositionLocation);
- glVertexAttribPointer(_vertAttributePositionLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)0);
- // texture coord attribute
- glEnableVertexAttribArray(_vertAttributeTextureCoordLocation);
- glVertexAttribPointer(_vertAttributeTextureCoordLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- CHECK_GL_ERROR_DEBUG();
- }
- void RenderTexture::initFramebuffer()
- {
- _mainFBO = Application::getInstance()->getMainFBO();
- glGenFramebuffers(1, &_FBO);
- glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
- ccActiveOffScreenFramebuffer(_FBO);
- // set up depth buffer and stencil buffer
- #if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
- if(Configuration::getInstance()->supportsOESPackedDepthStencil())
- {
- //create and attach depth buffer
- glGenRenderbuffers(1, &_depthBuffer);
- glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (GLsizei)_width, (GLsizei)_height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
- }
- else
- {
- glGenRenderbuffers(1, &_depthBuffer);
- glGenRenderbuffers(1, &_stencilBuffer);
- glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
-
- if(Configuration::getInstance()->supportsOESDepth24())
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, (GLsizei)_width, (GLsizei)_height);
- else
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, (GLsizei)_width, (GLsizei)_height);
-
- glBindRenderbuffer(GL_RENDERBUFFER, _stencilBuffer);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, (GLsizei)_width, (GLsizei)_height);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _stencilBuffer);
- }
- #else
- //create and attach depth buffer
- glGenRenderbuffers(1, &_depthBuffer);
- glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (GLsizei)_width, (GLsizei)_height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
-
- // if depth format is the one with stencil part, bind same render buffer as stencil attachment
- // if (_depthAndStencilFormat == GL_DEPTH24_STENCIL8)
- {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
- }
- #endif
-
-
- if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- CCLOG("RenderTexture: %s : frame buffer is not complete.", __FUNCTION__);
-
- glBindFramebuffer(GL_FRAMEBUFFER, _mainFBO);
- }
- NS_CC_END
|