Пример #1
0
void RenderTexture::onBegin()
{
    //
    Director *director = Director::getInstance();
    Size size = director->getWinSizeInPixels();
    kmGLGetMatrix(KM_GL_PROJECTION, &_oldProjMatrix);
    kmGLMatrixMode(KM_GL_PROJECTION);
    kmGLLoadMatrix(&_projectionMatrix);
    
    kmGLGetMatrix(KM_GL_MODELVIEW, &_oldTransMatrix);
    kmGLMatrixMode(KM_GL_MODELVIEW);
    kmGLLoadMatrix(&_transformMatrix);
    const Size& texSize = _texture->getContentSizeInPixels();
    if(!_keepMatrix)
    {
        director->setProjection(director->getProjection());

        

        // Calculate the adjustment ratios based on the old and new projections
        float widthRatio = size.width / texSize.width;
        float heightRatio = size.height / texSize.height;
        kmMat4 orthoMatrix;
        kmMat4OrthographicProjection(&orthoMatrix, (float)-1.0 / widthRatio,  (float)1.0 / widthRatio,
            (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1,1 );
        kmGLMultMatrix(&orthoMatrix);
    }
    //calculate viewport
    {
        Rect viewport;
        viewport.size.width = _fullviewPort.size.width;
        viewport.size.height = _fullviewPort.size.height;
        float viewPortRectWidthRatio = float(viewport.size.width)/_fullRect.size.width;
        float viewPortRectHeightRatio = float(viewport.size.height)/_fullRect.size.height;
        viewport.origin.x = (_fullRect.origin.x - _rtTextureRect.origin.x) * viewPortRectWidthRatio;
        viewport.origin.y = (_fullRect.origin.y - _rtTextureRect.origin.y) * viewPortRectHeightRatio;
        //glViewport(_fullviewPort.origin.x, _fullviewPort.origin.y, (GLsizei)_fullviewPort.size.width, (GLsizei)_fullviewPort.size.height);
        glViewport(viewport.origin.x, viewport.origin.y, (GLsizei)texSize.width, (GLsizei)texSize.height);
    }

    // Adjust the orthographic projection and viewport
    
    glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
    glBindFramebuffer(GL_FRAMEBUFFER, _FBO);

    //TODO move this to configration, so we don't check it every time
    /*  Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
     */
    if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
    {
        // -- bind a temporary texture so we can clear the render buffer without losing our texture
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
        CHECK_GL_ERROR_DEBUG();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
    }
}
Пример #2
0
// properties
void GridBase::setActive(bool active)
{
    _active = active;
    if (! active)
    {
        Director *pDirector = Director::getInstance();
        Director::Projection proj = pDirector->getProjection();
        pDirector->setProjection(proj);
    }
}
Пример #3
0
void GridBase::beforeDraw(void)
{
    // save projection
    Director *director = Director::getInstance();
    _directorProjection = director->getProjection();

    // 2d projection
    //    [director setProjection:Director::Projection::_2D];
    set2DProjection();
    _grabber->beforeRender(_texture);
}
Пример #4
0
void GridBase::beforeDraw(void)
{
    // save projection
    Director *director = Director::getInstance();
    _directorProjection = director->getProjection();

    // 2d projection
    //    [director setProjection:Director::Projection::_2D];
    set2DProjection();
    
    Size    size = director->getWinSizeInPixels();
    glViewport(0, 0, (GLsizei)(size.width), (GLsizei)(size.height) );
    _grabber->beforeRender(_texture);
}
Пример #5
0
void RenderTexture::begin()
{
    kmGLMatrixMode(KM_GL_PROJECTION);
    kmGLPushMatrix();
    kmGLGetMatrix(KM_GL_PROJECTION, &_projectionMatrix);
    
    kmGLMatrixMode(KM_GL_MODELVIEW);
    kmGLPushMatrix();
    kmGLGetMatrix(KM_GL_MODELVIEW, &_transformMatrix);
    
    if(!_keepMatrix)
    {
        Director *director = Director::getInstance();
        director->setProjection(director->getProjection());
        
        const Size& texSize = _texture->getContentSizeInPixels();
        
        // Calculate the adjustment ratios based on the old and new projections
        Size size = director->getWinSizeInPixels();
        float widthRatio = size.width / texSize.width;
        float heightRatio = size.height / texSize.height;
        
        kmMat4 orthoMatrix;
        kmMat4OrthographicProjection(&orthoMatrix, (float)-1.0 / widthRatio,  (float)1.0 / widthRatio,
                                     (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1,1 );
        kmGLMultMatrix(&orthoMatrix);
    }

    _groupCommand.init(_globalZOrder);

    Renderer *renderer =  Director::getInstance()->getRenderer();
    renderer->addCommand(&_groupCommand);
    renderer->pushGroup(_groupCommand.getRenderQueueID());

    _beginCommand.init(_globalZOrder);
    _beginCommand.func = CC_CALLBACK_0(RenderTexture::onBegin, this);

    Director::getInstance()->getRenderer()->addCommand(&_beginCommand);
}
Пример #6
0
void RenderTexture::begin()
{
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    _projectionMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    _transformMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    if(!_keepMatrix)
    {
        director->setProjection(director->getProjection());
        
        const Size& texSize = _texture->getContentSizeInPixels();
        
        // Calculate the adjustment ratios based on the old and new projections
        Size size = director->getWinSizeInPixels();
        
        float widthRatio = size.width / texSize.width;
        float heightRatio = size.height / texSize.height;
        
        Mat4 orthoMatrix;
        Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
        director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
    }

    _groupCommand.init(_globalZOrder);

    Renderer *renderer =  Director::getInstance()->getRenderer();
    renderer->addCommand(&_groupCommand);
    renderer->pushGroup(_groupCommand.getRenderQueueID());

    _beginCommand.init(_globalZOrder);
    _beginCommand.func = CC_CALLBACK_0(RenderTexture::onBegin, this);

    Director::getInstance()->getRenderer()->addCommand(&_beginCommand);
}