背景和头像缺失
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#include "RenderTextureTest.h"
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USING_NS_CC;
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using namespace cocos2d::ui;
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RenderTextureTests::RenderTextureTests()
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{
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ADD_TEST_CASE(RenderTextureSave);
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ADD_TEST_CASE(RenderTextureIssue937);
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ADD_TEST_CASE(RenderTextureZbuffer);
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ADD_TEST_CASE(RenderTextureTestDepthStencil);
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ADD_TEST_CASE(RenderTextureTargetNode);
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ADD_TEST_CASE(SpriteRenderTextureBug);
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ADD_TEST_CASE(RenderTexturePartTest);
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};
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/**
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* Impelmentation of RenderTextureSave
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*/
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RenderTextureSave::RenderTextureSave()
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{
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auto s = Director::getInstance()->getWinSize();
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// create a render texture, this is what we are going to draw into
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_target = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA8888);
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_target->retain();
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_target->setPosition(Vec2(s.width / 2, s.height / 2));
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// note that the render texture is a Node, and contains a sprite of its texture for convience,
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// so we can just parent it to the scene like any other Node
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this->addChild(_target, -1);
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesMoved = CC_CALLBACK_2(RenderTextureSave::onTouchesMoved, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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// Save Image menu
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MenuItemFont::setFontSize(16);
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auto item1 = MenuItemFont::create("Save Image", CC_CALLBACK_1(RenderTextureSave::saveImage, this));
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auto item2 = MenuItemFont::create("Clear", CC_CALLBACK_1(RenderTextureSave::clearImage, this));
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auto menu = Menu::create(item1, item2, nullptr);
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this->addChild(menu);
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menu->alignItemsVertically();
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menu->setPosition(Vec2(VisibleRect::rightTop().x - 80, VisibleRect::rightTop().y - 30));
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}
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std::string RenderTextureSave::title() const
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{
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return "Touch the screen";
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}
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std::string RenderTextureSave::subtitle() const
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{
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return "Press 'Save Image' to create an snapshot of the render texture";
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}
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void RenderTextureSave::clearImage(cocos2d::Ref *sender)
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{
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_target->clear(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
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}
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void RenderTextureSave::saveImage(cocos2d::Ref *sender)
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{
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static int counter = 0;
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char png[20];
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sprintf(png, "image-%d.png", counter);
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auto callback = [&](RenderTexture* rt, const std::string& path)
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{
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auto sprite = Sprite::create(path);
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addChild(sprite);
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sprite->setScale(0.3f);
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sprite->setPosition(Vec2(40, 40));
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sprite->setRotation(counter * 3);
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};
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_target->saveToFile(png, Image::Format::PNG, true, callback);
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//Add this function to avoid crash if we switch to a new scene.
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Director::getInstance()->getRenderer()->render();
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CCLOG("Image saved %s", png);
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counter++;
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}
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RenderTextureSave::~RenderTextureSave()
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{
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_target->release();
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Director::getInstance()->getTextureCache()->removeUnusedTextures();
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}
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void RenderTextureSave::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
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{
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auto touch = touches[0];
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auto start = touch->getLocation();
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auto end = touch->getPreviousLocation();
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// begin drawing to the render texture
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_target->begin();
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// for extra points, we'll draw this smoothly from the last position and vary the sprite's
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// scale/rotation/offset
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float distance = start.getDistance(end);
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if (distance > 1)
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{
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int d = (int)distance;
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_brushs.clear();
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for(int i = 0; i < d; ++i)
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{
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Sprite * sprite = Sprite::create("Images/fire.png");
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sprite->setColor(Color3B::RED);
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sprite->setOpacity(20);
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_brushs.pushBack(sprite);
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}
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for (int i = 0; i < d; i++)
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{
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float difx = end.x - start.x;
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float dify = end.y - start.y;
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float delta = (float)i / distance;
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_brushs.at(i)->setPosition(Vec2(start.x + (difx * delta), start.y + (dify * delta)));
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_brushs.at(i)->setRotation(rand() % 360);
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float r = (float)(rand() % 50 / 50.f) + 0.25f;
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_brushs.at(i)->setScale(r);
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/*_brush->setColor(Color3B(CCRANDOM_0_1() * 127 + 128, 255, 255));*/
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// Use CCRANDOM_0_1() will cause error when loading libtests.so on android, I don't know why.
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_brushs.at(i)->setColor(Color3B(rand() % 127 + 128, 255, 255));
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// Call visit to draw the brush, don't call draw..
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_brushs.at(i)->visit();
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}
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}
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// finish drawing and return context back to the screen
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_target->end();
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}
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/**
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* Impelmentation of RenderTextureIssue937
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*/
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RenderTextureIssue937::RenderTextureIssue937()
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{
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/*
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* 1 2
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* A: A1 A2
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*
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* B: B1 B2
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*
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* A1: premulti sprite
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* A2: premulti render
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*
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* B1: non-premulti sprite
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* B2: non-premulti render
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*/
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auto background = LayerColor::create(Color4B(200,200,200,255));
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addChild(background);
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auto s = Director::getInstance()->getWinSize();
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auto spr_premulti = Sprite::create("Images/fire.png");
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spr_premulti->setPosition(Vec2(s.width/2-16, s.height/2+16));
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auto spr_nonpremulti = Sprite::create("Images/fire.png");
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spr_nonpremulti->setPosition(Vec2(s.width/2-16, s.height/2-16));
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/* A2 & B2 setup */
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auto rend = RenderTexture::create(32, 64, Texture2D::PixelFormat::RGBA8888);
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if (nullptr == rend)
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{
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return;
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}
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auto spr_size = spr_premulti->getContentSize();
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rend->setKeepMatrix(true);
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Size pixelSize = Director::getInstance()->getWinSizeInPixels();
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rend->setVirtualViewport(Vec2(s.width/2-32, s.height/2-32),Rect(0,0,s.width,s.height),Rect(0,0,pixelSize.width,pixelSize.height));
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// It's possible to modify the RenderTexture blending function by
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// [[rend sprite] setBlendFunc:(BlendFunc) {GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
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rend->begin();
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spr_premulti->visit();
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spr_nonpremulti->visit();
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rend->end();
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rend->setPosition(Vec2(s.width/2+16, s.height/2));
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addChild(spr_nonpremulti);
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addChild(spr_premulti);
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addChild(rend);
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}
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std::string RenderTextureIssue937::title() const
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{
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return "Testing issue #937";
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}
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std::string RenderTextureIssue937::subtitle() const
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{
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return "All images should be equal...";
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}
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/**
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* Impelmentation of RenderTextureZbuffer
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*/
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RenderTextureZbuffer::RenderTextureZbuffer()
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{
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesBegan = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesBegan, this);
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listener->onTouchesMoved = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesMoved, this);
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listener->onTouchesEnded = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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auto size = Director::getInstance()->getWinSize();
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auto label = Label::createWithTTF("vertexZ = 50", "fonts/Marker Felt.ttf", 64);
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label->setPosition(Vec2(size.width / 2, size.height * 0.25f));
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this->addChild(label);
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auto label2 = Label::createWithTTF("vertexZ = 0", "fonts/Marker Felt.ttf", 64);
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label2->setPosition(Vec2(size.width / 2, size.height * 0.5f));
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this->addChild(label2);
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auto label3 = Label::createWithTTF("vertexZ = -50", "fonts/Marker Felt.ttf", 64);
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label3->setPosition(Vec2(size.width / 2, size.height * 0.75f));
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this->addChild(label3);
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label->setPositionZ(50);
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label2->setPositionZ(0);
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label3->setPositionZ(-50);
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SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Images/bugs/circle.plist");
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mgr = SpriteBatchNode::create("Images/bugs/circle.png", 9);
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this->addChild(mgr);
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sp1 = Sprite::createWithSpriteFrameName("circle.png");
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sp2 = Sprite::createWithSpriteFrameName("circle.png");
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sp3 = Sprite::createWithSpriteFrameName("circle.png");
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sp4 = Sprite::createWithSpriteFrameName("circle.png");
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sp5 = Sprite::createWithSpriteFrameName("circle.png");
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sp6 = Sprite::createWithSpriteFrameName("circle.png");
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sp7 = Sprite::createWithSpriteFrameName("circle.png");
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sp8 = Sprite::createWithSpriteFrameName("circle.png");
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sp9 = Sprite::createWithSpriteFrameName("circle.png");
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mgr->addChild(sp1, 9);
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mgr->addChild(sp2, 8);
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mgr->addChild(sp3, 7);
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mgr->addChild(sp4, 6);
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mgr->addChild(sp5, 5);
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mgr->addChild(sp6, 4);
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mgr->addChild(sp7, 3);
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mgr->addChild(sp8, 2);
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mgr->addChild(sp9, 1);
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sp1->setPositionZ(400);
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sp2->setPositionZ(300);
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sp3->setPositionZ(200);
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sp4->setPositionZ(100);
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sp5->setPositionZ(0);
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sp6->setPositionZ(-100);
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sp7->setPositionZ(-200);
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sp8->setPositionZ(-300);
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sp9->setPositionZ(-400);
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sp9->setScale(2);
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sp9->setColor(Color3B::YELLOW);
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}
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std::string RenderTextureZbuffer::title() const
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{
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return "Testing Z Buffer in Render Texture";
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}
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std::string RenderTextureZbuffer::subtitle() const
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{
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return "Touch screen. It should be green";
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}
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void RenderTextureZbuffer::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
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{
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for (auto &item: touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
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{
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for (auto &item: touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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this->renderScreenShot();
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}
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void RenderTextureZbuffer::renderScreenShot()
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{
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auto texture = RenderTexture::create(512, 512);
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if (nullptr == texture)
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{
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return;
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}
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texture->begin();
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this->visit();
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texture->end();
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auto sprite = Sprite::createWithTexture(texture->getSprite()->getTexture());
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sprite->setPosition(Vec2(256, 256));
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sprite->setOpacity(182);
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sprite->setFlippedY(1);
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this->addChild(sprite, 999999);
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sprite->setColor(Color3B::GREEN);
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sprite->runAction(Sequence::create(FadeTo::create(2, 0),
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Hide::create(),
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nullptr));
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}
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RenderTexturePartTest::RenderTexturePartTest()
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{
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auto sprite1 = Sprite::create("Images/grossini.png");
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auto sprite11 = Sprite::create("Images/grossini.png");
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auto sprite2 = Sprite::create("Images/grossinis_sister1.png");
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auto sprite22 = Sprite::create("Images/grossinis_sister1.png");
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Size size = Director::getInstance()->getWinSize();
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Size sprite1Size = sprite1->getContentSize();
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sprite1->setPosition((size.width-sprite1Size.width)/2 - 20, (size.height - sprite1Size.height)/2 - 20);
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sprite11->setPosition(size.width/2 + 20, (size.height - sprite1Size.height)/2 - 20);
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sprite2->setPosition((size.width-sprite1Size.width)/2 - 20, size.height/2 + 20);
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sprite22->setPosition(size.width/2 + 20, size.height/2 + 20);
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addChild(sprite1);
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addChild(sprite11);
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addChild(sprite2);
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addChild(sprite22);
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_rend = RenderTexture::create(200, 200, Texture2D::PixelFormat::RGBA8888);
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_rend->retain();
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_rend->setKeepMatrix(true);
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Size pixelSize = Director::getInstance()->getWinSizeInPixels();
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_rend->setVirtualViewport(Vec2(size.width/2-150, size.height/2-150),Rect(0,0,size.width,size.height),Rect(0,0,pixelSize.width,pixelSize.height));
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_rend->beginWithClear(1, 0, 0, 1);
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sprite1->visit();
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sprite11->visit();
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sprite2->visit();
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sprite22->visit();
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_rend->end();
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_spriteDraw = Sprite::createWithTexture(_rend->getSprite()->getTexture());
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FiniteTimeAction* baseAction = MoveBy::create(1, Vec2(size.width,0));
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_spriteDraw->setPosition(0,size.height/2);
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_spriteDraw->setScaleY(-1);
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_spriteDraw->runAction(RepeatForever::create(Sequence::create
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(baseAction,baseAction->reverse(), nullptr)));
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addChild(_spriteDraw);
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}
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RenderTexturePartTest::~RenderTexturePartTest()
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{
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CC_SAFE_RELEASE(_rend);
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}
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std::string RenderTexturePartTest::title() const
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{
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return "Render Texture Part Test";
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}
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std::string RenderTexturePartTest::subtitle() const
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{
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return "Only Grabbing a sub region of fullscreen";
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}
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// RenderTextureTestDepthStencil
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RenderTextureTestDepthStencil::RenderTextureTestDepthStencil()
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{
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auto s = Director::getInstance()->getWinSize();
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_spriteDS = Sprite::create("Images/fire.png");
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_spriteDS->retain();
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_spriteDS->setPosition(Vec2(s.width * 0.25f, 0));
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_spriteDS->setScale(10);
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_spriteDraw = Sprite::create("Images/fire.png");
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_spriteDraw->retain();
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_spriteDraw->setPosition(Vec2(s.width * 0.25f, 0));
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_spriteDraw->setScale(10);
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//! move sprite half width and height, and draw only where not marked
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_spriteDraw->setPosition(_spriteDraw->getPosition() + Vec2(_spriteDraw->getContentSize().width * _spriteDraw->getScale() * 0.5, _spriteDraw->getContentSize().height * _spriteDraw->getScale() * 0.5));
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_rend = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA4444, GL_DEPTH24_STENCIL8);
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_rend->setPosition(Vec2(s.width * 0.5f, s.height * 0.5f));
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this->addChild(_rend);
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}
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RenderTextureTestDepthStencil::~RenderTextureTestDepthStencil()
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{
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CC_SAFE_RELEASE(_spriteDraw);
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CC_SAFE_RELEASE(_spriteDS);
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}
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void RenderTextureTestDepthStencil::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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_renderCmds[0].init(_globalZOrder, transform, flags);
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_renderCmds[0].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeClear, this);
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renderer->addCommand(&_renderCmds[0]);
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_rend->beginWithClear(0, 0, 0, 0, 0, 0);
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_renderCmds[1].init(_globalZOrder, transform, flags);
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_renderCmds[1].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeStencil, this);
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renderer->addCommand(&_renderCmds[1]);
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_spriteDS->visit();
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_renderCmds[2].init(_globalZOrder, transform, flags);
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_renderCmds[2].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforDraw, this);
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renderer->addCommand(&_renderCmds[2]);
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_spriteDraw->visit();
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_rend->end();
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_renderCmds[3].init(_globalZOrder, transform, flags);
|
||||
_renderCmds[3].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onAfterDraw, this);
|
||||
renderer->addCommand(&_renderCmds[3]);
|
||||
}
|
||||
|
||||
void RenderTextureTestDepthStencil::onBeforeClear()
|
||||
{
|
||||
glStencilMask(0xFF);
|
||||
|
||||
// Since cocos2d-x v3.7, users should avoid calling GL directly because it will break the internal GL state
|
||||
// But if users must call GL directly, they should update the state manually,
|
||||
// RenderState::StateBlock::_defaultState->setStencilWrite(0xFF);
|
||||
}
|
||||
|
||||
void RenderTextureTestDepthStencil::onBeforeStencil()
|
||||
{
|
||||
//! mark sprite quad into stencil buffer
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_NEVER, 1, 0xFF);
|
||||
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
||||
|
||||
// Since cocos2d-x v3.7, users should avoid calling GL directly because it will break the internal GL state
|
||||
// But if users must call GL directly, they should update the state manually,
|
||||
// RenderState::StateBlock::_defaultState->setStencilTest(true);
|
||||
// RenderState::StateBlock::_defaultState->setStencilFunction(RenderState::STENCIL_NEVER, 1, 0xFF);
|
||||
// RenderState::StateBlock::_defaultState->setStencilOperation(RenderState::STENCIL_OP_REPLACE, RenderState::STENCIL_OP_REPLACE, RenderState::STENCIL_OP_REPLACE);
|
||||
}
|
||||
|
||||
void RenderTextureTestDepthStencil::onBeforDraw()
|
||||
{
|
||||
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
|
||||
// Since cocos2d-x v3.7, users should avoid calling GL directly because it will break the internal GL state
|
||||
// But if users must call GL directly, they should update the state manually,
|
||||
// RenderState::StateBlock::_defaultState->setStencilFunction(RenderState::STENCIL_NOTEQUAL, 1, 0xFF);
|
||||
}
|
||||
|
||||
void RenderTextureTestDepthStencil::onAfterDraw()
|
||||
{
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
// Since cocos2d-x v3.7, users should avoid calling GL directly because it will break the internal GL state
|
||||
// But if users must call GL directly, they should update the state manually,
|
||||
// RenderState::StateBlock::_defaultState->setStencilTest(false);
|
||||
}
|
||||
|
||||
std::string RenderTextureTestDepthStencil::title() const
|
||||
{
|
||||
return "Testing depthStencil attachment";
|
||||
}
|
||||
|
||||
std::string RenderTextureTestDepthStencil::subtitle() const
|
||||
{
|
||||
return "Circle should be missing 1/4 of its region";
|
||||
}
|
||||
|
||||
// RenderTextureTest
|
||||
RenderTextureTargetNode::RenderTextureTargetNode()
|
||||
{
|
||||
/*
|
||||
* 1 2
|
||||
* A: A1 A2
|
||||
*
|
||||
* B: B1 B2
|
||||
*
|
||||
* A1: premulti sprite
|
||||
* A2: premulti render
|
||||
*
|
||||
* B1: non-premulti sprite
|
||||
* B2: non-premulti render
|
||||
*/
|
||||
auto background = LayerColor::create(Color4B(40,40,40,255));
|
||||
addChild(background);
|
||||
|
||||
// sprite 1
|
||||
sprite1 = Sprite::create("Images/fire.png");
|
||||
|
||||
// sprite 2
|
||||
sprite2 = Sprite::create("Images/fire_rgba8888.pvr");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
|
||||
/* Create the render texture */
|
||||
auto renderTexture = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA4444);
|
||||
this->renderTexture = renderTexture;
|
||||
|
||||
renderTexture->setPosition(Vec2(s.width/2, s.height/2));
|
||||
// renderTexture->setScale(2.0f);
|
||||
|
||||
/* add the sprites to the render texture */
|
||||
renderTexture->addChild(sprite1);
|
||||
renderTexture->addChild(sprite2);
|
||||
renderTexture->setClearColor(Color4F(0, 0, 0, 0));
|
||||
renderTexture->setClearFlags(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
/* add the render texture to the scene */
|
||||
addChild(renderTexture);
|
||||
|
||||
renderTexture->setAutoDraw(true);
|
||||
|
||||
scheduleUpdate();
|
||||
|
||||
// Toggle clear on / off
|
||||
auto item = MenuItemFont::create("Clear On/Off", CC_CALLBACK_1(RenderTextureTargetNode::touched, this));
|
||||
auto menu = Menu::create(item, nullptr);
|
||||
addChild(menu);
|
||||
|
||||
menu->setPosition(Vec2(s.width/2, s.height/2));
|
||||
}
|
||||
|
||||
void RenderTextureTargetNode::touched(Ref* sender)
|
||||
{
|
||||
if (renderTexture->getClearFlags() == 0)
|
||||
{
|
||||
renderTexture->setClearFlags(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
else
|
||||
{
|
||||
renderTexture->setClearFlags(0);
|
||||
renderTexture->setClearColor(Color4F( CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
|
||||
}
|
||||
}
|
||||
|
||||
void RenderTextureTargetNode::update(float dt)
|
||||
{
|
||||
static float time = 0;
|
||||
float r = 80;
|
||||
sprite1->setPosition(Vec2(cosf(time * 2) * r, sinf(time * 2) * r));
|
||||
sprite2->setPosition(Vec2(sinf(time * 2) * r, cosf(time * 2) * r));
|
||||
|
||||
time += dt;
|
||||
}
|
||||
|
||||
std::string RenderTextureTargetNode::title() const
|
||||
{
|
||||
return "Testing Render Target Node";
|
||||
}
|
||||
|
||||
std::string RenderTextureTargetNode::subtitle() const
|
||||
{
|
||||
return "Sprites should be equal and move with each frame";
|
||||
}
|
||||
|
||||
// SpriteRenderTextureBug
|
||||
|
||||
SpriteRenderTextureBug::SimpleSprite::SimpleSprite() : _rt(nullptr) {}
|
||||
SpriteRenderTextureBug::SimpleSprite::~SimpleSprite()
|
||||
{
|
||||
CC_SAFE_RELEASE(_rt);
|
||||
}
|
||||
|
||||
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::SimpleSprite::create(const char* filename, const Rect &rect)
|
||||
{
|
||||
auto sprite = new (std::nothrow) SimpleSprite();
|
||||
if (sprite && sprite->initWithFile(filename, rect))
|
||||
{
|
||||
sprite->autorelease();
|
||||
}
|
||||
else
|
||||
{
|
||||
CC_SAFE_DELETE(sprite);
|
||||
}
|
||||
|
||||
return sprite;
|
||||
}
|
||||
|
||||
void SpriteRenderTextureBug::SimpleSprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
|
||||
{
|
||||
if (_rt == nullptr)
|
||||
{
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
_rt = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA8888);
|
||||
_rt->retain();
|
||||
}
|
||||
_rt->beginWithClear(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
_rt->end();
|
||||
|
||||
Sprite::draw(renderer, transform, flags);
|
||||
|
||||
}
|
||||
|
||||
SpriteRenderTextureBug::SpriteRenderTextureBug()
|
||||
{
|
||||
auto listener = EventListenerTouchAllAtOnce::create();
|
||||
listener->onTouchesEnded = CC_CALLBACK_2(SpriteRenderTextureBug::onTouchesEnded, this);
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
addNewSpriteWithCoords(Vec2(s.width/2, s.height/2));
|
||||
}
|
||||
|
||||
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::addNewSpriteWithCoords(const Vec2& p)
|
||||
{
|
||||
int idx = CCRANDOM_0_1() * 1400 / 100;
|
||||
int x = (idx%5) * 85;
|
||||
int y = (idx/5) * 121;
|
||||
|
||||
auto sprite = SpriteRenderTextureBug::SimpleSprite::create("Images/grossini_dance_atlas.png",
|
||||
Rect(x,y,85,121));
|
||||
addChild(sprite);
|
||||
|
||||
sprite->setPosition(p);
|
||||
|
||||
FiniteTimeAction *action = nullptr;
|
||||
float rd = CCRANDOM_0_1();
|
||||
|
||||
if (rd < 0.20)
|
||||
action = ScaleBy::create(3, 2);
|
||||
else if (rd < 0.40)
|
||||
action = RotateBy::create(3, 360);
|
||||
else if (rd < 0.60)
|
||||
action = Blink::create(1, 3);
|
||||
else if (rd < 0.8 )
|
||||
action = TintBy::create(2, 0, -255, -255);
|
||||
else
|
||||
action = FadeOut::create(2);
|
||||
|
||||
auto action_back = action->reverse();
|
||||
auto seq = Sequence::create(action, action_back, nullptr);
|
||||
|
||||
sprite->runAction(RepeatForever::create(seq));
|
||||
|
||||
//return sprite;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void SpriteRenderTextureBug::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
for (auto &touch: touches)
|
||||
{
|
||||
auto location = touch->getLocation();
|
||||
addNewSpriteWithCoords(location);
|
||||
}
|
||||
}
|
||||
|
||||
std::string SpriteRenderTextureBug::title() const
|
||||
{
|
||||
return "SpriteRenderTextureBug";
|
||||
}
|
||||
|
||||
std::string SpriteRenderTextureBug::subtitle() const
|
||||
{
|
||||
return "Touch the screen. Sprite should appear on under the touch";
|
||||
}
|
||||
@@ -0,0 +1,145 @@
|
||||
#ifndef _RENDERTEXTURE_TEST_H_
|
||||
#define _RENDERTEXTURE_TEST_H_
|
||||
|
||||
#include "cocos2d.h"
|
||||
#include "../BaseTest.h"
|
||||
|
||||
DEFINE_TEST_SUITE(RenderTextureTests);
|
||||
|
||||
class RenderTextureTest : public TestCase
|
||||
{
|
||||
};
|
||||
|
||||
class RenderTextureSave : public RenderTextureTest
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(RenderTextureSave);
|
||||
RenderTextureSave();
|
||||
~RenderTextureSave();
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
|
||||
void clearImage(cocos2d::Ref* pSender);
|
||||
void saveImage(cocos2d::Ref* pSender);
|
||||
|
||||
private:
|
||||
cocos2d::RenderTexture* _target;
|
||||
cocos2d::Vector<cocos2d::Sprite*> _brushs;
|
||||
};
|
||||
|
||||
class RenderTextureIssue937 : public RenderTextureTest
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(RenderTextureIssue937);
|
||||
RenderTextureIssue937();
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
};
|
||||
|
||||
class RenderTextureZbuffer : public RenderTextureTest
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(RenderTextureZbuffer);
|
||||
RenderTextureZbuffer();
|
||||
|
||||
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
|
||||
void onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
|
||||
void onTouchesEnded(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
void renderScreenShot();
|
||||
|
||||
private:
|
||||
cocos2d::SpriteBatchNode *mgr;;
|
||||
|
||||
cocos2d::Sprite *sp1;
|
||||
cocos2d::Sprite *sp2;
|
||||
cocos2d::Sprite *sp3;
|
||||
cocos2d::Sprite *sp4;
|
||||
cocos2d::Sprite *sp5;
|
||||
cocos2d::Sprite *sp6;
|
||||
cocos2d::Sprite *sp7;
|
||||
cocos2d::Sprite *sp8;
|
||||
cocos2d::Sprite *sp9;
|
||||
};
|
||||
|
||||
class RenderTextureTestDepthStencil : public RenderTextureTest
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(RenderTextureTestDepthStencil);
|
||||
RenderTextureTestDepthStencil();
|
||||
virtual ~RenderTextureTestDepthStencil();
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags) override;
|
||||
private:
|
||||
cocos2d::CustomCommand _renderCmds[4];
|
||||
void onBeforeClear();
|
||||
void onBeforeStencil();
|
||||
void onBeforDraw();
|
||||
void onAfterDraw();
|
||||
|
||||
private:
|
||||
cocos2d::RenderTexture* _rend;
|
||||
cocos2d::Sprite* _spriteDS;
|
||||
cocos2d::Sprite* _spriteDraw;
|
||||
};
|
||||
|
||||
class RenderTextureTargetNode : public RenderTextureTest
|
||||
{
|
||||
private:
|
||||
cocos2d::Sprite *sprite1, *sprite2;
|
||||
cocos2d::RenderTexture *renderTexture;
|
||||
public:
|
||||
CREATE_FUNC(RenderTextureTargetNode);
|
||||
RenderTextureTargetNode();
|
||||
|
||||
virtual void update(float t)override;
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
void touched(cocos2d::Ref* sender);
|
||||
};
|
||||
|
||||
class RenderTexturePartTest : public RenderTextureTest
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(RenderTexturePartTest);
|
||||
RenderTexturePartTest();
|
||||
virtual ~RenderTexturePartTest();
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
private:
|
||||
cocos2d::RenderTexture* _rend;
|
||||
cocos2d::Sprite* _spriteDraw;
|
||||
};
|
||||
|
||||
class SpriteRenderTextureBug : public RenderTextureTest
|
||||
{
|
||||
public:
|
||||
|
||||
class SimpleSprite : public cocos2d::Sprite
|
||||
{
|
||||
public:
|
||||
static SimpleSprite* create(const char* filename, const cocos2d::Rect &rect);
|
||||
SimpleSprite();
|
||||
~SimpleSprite();
|
||||
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags);
|
||||
public:
|
||||
cocos2d::RenderTexture* _rt;
|
||||
};
|
||||
|
||||
public:
|
||||
CREATE_FUNC(SpriteRenderTextureBug);
|
||||
SpriteRenderTextureBug();
|
||||
|
||||
void onTouchesEnded(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
SimpleSprite* addNewSpriteWithCoords(const cocos2d::Vec2& p);
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user