/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2009 On-Core * * 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. * */ #import "Platforms/CCGL.h" #import "CCGrabber.h" #import "ccMacros.h" #import "CCTexture2D.h" #import "Support/OpenGL_Internal.h" @implementation CCGrabber -(id) init { if(( self = [super init] )) { // generate FBO ccglGenFramebuffers(1, &fbo); } return self; } -(void)grab:(CCTexture2D*)texture { glGetIntegerv(CC_GL_FRAMEBUFFER_BINDING, &oldFBO); // bind ccglBindFramebuffer(CC_GL_FRAMEBUFFER, fbo); // associate texture with FBO ccglFramebufferTexture2D(CC_GL_FRAMEBUFFER, CC_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.name, 0); // check if it worked (probably worth doing :) ) GLuint status = ccglCheckFramebufferStatus(CC_GL_FRAMEBUFFER); if (status != CC_GL_FRAMEBUFFER_COMPLETE) [NSException raise:@"Frame Grabber" format:@"Could not attach texture to framebuffer"]; ccglBindFramebuffer(CC_GL_FRAMEBUFFER, oldFBO); } -(void)beforeRender:(CCTexture2D*)texture { glGetIntegerv(CC_GL_FRAMEBUFFER_BINDING, &oldFBO); ccglBindFramebuffer(CC_GL_FRAMEBUFFER, fbo); // BUG XXX: doesn't work with RGB565. glClearColor(0,0,0,0); // BUG #631: To fix #631, uncomment the lines with #631 // Warning: But it CCGrabber won't work with 2 effects at the same time // glClearColor(0.0f,0.0f,0.0f,1.0f); // #631 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glColorMask(TRUE, TRUE, TRUE, FALSE); // #631 } -(void)afterRender:(CCTexture2D*)texture { ccglBindFramebuffer(CC_GL_FRAMEBUFFER, oldFBO); // glColorMask(TRUE, TRUE, TRUE, TRUE); // #631 } - (void) dealloc { CCLOGINFO(@"cocos2d: deallocing %@", self); ccglDeleteFramebuffers(1, &fbo); [super dealloc]; } @end