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/*
* 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
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