cocos2d-x  3.3
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
RenderTexture Class Reference

RenderTexture is a generic rendering target. More...

#include <CCRenderTexture.h>

Inheritance diagram for RenderTexture:
Node Ref

Public Member Functions

virtual void begin ()
 starts grabbing More...
 
virtual void beginWithClear (float r, float g, float b, float a)
 starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue)
 starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
void endToLua ()
 end is key word of lua, use other name to export to lua. More...
 
virtual void end ()
 ends grabbing More...
 
void clear (float r, float g, float b, float a)
 clears the texture with a color More...
 
virtual void clearDepth (float depthValue)
 clears the texture with a specified depth value More...
 
virtual void clearStencil (int stencilValue)
 clears the texture with a specified stencil value More...
 
ImagenewImage (bool flipImage=true)
 
ImagenewCCImage (bool flipImage=true)
 
bool saveToFile (const std::string &filename, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr)
 saves the texture into a file using JPEG format. More...
 
bool saveToFile (const std::string &filename, Image::Format format, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr)
 saves the texture into a file. More...
 
void listenToBackground (EventCustom *event)
 Listen "come to background" message, and save render texture. More...
 
void listenToForeground (EventCustom *event)
 Listen "come to foreground" message and restore the frame buffer object It only has effect on Android. More...
 
unsigned int getClearFlags () const
 Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More...
 
void setClearFlags (unsigned int clearFlags)
 
const Color4FgetClearColor () const
 Clear color value. More...
 
void setClearColor (const Color4F &clearColor)
 
float getClearDepth () const
 Value for clearDepth. More...
 
void setClearDepth (float clearDepth)
 
int getClearStencil () const
 Value for clear Stencil. More...
 
void setClearStencil (int clearStencil)
 
bool isAutoDraw () const
 When enabled, it will render its children into the texture automatically. More...
 
void setAutoDraw (bool isAutoDraw)
 
SpritegetSprite () const
 Gets the Sprite being used. More...
 
void setSprite (Sprite *sprite)
 Sets the Sprite being used. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 Visits this node's children and draw them recursively. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Override this method to draw your own node. More...
 
void setKeepMatrix (bool keepMatrix)
 
void setVirtualViewport (const Vec2 &rtBegin, const Rect &fullRect, const Rect &fullViewport)
 Used for grab part of screen to a texture. More...
 
 RenderTexture ()
 
virtual ~RenderTexture ()
 
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw () final
 
virtual void visit () final
 
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
 
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 
virtual EventDispatchergetEventDispatcher () const
 
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBodygetPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
void removeFromPhysicsWorld ()
 remove this node from physics world. More...
 
virtual GLubyte getOpacity () const
 
virtual GLubyte getDisplayedOpacity () const
 
virtual void setOpacity (GLubyte opacity)
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
 
virtual bool isCascadeOpacityEnabled () const
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 
virtual const Color3BgetColor () const
 
virtual const Color3BgetDisplayedColor () const
 
virtual void setColor (const Color3B &color)
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 
virtual bool isCascadeColorEnabled () const
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 
virtual void setOpacityModifyRGB (bool value)
 
virtual bool isOpacityModifyRGB () const
 
void setOnEnterCallback (const std::function< void()> &callback)
 
const std::function< void()> & getOnEnterCallback () const
 
void setOnExitCallback (const std::function< void()> &callback)
 
const std::function< void()> & getOnExitCallback () const
 
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
 
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
 
const std::function< void()> & getonExitTransitionDidStartCallback () const
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More...
 
void setCameraMask (unsigned short mask, bool applyChildren=true)
 
virtual ~Node ()
 
virtual bool init ()
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
 
virtual void _setLocalZOrder (int z)
 
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
 
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 returns the normalized position More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
 
virtual void setPositionY (float y)
 
virtual float getPositionY (void) const
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 returns the position (X,Y,Z) in its parent's coordinate system More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
 
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
 
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
 
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
 
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
 
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
 
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
 
int getGLServerState () const
 
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
 
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
 
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual std::string getName () const
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
 NA NA More...
 
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
 NA NA More...
 
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
 
GLProgramStategetGLProgramState () const
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
 
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
 
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
 
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
 
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions Actions are not affected by this method. More...
 
void unscheduleAllSelectors ()
 
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the Transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
 
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
 
virtual AffineTransform parentToNodeTransform () const
 
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
 
virtual AffineTransform nodeToWorldTransform () const
 
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
 
virtual AffineTransform worldToNodeTransform () const
 
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2 More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 
ComponentgetComponent (const std::string &name)
 gets a component by its name More...
 
virtual bool addComponent (Component *component)
 adds a component More...
 
virtual bool removeComponent (const std::string &name)
 removes a component by its name More...
 
virtual bool removeComponent (Component *component)
 removes a component by its pointer More...
 
virtual void removeAllComponents ()
 removes all components More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 NA NA More...
 

Static Public Member Functions

static RenderTexturecreate (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
static RenderTexturecreate (int w, int h, Texture2D::PixelFormat format)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
static RenderTexturecreate (int w, int h)
 creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 

Protected Member Functions

virtual void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)
 
void onBegin ()
 
void onEnd ()
 
void onClear ()
 
void onClearDepth ()
 
void onSaveToFile (const std::string &fileName, bool isRGBA=true)
 
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
 
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
 
virtual void updateCascadeOpacity ()
 
virtual void disableCascadeOpacity ()
 
virtual void updateCascadeColor ()
 
virtual void disableCascadeColor ()
 
virtual void updateColor ()
 
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
 
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
 
bool isVisitableByVisitingCamera () const
 
void updatePhysicsBodyTransform (Scene *layer)
 
virtual void updatePhysicsBodyPosition (Scene *layer)
 
virtual void updatePhysicsBodyRotation (Scene *layer)
 
virtual void updatePhysicsBodyScale (Scene *scene)
 
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

bool _keepMatrix
 
Rect _rtTextureRect
 
Rect _fullRect
 
Rect _fullviewPort
 
GLuint _FBO
 
GLuint _depthRenderBufffer
 
GLint _oldFBO
 
Texture2D_texture
 
Texture2D_textureCopy
 
Image_UITextureImage
 
Texture2D::PixelFormat _pixelFormat
 
GLbitfield _clearFlags
 
Color4F _clearColor
 
GLclampf _clearDepth
 
GLint _clearStencil
 
bool _autoDraw
 
Sprite_sprite
 The Sprite being used. More...
 
GroupCommand _groupCommand
 
CustomCommand _beginWithClearCommand
 
CustomCommand _clearDepthCommand
 
CustomCommand _clearCommand
 
CustomCommand _beginCommand
 
CustomCommand _endCommand
 
CustomCommand _saveToFileCommand
 
std::function< void(RenderTexture
*, const std::string &)> 
_saveFileCallback
 
Mat4 _oldTransMatrix
 
Mat4 _oldProjMatrix
 
Mat4 _transformMatrix
 
Mat4 _projectionMatrix
 
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
 
bool _usingNormalizedPosition
 
bool _normalizedPositionDirty
 
float _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
size_t _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
GLubyte _displayedOpacity
 
GLubyte _realOpacity
 
Color3B _displayedColor
 
Color3B _realColor
 
bool _cascadeColorEnabled
 
bool _cascadeOpacityEnabled
 
unsigned short _cameraMask
 
std::function< void()> _onEnterCallback
 
std::function< void()> _onExitCallback
 
std::function< void()> _onEnterTransitionDidFinishCallback
 
std::function< void()> _onExitTransitionDidStartCallback
 
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
 

Detailed Description

RenderTexture is a generic rendering target.

To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it's display child with the results, so you can simply add the render texture to your scene and treat it like any other CocosNode. There are also functions for saving the render texture to disk in PNG or JPG format.

Since
v0.8.1

Constructor & Destructor Documentation

virtual ~RenderTexture ( )
virtual

Member Function Documentation

virtual void begin ( )
virtual

starts grabbing

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue,
GLbitfield  flags 
)
protectedvirtual
void clear ( float  r,
float  g,
float  b,
float  a 
)

clears the texture with a color

virtual void clearDepth ( float  depthValue)
virtual

clears the texture with a specified depth value

virtual void clearStencil ( int  stencilValue)
virtual

clears the texture with a specified stencil value

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

static RenderTexture* create ( int  w,
int  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

virtual void draw ( Renderer renderer,
const Mat4 transform,
uint32_t  flags 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

virtual void end ( )
virtual

ends grabbing

void endToLua ( )
inline

end is key word of lua, use other name to export to lua.

const Color4F& getClearColor ( ) const
inline

Clear color value.

Valid only when "autoDraw" is true.

float getClearDepth ( ) const
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

unsigned int getClearFlags ( ) const
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

int getClearStencil ( ) const
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

Sprite* getSprite ( ) const
inline

Gets the Sprite being used.

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

bool isAutoDraw ( ) const
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

void listenToBackground ( EventCustom event)

Listen "come to background" message, and save render texture.

It only has effect on Android.

void listenToForeground ( EventCustom event)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

Image* newCCImage ( bool  flipImage = true)
inline
Image* newImage ( bool  flipImage = true)
void onBegin ( )
protected
void onClear ( )
protected
void onClearDepth ( )
protected
void onEnd ( )
protected
void onSaveToFile ( const std::string &  fileName,
bool  isRGBA = true 
)
protected
bool saveToFile ( const std::string &  filename,
bool  isRGBA = true,
std::function< void(RenderTexture *, const std::string &)>  callback = nullptr 
)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

bool saveToFile ( const std::string &  filename,
Image::Format  format,
bool  isRGBA = true,
std::function< void(RenderTexture *, const std::string &)>  callback = nullptr 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

void setAutoDraw ( bool  isAutoDraw)
inline
void setClearColor ( const Color4F clearColor)
inline
void setClearDepth ( float  clearDepth)
inline
void setClearFlags ( unsigned int  clearFlags)
inline
void setClearStencil ( int  clearStencil)
inline
void setKeepMatrix ( bool  keepMatrix)
void setSprite ( Sprite sprite)
inline

Sets the Sprite being used.

void setVirtualViewport ( const Vec2 rtBegin,
const Rect fullRect,
const Rect fullViewport 
)

Used for grab part of screen to a texture.

rtBegin: the position of renderTexture on the fullRect fullRect: the total size of screen fullViewport: the total viewportSize

virtual void visit ( Renderer renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Member Data Documentation

bool _autoDraw
protected
CustomCommand _beginCommand
protected
CustomCommand _beginWithClearCommand
protected
Color4F _clearColor
protected
CustomCommand _clearCommand
protected
GLclampf _clearDepth
protected
CustomCommand _clearDepthCommand
protected
GLbitfield _clearFlags
protected
GLint _clearStencil
protected
GLuint _depthRenderBufffer
protected
CustomCommand _endCommand
protected
GLuint _FBO
protected
Rect _fullRect
protected
Rect _fullviewPort
protected
GroupCommand _groupCommand
protected
bool _keepMatrix
protected
GLint _oldFBO
protected
Mat4 _oldProjMatrix
protected
Mat4 _oldTransMatrix
protected
Texture2D::PixelFormat _pixelFormat
protected
Mat4 _projectionMatrix
protected
Rect _rtTextureRect
protected
std::function<void (RenderTexture*, const std::string&)> _saveFileCallback
protected
CustomCommand _saveToFileCommand
protected
Sprite* _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

Texture2D* _texture
protected
Texture2D* _textureCopy
protected
Mat4 _transformMatrix
protected
Image* _UITextureImage
protected

The documentation for this class was generated from the following file: