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初始化
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98
cocos2d-x/cocos/base/CCRenderTexture.h
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98
cocos2d-x/cocos/base/CCRenderTexture.h
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/****************************************************************************
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Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "base/ccMacros.h"
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#include "math/Vec2.h"
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#include "platform/CCGL.h"
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#include "base/CCGLUtils.h"
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NS_CC_BEGIN
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struct VertexAttributePointerInfo;
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class RenderTexture
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{
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public:
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RenderTexture(int width, int height);
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~RenderTexture();
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void init(int factor);
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/** Do some work before draw, such as:
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* - bind frame buffer
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* - set viewport
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* This function should be invoked at the begin of rendering the frame.
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*/
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void prepare();
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void draw();
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private:
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bool initProgram();
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void initTexture();
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bool compileShader(GLuint& shader, GLenum type, const GLchar* source) const;
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bool parseVertexAttribs();
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bool parseUniforms();
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void initVBOAndVAO();
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void initVBO();
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void initFramebuffer();
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void recordPreviousGLStates(bool supportsVAO);
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void resetPreviousGLStates(bool supportsVAO) const;
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GLuint _texture = 0;
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GLint _mainFBO = -1;
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GLuint _FBO = 0;
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GLuint _VBO[2] = {0, 0};
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GLuint _VAO = 0;
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GLuint _depthBuffer = 0;
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GLuint _stencilBuffer = 0;
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GLuint _program = 0;
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GLint _vertAttributePositionLocation = -1;
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GLint _vertAttributeTextureCoordLocation = -1;
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GLint _fragUniformTextureLocation = -1;
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// the size of the render texture
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int _width = 0;
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int _height = 0;
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// device resolution
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Vec2 _deviceResolution;
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// record previous gl states
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GLint _prevVBO = 0;
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GLint _prevVIO = 0;
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const VertexAttributePointerInfo* _prevPosLocInfo = nullptr;
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const VertexAttributePointerInfo* _prevTexCoordLocInfo = nullptr;
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GLboolean _prevColorWriteMask[4] = {GL_FALSE};
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GLboolean _prevDepthTest = GL_FALSE;
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GLboolean _prevBlendTest = GL_FALSE;
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GLboolean _prevCullFase = GL_FALSE;
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GLboolean _prevStencilTest = GL_FALSE;
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GLboolean _prevScissorTest = GL_FALSE;
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GLint _prevProgram = 0;
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BoundTextureInfo* _preveBoundTextureInfo = nullptr;
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};
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NS_CC_END
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