CCGrabber(将屏幕画面渲染到纹理的处理器)

#ifndef __EFFECTS_CCGRABBER_H__

#define __EFFECTS_CCGRABBER_H__


#include "CCConfiguration.h"

#include "cocoa/CCObject.h"

#include "CCGL.h"


NS_CC_BEGIN


class CCTexture2D;


/** FBO class that grabs(抓取) the the contents of the screen */

class CCGrabber : public CCObject

{

public:

    CCGrabber(void);

    ~CCGrabber(void);


    void grab(CCTexture2D *pTexture);

    void beforeRender(CCTexture2D *pTexture);

    void afterRender(CCTexture2D *pTexture);


protected:

    GLuint m_FBO;

    GLint m_oldFBO;

    GLfloat    m_oldClearColor[4];

};

NS_CC_END


#endif // __EFFECTS_CCGRABBER_H__


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

.cpp

CCGrabber::CCGrabber(void)

    : m_FBO(0)

    , m_oldFBO(0)

{

    memset(m_oldClearColor, 0, sizeof(m_oldClearColor));


    // generate FBO

    glGenFramebuffers(1, &m_FBO);

}


void CCGrabber::grab(CCTexture2D *pTexture)

{

    glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_oldFBO);


    // bind

    glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);


    // associate texture with FBO

    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pTexture->getName(), 0);


    // check if it worked (probably worth doing :) )

    GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

    if (status != GL_FRAMEBUFFER_COMPLETE)

    {

        CCAssert(0, "Frame Grabber: could not attach texture to framebuffer");

    }


    glBindFramebuffer(GL_FRAMEBUFFER, m_oldFBO);

}


void CCGrabber::beforeRender(CCTexture2D *pTexture)

{

    CC_UNUSED_PARAM(pTexture);


    glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_oldFBO);

    glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);

    

    // save clear color

    glGetFloatv(GL_COLOR_CLEAR_VALUE, m_oldClearColor);

    // 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 CCGrabber::afterRender(cocos2d::CCTexture2D *pTexture)

{

    CC_UNUSED_PARAM(pTexture);


    glBindFramebuffer(GL_FRAMEBUFFER, m_oldFBO);

//  glColorMask(true, true, true, true);    // #631

    

    // Restore clear color

    glClearColor(m_oldClearColor[0], m_oldClearColor[1], m_oldClearColor[2], m_oldClearColor[3]);

}




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