本文整理汇总了C++中CAImageView::setBlendFunc方法的典型用法代码示例。如果您正苦于以下问题:C++ CAImageView::setBlendFunc方法的具体用法?C++ CAImageView::setBlendFunc怎么用?C++ CAImageView::setBlendFunc使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CAImageView
的用法示例。
在下文中一共展示了CAImageView::setBlendFunc方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: initWithWidthAndHeight
bool CARenderImage::initWithWidthAndHeight(int w, int h, CAImage::PixelFormat eFormat, GLuint uDepthStencilFormat)
{
CCAssert(eFormat != CAImage::PixelFormat_A8, "only RGB and RGBA formats are valid for a render texture");
bool bRet = false;
unsigned char *data = NULL;
do
{
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_nOldFBO);
// textures must be power of two squared
unsigned int powW = (unsigned int)(w + 1) / 2;
powW *= 2;
unsigned int powH = (unsigned int)(h + 1) / 2;
powH *= 2;
data = (unsigned char *)malloc((int)(powW * powH * 4));
CC_BREAK_IF(! data);
memset(data, 0, (int)(powW * powH * 4));
m_ePixelFormat = eFormat;
m_uPixelsWide = powW;
m_uPixelsHigh = powH;
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glGenTextures(1, &m_uName);
ccGLBindTexture2D(m_uName);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_uPixelsWide, m_uPixelsHigh, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
GLint oldRBO;
glGetIntegerv(GL_RENDERBUFFER_BINDING, &oldRBO);
// generate FBO
glGenFramebuffers(1, &m_uFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_uFBO);
// associate Image with FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_uName, 0);
if (uDepthStencilFormat != 0)
{
//create and attach depth buffer
glGenRenderbuffers(1, &m_uDepthRenderBufffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_uDepthRenderBufffer);
glRenderbufferStorage(GL_RENDERBUFFER, uDepthStencilFormat, (GLsizei)powW, (GLsizei)powH);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uDepthRenderBufffer);
// if depth format is the one with stencil part, bind same render buffer as stencil attachment
if (uDepthStencilFormat == GL_DEPTH24_STENCIL8)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uDepthRenderBufffer);
}
}
// // check if it worked (probably worth doing :) )
CCAssert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Could not attach Image to framebuffer");
ccGLBindTexture2D( m_uName );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
CAImageView* imageView = CAImageView::createWithFrame(DRect(0, 0, m_uPixelsWide, m_uPixelsHigh));
ccBlendFunc tBlendFunc = {GL_ONE, GL_ONE_MINUS_SRC_ALPHA };
imageView->setBlendFunc(tBlendFunc);
this->addSubview(imageView);
this->setImageView(imageView);
glBindRenderbuffer(GL_RENDERBUFFER, oldRBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_nOldFBO);
// Diabled by default.
m_bAutoDraw = false;
bRet = true;
} while (0);
CC_SAFE_FREE(data);
return bRet;
}