| 1 | //////////////////////////////////////////////////////////// |
| 2 | // |
| 3 | // SFML - Simple and Fast Multimedia Library |
| 4 | // Copyright (C) 2007-2020 Laurent Gomila (laurent@sfml-dev.org) |
| 5 | // |
| 6 | // This software is provided 'as-is', without any express or implied warranty. |
| 7 | // In no event will the authors be held liable for any damages arising from the use of this software. |
| 8 | // |
| 9 | // Permission is granted to anyone to use this software for any purpose, |
| 10 | // including commercial applications, and to alter it and redistribute it freely, |
| 11 | // subject to the following restrictions: |
| 12 | // |
| 13 | // 1. The origin of this software must not be misrepresented; |
| 14 | // you must not claim that you wrote the original software. |
| 15 | // If you use this software in a product, an acknowledgment |
| 16 | // in the product documentation would be appreciated but is not required. |
| 17 | // |
| 18 | // 2. Altered source versions must be plainly marked as such, |
| 19 | // and must not be misrepresented as being the original software. |
| 20 | // |
| 21 | // 3. This notice may not be removed or altered from any source distribution. |
| 22 | // |
| 23 | //////////////////////////////////////////////////////////// |
| 24 | |
| 25 | #ifndef SFML_RENDERTARGET_HPP |
| 26 | #define SFML_RENDERTARGET_HPP |
| 27 | |
| 28 | //////////////////////////////////////////////////////////// |
| 29 | // Headers |
| 30 | //////////////////////////////////////////////////////////// |
| 31 | #include <SFML/Graphics/Export.hpp> |
| 32 | #include <SFML/Graphics/Color.hpp> |
| 33 | #include <SFML/Graphics/Rect.hpp> |
| 34 | #include <SFML/Graphics/View.hpp> |
| 35 | #include <SFML/Graphics/Transform.hpp> |
| 36 | #include <SFML/Graphics/BlendMode.hpp> |
| 37 | #include <SFML/Graphics/RenderStates.hpp> |
| 38 | #include <SFML/Graphics/PrimitiveType.hpp> |
| 39 | #include <SFML/Graphics/Vertex.hpp> |
| 40 | #include <SFML/System/NonCopyable.hpp> |
| 41 | |
| 42 | |
| 43 | namespace sf |
| 44 | { |
| 45 | class Drawable; |
| 46 | class VertexBuffer; |
| 47 | |
| 48 | //////////////////////////////////////////////////////////// |
| 49 | /// \brief Base class for all render targets (window, texture, ...) |
| 50 | /// |
| 51 | //////////////////////////////////////////////////////////// |
| 52 | class SFML_GRAPHICS_API RenderTarget : NonCopyable |
| 53 | { |
| 54 | public: |
| 55 | |
| 56 | //////////////////////////////////////////////////////////// |
| 57 | /// \brief Destructor |
| 58 | /// |
| 59 | //////////////////////////////////////////////////////////// |
| 60 | virtual ~RenderTarget(); |
| 61 | |
| 62 | //////////////////////////////////////////////////////////// |
| 63 | /// \brief Clear the entire target with a single color |
| 64 | /// |
| 65 | /// This function is usually called once every frame, |
| 66 | /// to clear the previous contents of the target. |
| 67 | /// |
| 68 | /// \param color Fill color to use to clear the render target |
| 69 | /// |
| 70 | //////////////////////////////////////////////////////////// |
| 71 | void clear(const Color& color = Color(0, 0, 0, 255)); |
| 72 | |
| 73 | //////////////////////////////////////////////////////////// |
| 74 | /// \brief Change the current active view |
| 75 | /// |
| 76 | /// The view is like a 2D camera, it controls which part of |
| 77 | /// the 2D scene is visible, and how it is viewed in the |
| 78 | /// render target. |
| 79 | /// The new view will affect everything that is drawn, until |
| 80 | /// another view is set. |
| 81 | /// The render target keeps its own copy of the view object, |
| 82 | /// so it is not necessary to keep the original one alive |
| 83 | /// after calling this function. |
| 84 | /// To restore the original view of the target, you can pass |
| 85 | /// the result of getDefaultView() to this function. |
| 86 | /// |
| 87 | /// \param view New view to use |
| 88 | /// |
| 89 | /// \see getView, getDefaultView |
| 90 | /// |
| 91 | //////////////////////////////////////////////////////////// |
| 92 | void setView(const View& view); |
| 93 | |
| 94 | //////////////////////////////////////////////////////////// |
| 95 | /// \brief Get the view currently in use in the render target |
| 96 | /// |
| 97 | /// \return The view object that is currently used |
| 98 | /// |
| 99 | /// \see setView, getDefaultView |
| 100 | /// |
| 101 | //////////////////////////////////////////////////////////// |
| 102 | const View& getView() const; |
| 103 | |
| 104 | //////////////////////////////////////////////////////////// |
| 105 | /// \brief Get the default view of the render target |
| 106 | /// |
| 107 | /// The default view has the initial size of the render target, |
| 108 | /// and never changes after the target has been created. |
| 109 | /// |
| 110 | /// \return The default view of the render target |
| 111 | /// |
| 112 | /// \see setView, getView |
| 113 | /// |
| 114 | //////////////////////////////////////////////////////////// |
| 115 | const View& getDefaultView() const; |
| 116 | |
| 117 | //////////////////////////////////////////////////////////// |
| 118 | /// \brief Get the viewport of a view, applied to this render target |
| 119 | /// |
| 120 | /// The viewport is defined in the view as a ratio, this function |
| 121 | /// simply applies this ratio to the current dimensions of the |
| 122 | /// render target to calculate the pixels rectangle that the viewport |
| 123 | /// actually covers in the target. |
| 124 | /// |
| 125 | /// \param view The view for which we want to compute the viewport |
| 126 | /// |
| 127 | /// \return Viewport rectangle, expressed in pixels |
| 128 | /// |
| 129 | //////////////////////////////////////////////////////////// |
| 130 | IntRect getViewport(const View& view) const; |
| 131 | |
| 132 | //////////////////////////////////////////////////////////// |
| 133 | /// \brief Convert a point from target coordinates to world |
| 134 | /// coordinates, using the current view |
| 135 | /// |
| 136 | /// This function is an overload of the mapPixelToCoords |
| 137 | /// function that implicitly uses the current view. |
| 138 | /// It is equivalent to: |
| 139 | /// \code |
| 140 | /// target.mapPixelToCoords(point, target.getView()); |
| 141 | /// \endcode |
| 142 | /// |
| 143 | /// \param point Pixel to convert |
| 144 | /// |
| 145 | /// \return The converted point, in "world" coordinates |
| 146 | /// |
| 147 | /// \see mapCoordsToPixel |
| 148 | /// |
| 149 | //////////////////////////////////////////////////////////// |
| 150 | Vector2f mapPixelToCoords(const Vector2i& point) const; |
| 151 | |
| 152 | //////////////////////////////////////////////////////////// |
| 153 | /// \brief Convert a point from target coordinates to world coordinates |
| 154 | /// |
| 155 | /// This function finds the 2D position that matches the |
| 156 | /// given pixel of the render target. In other words, it does |
| 157 | /// the inverse of what the graphics card does, to find the |
| 158 | /// initial position of a rendered pixel. |
| 159 | /// |
| 160 | /// Initially, both coordinate systems (world units and target pixels) |
| 161 | /// match perfectly. But if you define a custom view or resize your |
| 162 | /// render target, this assertion is not true anymore, i.e. a point |
| 163 | /// located at (10, 50) in your render target may map to the point |
| 164 | /// (150, 75) in your 2D world -- if the view is translated by (140, 25). |
| 165 | /// |
| 166 | /// For render-windows, this function is typically used to find |
| 167 | /// which point (or object) is located below the mouse cursor. |
| 168 | /// |
| 169 | /// This version uses a custom view for calculations, see the other |
| 170 | /// overload of the function if you want to use the current view of the |
| 171 | /// render target. |
| 172 | /// |
| 173 | /// \param point Pixel to convert |
| 174 | /// \param view The view to use for converting the point |
| 175 | /// |
| 176 | /// \return The converted point, in "world" units |
| 177 | /// |
| 178 | /// \see mapCoordsToPixel |
| 179 | /// |
| 180 | //////////////////////////////////////////////////////////// |
| 181 | Vector2f mapPixelToCoords(const Vector2i& point, const View& view) const; |
| 182 | |
| 183 | //////////////////////////////////////////////////////////// |
| 184 | /// \brief Convert a point from world coordinates to target |
| 185 | /// coordinates, using the current view |
| 186 | /// |
| 187 | /// This function is an overload of the mapCoordsToPixel |
| 188 | /// function that implicitly uses the current view. |
| 189 | /// It is equivalent to: |
| 190 | /// \code |
| 191 | /// target.mapCoordsToPixel(point, target.getView()); |
| 192 | /// \endcode |
| 193 | /// |
| 194 | /// \param point Point to convert |
| 195 | /// |
| 196 | /// \return The converted point, in target coordinates (pixels) |
| 197 | /// |
| 198 | /// \see mapPixelToCoords |
| 199 | /// |
| 200 | //////////////////////////////////////////////////////////// |
| 201 | Vector2i mapCoordsToPixel(const Vector2f& point) const; |
| 202 | |
| 203 | //////////////////////////////////////////////////////////// |
| 204 | /// \brief Convert a point from world coordinates to target coordinates |
| 205 | /// |
| 206 | /// This function finds the pixel of the render target that matches |
| 207 | /// the given 2D point. In other words, it goes through the same process |
| 208 | /// as the graphics card, to compute the final position of a rendered point. |
| 209 | /// |
| 210 | /// Initially, both coordinate systems (world units and target pixels) |
| 211 | /// match perfectly. But if you define a custom view or resize your |
| 212 | /// render target, this assertion is not true anymore, i.e. a point |
| 213 | /// located at (150, 75) in your 2D world may map to the pixel |
| 214 | /// (10, 50) of your render target -- if the view is translated by (140, 25). |
| 215 | /// |
| 216 | /// This version uses a custom view for calculations, see the other |
| 217 | /// overload of the function if you want to use the current view of the |
| 218 | /// render target. |
| 219 | /// |
| 220 | /// \param point Point to convert |
| 221 | /// \param view The view to use for converting the point |
| 222 | /// |
| 223 | /// \return The converted point, in target coordinates (pixels) |
| 224 | /// |
| 225 | /// \see mapPixelToCoords |
| 226 | /// |
| 227 | //////////////////////////////////////////////////////////// |
| 228 | Vector2i mapCoordsToPixel(const Vector2f& point, const View& view) const; |
| 229 | |
| 230 | //////////////////////////////////////////////////////////// |
| 231 | /// \brief Draw a drawable object to the render target |
| 232 | /// |
| 233 | /// \param drawable Object to draw |
| 234 | /// \param states Render states to use for drawing |
| 235 | /// |
| 236 | //////////////////////////////////////////////////////////// |
| 237 | void draw(const Drawable& drawable, const RenderStates& states = RenderStates::Default); |
| 238 | |
| 239 | //////////////////////////////////////////////////////////// |
| 240 | /// \brief Draw primitives defined by an array of vertices |
| 241 | /// |
| 242 | /// \param vertices Pointer to the vertices |
| 243 | /// \param vertexCount Number of vertices in the array |
| 244 | /// \param type Type of primitives to draw |
| 245 | /// \param states Render states to use for drawing |
| 246 | /// |
| 247 | //////////////////////////////////////////////////////////// |
| 248 | void draw(const Vertex* vertices, std::size_t vertexCount, |
| 249 | PrimitiveType type, const RenderStates& states = RenderStates::Default); |
| 250 | |
| 251 | //////////////////////////////////////////////////////////// |
| 252 | /// \brief Draw primitives defined by a vertex buffer |
| 253 | /// |
| 254 | /// \param vertexBuffer Vertex buffer |
| 255 | /// \param states Render states to use for drawing |
| 256 | /// |
| 257 | //////////////////////////////////////////////////////////// |
| 258 | void draw(const VertexBuffer& vertexBuffer, const RenderStates& states = RenderStates::Default); |
| 259 | |
| 260 | //////////////////////////////////////////////////////////// |
| 261 | /// \brief Draw primitives defined by a vertex buffer |
| 262 | /// |
| 263 | /// \param vertexBuffer Vertex buffer |
| 264 | /// \param firstVertex Index of the first vertex to render |
| 265 | /// \param vertexCount Number of vertices to render |
| 266 | /// \param states Render states to use for drawing |
| 267 | /// |
| 268 | //////////////////////////////////////////////////////////// |
| 269 | void draw(const VertexBuffer& vertexBuffer, std::size_t firstVertex, std::size_t vertexCount, const RenderStates& states = RenderStates::Default); |
| 270 | |
| 271 | //////////////////////////////////////////////////////////// |
| 272 | /// \brief Return the size of the rendering region of the target |
| 273 | /// |
| 274 | /// \return Size in pixels |
| 275 | /// |
| 276 | //////////////////////////////////////////////////////////// |
| 277 | virtual Vector2u getSize() const = 0; |
| 278 | |
| 279 | //////////////////////////////////////////////////////////// |
| 280 | /// \brief Activate or deactivate the render target for rendering |
| 281 | /// |
| 282 | /// This function makes the render target's context current for |
| 283 | /// future OpenGL rendering operations (so you shouldn't care |
| 284 | /// about it if you're not doing direct OpenGL stuff). |
| 285 | /// A render target's context is active only on the current thread, |
| 286 | /// if you want to make it active on another thread you have |
| 287 | /// to deactivate it on the previous thread first if it was active. |
| 288 | /// Only one context can be current in a thread, so if you |
| 289 | /// want to draw OpenGL geometry to another render target |
| 290 | /// don't forget to activate it again. Activating a render |
| 291 | /// target will automatically deactivate the previously active |
| 292 | /// context (if any). |
| 293 | /// |
| 294 | /// \param active True to activate, false to deactivate |
| 295 | /// |
| 296 | /// \return True if operation was successful, false otherwise |
| 297 | /// |
| 298 | //////////////////////////////////////////////////////////// |
| 299 | virtual bool setActive(bool active = true); |
| 300 | |
| 301 | //////////////////////////////////////////////////////////// |
| 302 | /// \brief Save the current OpenGL render states and matrices |
| 303 | /// |
| 304 | /// This function can be used when you mix SFML drawing |
| 305 | /// and direct OpenGL rendering. Combined with popGLStates, |
| 306 | /// it ensures that: |
| 307 | /// \li SFML's internal states are not messed up by your OpenGL code |
| 308 | /// \li your OpenGL states are not modified by a call to a SFML function |
| 309 | /// |
| 310 | /// More specifically, it must be used around code that |
| 311 | /// calls Draw functions. Example: |
| 312 | /// \code |
| 313 | /// // OpenGL code here... |
| 314 | /// window.pushGLStates(); |
| 315 | /// window.draw(...); |
| 316 | /// window.draw(...); |
| 317 | /// window.popGLStates(); |
| 318 | /// // OpenGL code here... |
| 319 | /// \endcode |
| 320 | /// |
| 321 | /// Note that this function is quite expensive: it saves all the |
| 322 | /// possible OpenGL states and matrices, even the ones you |
| 323 | /// don't care about. Therefore it should be used wisely. |
| 324 | /// It is provided for convenience, but the best results will |
| 325 | /// be achieved if you handle OpenGL states yourself (because |
| 326 | /// you know which states have really changed, and need to be |
| 327 | /// saved and restored). Take a look at the resetGLStates |
| 328 | /// function if you do so. |
| 329 | /// |
| 330 | /// \see popGLStates |
| 331 | /// |
| 332 | //////////////////////////////////////////////////////////// |
| 333 | void pushGLStates(); |
| 334 | |
| 335 | //////////////////////////////////////////////////////////// |
| 336 | /// \brief Restore the previously saved OpenGL render states and matrices |
| 337 | /// |
| 338 | /// See the description of pushGLStates to get a detailed |
| 339 | /// description of these functions. |
| 340 | /// |
| 341 | /// \see pushGLStates |
| 342 | /// |
| 343 | //////////////////////////////////////////////////////////// |
| 344 | void popGLStates(); |
| 345 | |
| 346 | //////////////////////////////////////////////////////////// |
| 347 | /// \brief Reset the internal OpenGL states so that the target is ready for drawing |
| 348 | /// |
| 349 | /// This function can be used when you mix SFML drawing |
| 350 | /// and direct OpenGL rendering, if you choose not to use |
| 351 | /// pushGLStates/popGLStates. It makes sure that all OpenGL |
| 352 | /// states needed by SFML are set, so that subsequent draw() |
| 353 | /// calls will work as expected. |
| 354 | /// |
| 355 | /// Example: |
| 356 | /// \code |
| 357 | /// // OpenGL code here... |
| 358 | /// glPushAttrib(...); |
| 359 | /// window.resetGLStates(); |
| 360 | /// window.draw(...); |
| 361 | /// window.draw(...); |
| 362 | /// glPopAttrib(...); |
| 363 | /// // OpenGL code here... |
| 364 | /// \endcode |
| 365 | /// |
| 366 | //////////////////////////////////////////////////////////// |
| 367 | void resetGLStates(); |
| 368 | |
| 369 | protected: |
| 370 | |
| 371 | //////////////////////////////////////////////////////////// |
| 372 | /// \brief Default constructor |
| 373 | /// |
| 374 | //////////////////////////////////////////////////////////// |
| 375 | RenderTarget(); |
| 376 | |
| 377 | //////////////////////////////////////////////////////////// |
| 378 | /// \brief Performs the common initialization step after creation |
| 379 | /// |
| 380 | /// The derived classes must call this function after the |
| 381 | /// target is created and ready for drawing. |
| 382 | /// |
| 383 | //////////////////////////////////////////////////////////// |
| 384 | void initialize(); |
| 385 | |
| 386 | private: |
| 387 | |
| 388 | //////////////////////////////////////////////////////////// |
| 389 | /// \brief Apply the current view |
| 390 | /// |
| 391 | //////////////////////////////////////////////////////////// |
| 392 | void applyCurrentView(); |
| 393 | |
| 394 | //////////////////////////////////////////////////////////// |
| 395 | /// \brief Apply a new blending mode |
| 396 | /// |
| 397 | /// \param mode Blending mode to apply |
| 398 | /// |
| 399 | //////////////////////////////////////////////////////////// |
| 400 | void applyBlendMode(const BlendMode& mode); |
| 401 | |
| 402 | //////////////////////////////////////////////////////////// |
| 403 | /// \brief Apply a new transform |
| 404 | /// |
| 405 | /// \param transform Transform to apply |
| 406 | /// |
| 407 | //////////////////////////////////////////////////////////// |
| 408 | void applyTransform(const Transform& transform); |
| 409 | |
| 410 | //////////////////////////////////////////////////////////// |
| 411 | /// \brief Apply a new texture |
| 412 | /// |
| 413 | /// \param texture Texture to apply |
| 414 | /// |
| 415 | //////////////////////////////////////////////////////////// |
| 416 | void applyTexture(const Texture* texture); |
| 417 | |
| 418 | //////////////////////////////////////////////////////////// |
| 419 | /// \brief Apply a new shader |
| 420 | /// |
| 421 | /// \param shader Shader to apply |
| 422 | /// |
| 423 | //////////////////////////////////////////////////////////// |
| 424 | void applyShader(const Shader* shader); |
| 425 | |
| 426 | //////////////////////////////////////////////////////////// |
| 427 | /// \brief Setup environment for drawing |
| 428 | /// |
| 429 | /// \param useVertexCache Are we going to use the vertex cache? |
| 430 | /// \param states Render states to use for drawing |
| 431 | /// |
| 432 | //////////////////////////////////////////////////////////// |
| 433 | void setupDraw(bool useVertexCache, const RenderStates& states); |
| 434 | |
| 435 | //////////////////////////////////////////////////////////// |
| 436 | /// \brief Draw the primitives |
| 437 | /// |
| 438 | /// \param type Type of primitives to draw |
| 439 | /// \param firstVertex Index of the first vertex to use when drawing |
| 440 | /// \param vertexCount Number of vertices to use when drawing |
| 441 | /// |
| 442 | //////////////////////////////////////////////////////////// |
| 443 | void drawPrimitives(PrimitiveType type, std::size_t firstVertex, std::size_t vertexCount); |
| 444 | |
| 445 | //////////////////////////////////////////////////////////// |
| 446 | /// \brief Clean up environment after drawing |
| 447 | /// |
| 448 | /// \param states Render states used for drawing |
| 449 | /// |
| 450 | //////////////////////////////////////////////////////////// |
| 451 | void cleanupDraw(const RenderStates& states); |
| 452 | |
| 453 | //////////////////////////////////////////////////////////// |
| 454 | /// \brief Render states cache |
| 455 | /// |
| 456 | //////////////////////////////////////////////////////////// |
| 457 | struct StatesCache |
| 458 | { |
| 459 | enum {VertexCacheSize = 4}; |
| 460 | |
| 461 | bool enable; //!< Is the cache enabled? |
| 462 | bool glStatesSet; //!< Are our internal GL states set yet? |
| 463 | bool viewChanged; //!< Has the current view changed since last draw? |
| 464 | BlendMode lastBlendMode; //!< Cached blending mode |
| 465 | Uint64 lastTextureId; //!< Cached texture |
| 466 | bool texCoordsArrayEnabled; //!< Is GL_TEXTURE_COORD_ARRAY client state enabled? |
| 467 | bool useVertexCache; //!< Did we previously use the vertex cache? |
| 468 | Vertex vertexCache[VertexCacheSize]; //!< Pre-transformed vertices cache |
| 469 | }; |
| 470 | |
| 471 | //////////////////////////////////////////////////////////// |
| 472 | // Member data |
| 473 | //////////////////////////////////////////////////////////// |
| 474 | View m_defaultView; //!< Default view |
| 475 | View m_view; //!< Current view |
| 476 | StatesCache m_cache; //!< Render states cache |
| 477 | Uint64 m_id; //!< Unique number that identifies the RenderTarget |
| 478 | }; |
| 479 | |
| 480 | } // namespace sf |
| 481 | |
| 482 | |
| 483 | #endif // SFML_RENDERTARGET_HPP |
| 484 | |
| 485 | |
| 486 | //////////////////////////////////////////////////////////// |
| 487 | /// \class sf::RenderTarget |
| 488 | /// \ingroup graphics |
| 489 | /// |
| 490 | /// sf::RenderTarget defines the common behavior of all the |
| 491 | /// 2D render targets usable in the graphics module. It makes |
| 492 | /// it possible to draw 2D entities like sprites, shapes, text |
| 493 | /// without using any OpenGL command directly. |
| 494 | /// |
| 495 | /// A sf::RenderTarget is also able to use views (sf::View), |
| 496 | /// which are a kind of 2D cameras. With views you can globally |
| 497 | /// scroll, rotate or zoom everything that is drawn, |
| 498 | /// without having to transform every single entity. See the |
| 499 | /// documentation of sf::View for more details and sample pieces of |
| 500 | /// code about this class. |
| 501 | /// |
| 502 | /// On top of that, render targets are still able to render direct |
| 503 | /// OpenGL stuff. It is even possible to mix together OpenGL calls |
| 504 | /// and regular SFML drawing commands. When doing so, make sure that |
| 505 | /// OpenGL states are not messed up by calling the |
| 506 | /// pushGLStates/popGLStates functions. |
| 507 | /// |
| 508 | /// \see sf::RenderWindow, sf::RenderTexture, sf::View |
| 509 | /// |
| 510 | //////////////////////////////////////////////////////////// |
| 511 | |