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 | |