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336 lines
15 KiB
C
336 lines
15 KiB
C
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_RENDERTEXTURE_H
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#define SFML_RENDERTEXTURE_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.h>
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#include <SFML/Graphics/Color.h>
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#include <SFML/Graphics/Rect.h>
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#include <SFML/Graphics/Types.h>
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#include <SFML/Graphics/PrimitiveType.h>
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#include <SFML/Graphics/RenderStates.h>
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#include <SFML/Graphics/Vertex.h>
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#include <SFML/System/Vector2.h>
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#include <stddef.h>
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////////////////////////////////////////////////////////////
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/// \brief Construct a new render texture
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///
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/// \param width Width of the render texture
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/// \param height Height of the render texture
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/// \param depthBuffer Do you want a depth-buffer attached? (useful only if you're doing 3D OpenGL on the rendertexture)
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///
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/// \return A new sfRenderTexture object, or NULL if it failed
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfRenderTexture* sfRenderTexture_create(unsigned int width, unsigned int height, sfBool depthBuffer);
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////////////////////////////////////////////////////////////
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/// \brief Destroy an existing render texture
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///
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/// \param renderTexture Render texture to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_destroy(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the rendering region of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Size in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfVector2u sfRenderTexture_getSize(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate a render texture as the current target for rendering
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///
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/// \param renderTexture Render texture object
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/// \param active sfTrue to activate, sfFalse to deactivate
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfBool sfRenderTexture_setActive(sfRenderTexture* renderTexture, sfBool active);
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////////////////////////////////////////////////////////////
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/// \brief Update the contents of the target texture
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_display(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Clear the rendertexture with the given color
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///
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/// \param renderTexture Render texture object
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/// \param color Fill color
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_clear(sfRenderTexture* renderTexture, sfColor color);
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////////////////////////////////////////////////////////////
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/// \brief Change the current active view of a render texture
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///
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/// \param renderTexture Render texture object
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/// \param view Pointer to the new view
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_setView(sfRenderTexture* renderTexture, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Get the current active view of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Current active view
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfView* sfRenderTexture_getView(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the default view of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Default view of the rendertexture
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfView* sfRenderTexture_getDefaultView(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the viewport of a view applied to this target
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///
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/// \param renderTexture Render texture object
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/// \param view Target view
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///
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/// \return Viewport rectangle, expressed in pixels in the current target
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfIntRect sfRenderTexture_getViewport(const sfRenderTexture* renderTexture, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Convert a point from texture coordinates to world coordinates
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///
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/// This function finds the 2D position that matches the
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/// given pixel of the render-texture. In other words, it does
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/// the inverse of what the graphics card does, to find the
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/// initial position of a rendered pixel.
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///
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/// Initially, both coordinate systems (world units and target pixels)
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/// match perfectly. But if you define a custom view or resize your
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/// render-texture, this assertion is not true anymore, ie. a point
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/// located at (10, 50) in your render-texture may map to the point
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/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
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///
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/// This version uses a custom view for calculations, see the other
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/// overload of the function if you want to use the current view of the
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/// render-texture.
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///
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/// \param renderTexture Render texture object
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/// \param point Pixel to convert
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/// \param view The view to use for converting the point
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///
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/// \return The converted point, in "world" units
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfVector2f sfRenderTexture_mapPixelToCoords(const sfRenderTexture* renderTexture, sfVector2i point, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Convert a point from world coordinates to texture coordinates
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///
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/// This function finds the pixel of the render-texture that matches
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/// the given 2D point. In other words, it goes through the same process
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/// as the graphics card, to compute the final position of a rendered point.
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///
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/// Initially, both coordinate systems (world units and target pixels)
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/// match perfectly. But if you define a custom view or resize your
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/// render-texture, this assertion is not true anymore, ie. a point
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/// located at (150, 75) in your 2D world may map to the pixel
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/// (10, 50) of your render-texture -- if the view is translated by (140, 25).
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///
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/// This version uses a custom view for calculations, see the other
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/// overload of the function if you want to use the current view of the
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/// render-texture.
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///
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/// \param renderTexture Render texture object
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/// \param point Point to convert
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/// \param view The view to use for converting the point
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///
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/// \return The converted point, in target coordinates (pixels)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfVector2i sfRenderTexture_mapCoordsToPixel(const sfRenderTexture* renderTexture, sfVector2f point, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Draw a drawable object to the render-target
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///
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/// \param renderTexture Render texture object
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/// \param object Object to draw
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/// \param states Render states to use for drawing (NULL to use the default states)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_drawSprite(sfRenderTexture* renderTexture, const sfSprite* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_drawText(sfRenderTexture* renderTexture, const sfText* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_drawShape(sfRenderTexture* renderTexture, const sfShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_drawCircleShape(sfRenderTexture* renderTexture, const sfCircleShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_drawConvexShape(sfRenderTexture* renderTexture, const sfConvexShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_drawRectangleShape(sfRenderTexture* renderTexture, const sfRectangleShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_drawVertexArray(sfRenderTexture* renderTexture, const sfVertexArray* object, const sfRenderStates* states);
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////////////////////////////////////////////////////////////
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/// \brief Draw primitives defined by an array of vertices to a render texture
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///
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/// \param renderTexture Render texture object
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/// \param vertices Pointer to the vertices
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/// \param vertexCount Number of vertices in the array
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/// \param type Type of primitives to draw
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/// \param states Render states to use for drawing (NULL to use the default states)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_drawPrimitives(sfRenderTexture* renderTexture,
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const sfVertex* vertices, size_t vertexCount,
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sfPrimitiveType type, const sfRenderStates* states);
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////////////////////////////////////////////////////////////
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/// \brief Save the current OpenGL render states and matrices
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///
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/// This function can be used when you mix SFML drawing
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/// and direct OpenGL rendering. Combined with popGLStates,
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/// it ensures that:
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/// \li SFML's internal states are not messed up by your OpenGL code
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/// \li your OpenGL states are not modified by a call to a SFML function
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///
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/// Note that this function is quite expensive: it saves all the
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/// possible OpenGL states and matrices, even the ones you
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/// don't care about. Therefore it should be used wisely.
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/// It is provided for convenience, but the best results will
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/// be achieved if you handle OpenGL states yourself (because
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/// you know which states have really changed, and need to be
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/// saved and restored). Take a look at the resetGLStates
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/// function if you do so.
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_pushGLStates(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Restore the previously saved OpenGL render states and matrices
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///
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/// See the description of pushGLStates to get a detailed
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/// description of these functions.
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_popGLStates(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Reset the internal OpenGL states so that the target is ready for drawing
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///
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/// This function can be used when you mix SFML drawing
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/// and direct OpenGL rendering, if you choose not to use
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/// pushGLStates/popGLStates. It makes sure that all OpenGL
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/// states needed by SFML are set, so that subsequent sfRenderTexture_draw*()
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/// calls will work as expected.
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_resetGLStates(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the target texture of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Pointer to the target texture
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfTexture* sfRenderTexture_getTexture(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable the smooth filter on a render texture
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///
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/// \param renderTexture Render texture object
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/// \param smooth sfTrue to enable smoothing, sfFalse to disable it
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_setSmooth(sfRenderTexture* renderTexture, sfBool smooth);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether the smooth filter is enabled or not for a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return sfTrue if smoothing is enabled, sfFalse if it is disabled
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfBool sfRenderTexture_isSmooth(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable texture repeating
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///
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/// \param renderTexture Render texture object
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/// \param repeated sfTrue to enable repeating, sfFalse to disable it
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_setRepeated(sfRenderTexture* renderTexture, sfBool repeated);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether the texture is repeated or not
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///
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/// \param renderTexture Render texture object
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///
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/// \return sfTrue if repeat mode is enabled, sfFalse if it is disabled
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfBool sfRenderTexture_isRepeated(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Generate a mipmap using the current texture data
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///
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/// This function is similar to sfTexture_generateMipmap and operates
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/// on the texture used as the target for drawing.
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/// Be aware that any draw operation may modify the base level image data.
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/// For this reason, calling this function only makes sense after all
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/// drawing is completed and display has been called. Not calling display
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/// after subsequent drawing will lead to undefined behavior if a mipmap
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/// had been previously generated.
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///
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/// \return sfTrue if mipmap generation was successful, sfFalse if unsuccessful
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfBool sfRenderTexture_generateMipmap(sfRenderTexture* renderTexture);
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#endif // SFML_RENDERTEXTURE_H
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