File: RenderTexture.h

package info (click to toggle)
libcsfml 3.0.0~rc3-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 5,236 kB
  • sloc: cpp: 7,741; ansic: 2,616; sh: 791; makefile: 16
file content (436 lines) | stat: -rw-r--r-- 19,765 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#pragma once

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <CSFML/Graphics/Export.h>

#include <CSFML/Graphics/Color.h>
#include <CSFML/Graphics/PrimitiveType.h>
#include <CSFML/Graphics/Rect.h>
#include <CSFML/Graphics/RenderStates.h>
#include <CSFML/Graphics/StencilMode.h>
#include <CSFML/Graphics/Types.h>
#include <CSFML/Graphics/Vertex.h>
#include <CSFML/System/Vector2.h>
#include <CSFML/Window/Window.h>

#include <stddef.h>


////////////////////////////////////////////////////////////
/// \brief Construct a new render texture
///
/// \param size     Size of the render texture
/// \param settings Settings of the render texture
///
/// \return A new sfRenderTexture object, or NULL if it failed
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfRenderTexture* sfRenderTexture_create(sfVector2u size, const sfContextSettings* settings);

////////////////////////////////////////////////////////////
/// \brief Destroy an existing render texture
///
/// \param renderTexture Render texture to destroy
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_destroy(const sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Get the size of the rendering region of a render texture
///
/// \param renderTexture Render texture object
///
/// \return Size in pixels
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfVector2u sfRenderTexture_getSize(const sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Tell if the render texture will use sRGB encoding when drawing on it
///
/// \param renderTexture Render texture object
///
/// \return true if the render texture use sRGB encoding, false otherwise
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API bool sfRenderTexture_isSrgb(const sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Activate or deactivate a render texture as the current target for rendering
///
/// \param renderTexture Render texture object
/// \param active        true to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API bool sfRenderTexture_setActive(sfRenderTexture* renderTexture, bool active);

////////////////////////////////////////////////////////////
/// \brief Update the contents of the target texture
///
/// \param renderTexture Render texture object
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_display(sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Clear the rendertexture with the given color
///
/// \param renderTexture Render texture object
/// \param color         Fill color
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_clear(sfRenderTexture* renderTexture, sfColor color);

////////////////////////////////////////////////////////////
/// \brief Clear the stencil buffer to a specific value
///
/// The specified value is truncated to the bit width of
/// the current stencil buffer.
///
/// \param renderTexture Render texture object
/// \param stencilValue  Stencil value to clear to
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_clearStencil(sfRenderTexture* renderTexture, sfStencilValue stencilValue);

////////////////////////////////////////////////////////////
/// \brief Clear the entire target with a single color and stencil value
///
/// The specified stencil value is truncated to the bit
/// width of the current stencil buffer.
///
/// \param renderTexture Render texture object
/// \param color         Fill color to use to clear the render target
/// \param stencilValue  Stencil value to clear to
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_clearColorAndStencil(sfRenderTexture* renderTexture,
                                                             sfColor          color,
                                                             sfStencilValue   stencilValue);

////////////////////////////////////////////////////////////
/// \brief Change the current active view of a render texture
///
/// \param renderTexture Render texture object
/// \param view          Pointer to the new view
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_setView(sfRenderTexture* renderTexture, const sfView* view);

////////////////////////////////////////////////////////////
/// \brief Get the current active view of a render texture
///
/// \param renderTexture Render texture object
///
/// \return Current active view
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API const sfView* sfRenderTexture_getView(const sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Get the default view of a render texture
///
/// \param renderTexture Render texture object
///
/// \return Default view of the rendertexture
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API const sfView* sfRenderTexture_getDefaultView(const sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Get the viewport of a view applied to this target
///
/// \param renderTexture Render texture object
/// \param view          Target view
///
/// \return Viewport rectangle, expressed in pixels in the current target
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfIntRect sfRenderTexture_getViewport(const sfRenderTexture* renderTexture, const sfView* view);

////////////////////////////////////////////////////////////
/// \brief Get the scissor rectangle of a view, applied to this render target
///
/// The scissor rectangle is defined in the view as a ratio. This
/// function simply applies this ratio to the current dimensions
/// of the render target to calculate the pixels rectangle
/// that the scissor rectangle actually covers in the target.
///
/// \param renderTexture Render texture object
/// \param view          The view for which we want to compute the scissor rectangle
///
/// \return Scissor rectangle, expressed in pixels
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfIntRect sfRenderTexture_getScissor(const sfRenderTexture* renderTexture, const sfView* view);

////////////////////////////////////////////////////////////
/// \brief Convert a point from texture coordinates to world coordinates
///
/// This function finds the 2D position that matches the
/// given pixel of the render-texture. In other words, it does
/// the inverse of what the graphics card does, to find the
/// initial position of a rendered pixel.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render-texture, this assertion is not true anymore, ie. a point
/// located at (10, 50) in your render-texture may map to the point
/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
///
/// This version uses a custom view for calculations, see the other
/// overload of the function if you want to use the current view of the
/// render-texture.
///
/// \param renderTexture Render texture object
/// \param point Pixel to convert
/// \param view The view to use for converting the point
///
/// \return The converted point, in "world" units
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfVector2f
    sfRenderTexture_mapPixelToCoords(const sfRenderTexture* renderTexture, sfVector2i point, const sfView* view);

////////////////////////////////////////////////////////////
/// \brief Convert a point from world coordinates to texture coordinates
///
/// This function finds the pixel of the render-texture that matches
/// the given 2D point. In other words, it goes through the same process
/// as the graphics card, to compute the final position of a rendered point.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render-texture, this assertion is not true anymore, ie. a point
/// located at (150, 75) in your 2D world may map to the pixel
/// (10, 50) of your render-texture -- if the view is translated by (140, 25).
///
/// This version uses a custom view for calculations, see the other
/// overload of the function if you want to use the current view of the
/// render-texture.
///
/// \param renderTexture Render texture object
/// \param point Point to convert
/// \param view The view to use for converting the point
///
/// \return The converted point, in target coordinates (pixels)
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfVector2i
    sfRenderTexture_mapCoordsToPixel(const sfRenderTexture* renderTexture, sfVector2f point, const sfView* view);

////////////////////////////////////////////////////////////
/// \brief Draw a drawable object to the render-target
///
/// \param renderTexture Render texture object
/// \param object        Object to draw
/// \param states        Render states to use for drawing (NULL to use the default states)
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_drawSprite(sfRenderTexture*      renderTexture,
                                                   const sfSprite*       object,
                                                   const sfRenderStates* states);
CSFML_GRAPHICS_API void sfRenderTexture_drawText(sfRenderTexture*      renderTexture,
                                                 const sfText*         object,
                                                 const sfRenderStates* states);
CSFML_GRAPHICS_API void sfRenderTexture_drawShape(sfRenderTexture*      renderTexture,
                                                  const sfShape*        object,
                                                  const sfRenderStates* states);
CSFML_GRAPHICS_API void sfRenderTexture_drawCircleShape(sfRenderTexture*      renderTexture,
                                                        const sfCircleShape*  object,
                                                        const sfRenderStates* states);
CSFML_GRAPHICS_API void sfRenderTexture_drawConvexShape(sfRenderTexture*      renderTexture,
                                                        const sfConvexShape*  object,
                                                        const sfRenderStates* states);
CSFML_GRAPHICS_API void sfRenderTexture_drawRectangleShape(sfRenderTexture*        renderTexture,
                                                           const sfRectangleShape* object,
                                                           const sfRenderStates*   states);
CSFML_GRAPHICS_API void sfRenderTexture_drawVertexArray(sfRenderTexture*      renderTexture,
                                                        const sfVertexArray*  object,
                                                        const sfRenderStates* states);
CSFML_GRAPHICS_API void sfRenderTexture_drawVertexBuffer(sfRenderTexture*      renderTexture,
                                                         const sfVertexBuffer* object,
                                                         const sfRenderStates* states);

////////////////////////////////////////////////////////////
/// \brief Draw primitives defined by a vertex buffer.
///
/// \param renderTexture render texture object
/// \param object        Vertex buffer object to draw
/// \param firstVertex   Index of the first vertex to render
/// \param vertexCount   Number of vertices to render
/// \param states        Render states to use for drawing
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_drawVertexBufferRange(
    sfRenderTexture*      renderTexture,
    const sfVertexBuffer* object,
    size_t                firstVertex,
    size_t                vertexCount,
    const sfRenderStates* states);

////////////////////////////////////////////////////////////
/// \brief Draw primitives defined by an array of vertices to a render texture
///
/// \param renderTexture Render texture object
/// \param vertices      Pointer to the vertices
/// \param vertexCount   Number of vertices in the array
/// \param type          Type of primitives to draw
/// \param states        Render states to use for drawing (NULL to use the default states)
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_drawPrimitives(
    sfRenderTexture*      renderTexture,
    const sfVertex*       vertices,
    size_t                vertexCount,
    sfPrimitiveType       type,
    const sfRenderStates* states);

////////////////////////////////////////////////////////////
/// \brief Save the current OpenGL render states and matrices
///
/// This function can be used when you mix SFML drawing
/// and direct OpenGL rendering. Combined with popGLStates,
/// it ensures that:
/// \li SFML's internal states are not messed up by your OpenGL code
/// \li your OpenGL states are not modified by a call to a SFML function
///
/// Note that this function is quite expensive: it saves all the
/// possible OpenGL states and matrices, even the ones you
/// don't care about. Therefore it should be used wisely.
/// It is provided for convenience, but the best results will
/// be achieved if you handle OpenGL states yourself (because
/// you know which states have really changed, and need to be
/// saved and restored). Take a look at the resetGLStates
/// function if you do so.
///
/// \param renderTexture Render texture object
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_pushGLStates(sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Restore the previously saved OpenGL render states and matrices
///
/// See the description of pushGLStates to get a detailed
/// description of these functions.
///
/// \param renderTexture Render texture object
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_popGLStates(sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Reset the internal OpenGL states so that the target is ready for drawing
///
/// This function can be used when you mix SFML drawing
/// and direct OpenGL rendering, if you choose not to use
/// pushGLStates/popGLStates. It makes sure that all OpenGL
/// states needed by SFML are set, so that subsequent sfRenderTexture_draw*()
/// calls will work as expected.
///
/// \param renderTexture Render texture object
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_resetGLStates(sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Get the target texture of a render texture
///
/// \param renderTexture Render texture object
///
/// \return Pointer to the target texture
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API const sfTexture* sfRenderTexture_getTexture(const sfRenderTexture* renderTexture);


////////////////////////////////////////////////////////////
/// \brief Get the maximum anti-aliasing level supported by the system
///
/// \return The maximum anti-aliasing level supported by the system
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API unsigned int sfRenderTexture_getMaximumAntiAliasingLevel(void);

////////////////////////////////////////////////////////////
/// \brief Enable or disable the smooth filter on a render texture
///
/// \param renderTexture Render texture object
/// \param smooth        true to enable smoothing, false to disable it
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_setSmooth(sfRenderTexture* renderTexture, bool smooth);

////////////////////////////////////////////////////////////
/// \brief Tell whether the smooth filter is enabled or not for a render texture
///
/// \param renderTexture Render texture object
///
/// \return true if smoothing is enabled, false if it is disabled
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API bool sfRenderTexture_isSmooth(const sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Enable or disable texture repeating
///
/// \param renderTexture Render texture object
/// \param repeated      true to enable repeating, false to disable it
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderTexture_setRepeated(sfRenderTexture* renderTexture, bool repeated);

////////////////////////////////////////////////////////////
/// \brief Tell whether the texture is repeated or not
///
/// \param renderTexture Render texture object
///
/// \return true if repeat mode is enabled, false if it is disabled
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API bool sfRenderTexture_isRepeated(const sfRenderTexture* renderTexture);

////////////////////////////////////////////////////////////
/// \brief Generate a mipmap using the current texture data
///
/// This function is similar to sfTexture_generateMipmap and operates
/// on the texture used as the target for drawing.
/// Be aware that any draw operation may modify the base level image data.
/// For this reason, calling this function only makes sense after all
/// drawing is completed and display has been called. Not calling display
/// after subsequent drawing will lead to undefined behavior if a mipmap
/// had been previously generated.
///
/// \return true if mipmap generation was successful, false if unsuccessful
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API bool sfRenderTexture_generateMipmap(sfRenderTexture* renderTexture);