315 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			315 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ////////////////////////////////////////////////////////////
 | |
| //
 | |
| // SFML - Simple and Fast Multimedia Library
 | |
| // Copyright (C) 2007-2018 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.
 | |
| //
 | |
| ////////////////////////////////////////////////////////////
 | |
| 
 | |
| #ifndef SFML_RENDERTEXTURE_HPP
 | |
| #define SFML_RENDERTEXTURE_HPP
 | |
| 
 | |
| ////////////////////////////////////////////////////////////
 | |
| // Headers
 | |
| ////////////////////////////////////////////////////////////
 | |
| #include <SFML/Graphics/Export.hpp>
 | |
| #include <SFML/Graphics/Texture.hpp>
 | |
| #include <SFML/Graphics/RenderTarget.hpp>
 | |
| #include <SFML/Window/ContextSettings.hpp>
 | |
| 
 | |
| 
 | |
| namespace sf
 | |
| {
 | |
| namespace priv
 | |
| {
 | |
|     class RenderTextureImpl;
 | |
| }
 | |
| 
 | |
| ////////////////////////////////////////////////////////////
 | |
| /// \brief Target for off-screen 2D rendering into a texture
 | |
| ///
 | |
| ////////////////////////////////////////////////////////////
 | |
| class SFML_GRAPHICS_API RenderTexture : public RenderTarget
 | |
| {
 | |
| public:
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Default constructor
 | |
|     ///
 | |
|     /// Constructs an empty, invalid render-texture. You must
 | |
|     /// call create to have a valid render-texture.
 | |
|     ///
 | |
|     /// \see create
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     RenderTexture();
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Destructor
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     virtual ~RenderTexture();
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Create the render-texture
 | |
|     ///
 | |
|     /// Before calling this function, the render-texture is in
 | |
|     /// an invalid state, thus it is mandatory to call it before
 | |
|     /// doing anything with the render-texture.
 | |
|     /// The last parameter, \a depthBuffer, is useful if you want
 | |
|     /// to use the render-texture for 3D OpenGL rendering that requires
 | |
|     /// a depth buffer. Otherwise it is unnecessary, and you should
 | |
|     /// leave this parameter to false (which is its default value).
 | |
|     ///
 | |
|     /// \param width       Width of the render-texture
 | |
|     /// \param height      Height of the render-texture
 | |
|     /// \param depthBuffer Do you want this render-texture to have a depth buffer?
 | |
|     ///
 | |
|     /// \return True if creation has been successful
 | |
|     ///
 | |
|     /// \deprecated Use create(unsigned int, unsigned int, const ContextSettings&) instead.
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     SFML_DEPRECATED bool create(unsigned int width, unsigned int height, bool depthBuffer);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Create the render-texture
 | |
|     ///
 | |
|     /// Before calling this function, the render-texture is in
 | |
|     /// an invalid state, thus it is mandatory to call it before
 | |
|     /// doing anything with the render-texture.
 | |
|     /// The last parameter, \a settings, is useful if you want to enable
 | |
|     /// multi-sampling or use the render-texture for OpenGL rendering that
 | |
|     /// requires a depth or stencil buffer. Otherwise it is unnecessary, and
 | |
|     /// you should leave this parameter at its default value.
 | |
|     ///
 | |
|     /// \param width    Width of the render-texture
 | |
|     /// \param height   Height of the render-texture
 | |
|     /// \param settings Additional settings for the underlying OpenGL texture and context
 | |
|     ///
 | |
|     /// \return True if creation has been successful
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool create(unsigned int width, unsigned int height, const ContextSettings& settings = ContextSettings());
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Get the maximum anti-aliasing level supported by the system
 | |
|     ///
 | |
|     /// \return The maximum anti-aliasing level supported by the system
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     static unsigned int getMaximumAntialiasingLevel();
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Enable or disable texture smoothing
 | |
|     ///
 | |
|     /// This function is similar to Texture::setSmooth.
 | |
|     /// This parameter is disabled by default.
 | |
|     ///
 | |
|     /// \param smooth True to enable smoothing, false to disable it
 | |
|     ///
 | |
|     /// \see isSmooth
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     void setSmooth(bool smooth);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Tell whether the smooth filtering is enabled or not
 | |
|     ///
 | |
|     /// \return True if texture smoothing is enabled
 | |
|     ///
 | |
|     /// \see setSmooth
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool isSmooth() const;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Enable or disable texture repeating
 | |
|     ///
 | |
|     /// This function is similar to Texture::setRepeated.
 | |
|     /// This parameter is disabled by default.
 | |
|     ///
 | |
|     /// \param repeated True to enable repeating, false to disable it
 | |
|     ///
 | |
|     /// \see isRepeated
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     void setRepeated(bool repeated);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Tell whether the texture is repeated or not
 | |
|     ///
 | |
|     /// \return True if texture is repeated
 | |
|     ///
 | |
|     /// \see setRepeated
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool isRepeated() const;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Generate a mipmap using the current texture data
 | |
|     ///
 | |
|     /// This function is similar to Texture::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
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool generateMipmap();
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Activate or deactivate the render-texture for rendering
 | |
|     ///
 | |
|     /// This function makes the render-texture's context current for
 | |
|     /// future OpenGL rendering operations (so you shouldn't care
 | |
|     /// about it if you're not doing direct OpenGL stuff).
 | |
|     /// Only one context can be current in a thread, so if you
 | |
|     /// want to draw OpenGL geometry to another render target
 | |
|     /// (like a RenderWindow) don't forget to activate it again.
 | |
|     ///
 | |
|     /// \param active True to activate, false to deactivate
 | |
|     ///
 | |
|     /// \return True if operation was successful, false otherwise
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool setActive(bool active = true);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Update the contents of the target texture
 | |
|     ///
 | |
|     /// This function updates the target texture with what
 | |
|     /// has been drawn so far. Like for windows, calling this
 | |
|     /// function is mandatory at the end of rendering. Not calling
 | |
|     /// it may leave the texture in an undefined state.
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     void display();
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Return the size of the rendering region of the texture
 | |
|     ///
 | |
|     /// The returned value is the size that you passed to
 | |
|     /// the create function.
 | |
|     ///
 | |
|     /// \return Size in pixels
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     virtual Vector2u getSize() const;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Get a read-only reference to the target texture
 | |
|     ///
 | |
|     /// After drawing to the render-texture and calling Display,
 | |
|     /// you can retrieve the updated texture using this function,
 | |
|     /// and draw it using a sprite (for example).
 | |
|     /// The internal sf::Texture of a render-texture is always the
 | |
|     /// same instance, so that it is possible to call this function
 | |
|     /// once and keep a reference to the texture even after it is
 | |
|     /// modified.
 | |
|     ///
 | |
|     /// \return Const reference to the texture
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     const Texture& getTexture() const;
 | |
| 
 | |
| private:
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     // Member data
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     priv::RenderTextureImpl* m_impl;    ///< Platform/hardware specific implementation
 | |
|     Texture                  m_texture; ///< Target texture to draw on
 | |
| };
 | |
| 
 | |
| } // namespace sf
 | |
| 
 | |
| 
 | |
| #endif // SFML_RENDERTEXTURE_HPP
 | |
| 
 | |
| 
 | |
| ////////////////////////////////////////////////////////////
 | |
| /// \class sf::RenderTexture
 | |
| /// \ingroup graphics
 | |
| ///
 | |
| /// sf::RenderTexture is the little brother of sf::RenderWindow.
 | |
| /// It implements the same 2D drawing and OpenGL-related functions
 | |
| /// (see their base class sf::RenderTarget for more details),
 | |
| /// the difference is that the result is stored in an off-screen
 | |
| /// texture rather than being show in a window.
 | |
| ///
 | |
| /// Rendering to a texture can be useful in a variety of situations:
 | |
| /// \li precomputing a complex static texture (like a level's background from multiple tiles)
 | |
| /// \li applying post-effects to the whole scene with shaders
 | |
| /// \li creating a sprite from a 3D object rendered with OpenGL
 | |
| /// \li etc.
 | |
| ///
 | |
| /// Usage example:
 | |
| ///
 | |
| /// \code
 | |
| /// // Create a new render-window
 | |
| /// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
 | |
| ///
 | |
| /// // Create a new render-texture
 | |
| /// sf::RenderTexture texture;
 | |
| /// if (!texture.create(500, 500))
 | |
| ///     return -1;
 | |
| ///
 | |
| /// // The main loop
 | |
| /// while (window.isOpen())
 | |
| /// {
 | |
| ///    // Event processing
 | |
| ///    // ...
 | |
| ///
 | |
| ///    // Clear the whole texture with red color
 | |
| ///    texture.clear(sf::Color::Red);
 | |
| ///
 | |
| ///    // Draw stuff to the texture
 | |
| ///    texture.draw(sprite);  // sprite is a sf::Sprite
 | |
| ///    texture.draw(shape);   // shape is a sf::Shape
 | |
| ///    texture.draw(text);    // text is a sf::Text
 | |
| ///
 | |
| ///    // We're done drawing to the texture
 | |
| ///    texture.display();
 | |
| ///
 | |
| ///    // Now we start rendering to the window, clear it first
 | |
| ///    window.clear();
 | |
| ///
 | |
| ///    // Draw the texture
 | |
| ///    sf::Sprite sprite(texture.getTexture());
 | |
| ///    window.draw(sprite);
 | |
| ///
 | |
| ///    // End the current frame and display its contents on screen
 | |
| ///    window.display();
 | |
| /// }
 | |
| /// \endcode
 | |
| ///
 | |
| /// Like sf::RenderWindow, sf::RenderTexture is still able to render direct
 | |
| /// OpenGL stuff. It is even possible to mix together OpenGL calls
 | |
| /// and regular SFML drawing commands. If you need a depth buffer for
 | |
| /// 3D rendering, don't forget to request it when calling RenderTexture::create.
 | |
| ///
 | |
| /// \see sf::RenderTarget, sf::RenderWindow, sf::View, sf::Texture
 | |
| ///
 | |
| ////////////////////////////////////////////////////////////
 |