SFML/src/SFML/Graphics/RenderTarget.cpp

249 lines
8.1 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/RenderTarget.hpp>
#include <SFML/Graphics/Drawable.hpp>
#include <iostream>
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
RenderTarget::RenderTarget() :
myStatesSaved (false),
myViewHasChanged(false)
{
}
////////////////////////////////////////////////////////////
/// Destructor
////////////////////////////////////////////////////////////
RenderTarget::~RenderTarget()
{
// Nothing to do
}
////////////////////////////////////////////////////////////
/// Clear the entire target with a single color
////////////////////////////////////////////////////////////
void RenderTarget::Clear(const Color& color)
{
if (Activate(true))
myRenderer.Clear(color);
}
////////////////////////////////////////////////////////////
/// Draw something on the window
////////////////////////////////////////////////////////////
void RenderTarget::Draw(const Drawable& object)
{
if (Activate(true))
{
// Update the projection matrix and viewport if the current view has changed
// Note: we do the changes here and not directly in SetView in order to gather
// rendering commands, which is safer in multithreaded environments
if (myViewHasChanged)
{
myRenderer.SetProjection(myCurrentView.GetMatrix());
myRenderer.SetViewport(GetViewport(myCurrentView));
myViewHasChanged = false;
}
// Save the current render states
myRenderer.PushStates();
// Setup the shader
myRenderer.SetShader(NULL);
// Let the object draw itself
object.Draw(*this, myRenderer);
// Restore the previous render states
myRenderer.PopStates();
}
}
////////////////////////////////////////////////////////////
/// Draw something into the target with a shader
////////////////////////////////////////////////////////////
void RenderTarget::Draw(const Drawable& object, const Shader& shader)
{
if (Activate(true))
{
// Update the projection matrix and viewport if the current view has changed
// Note: we do the changes here and not directly in SetView in order to gather
// rendering commands, which is safer in multithreaded environments
if (myViewHasChanged)
{
myRenderer.SetProjection(myCurrentView.GetMatrix());
myRenderer.SetViewport(GetViewport(myCurrentView));
myViewHasChanged = false;
}
// Save the current render states
myRenderer.PushStates();
// Setup the shader
myRenderer.SetShader(&shader);
// Let the object draw itself
object.Draw(*this, myRenderer);
// Restore the previous render states
myRenderer.PopStates();
}
}
////////////////////////////////////////////////////////////
/// Change the current active view
////////////////////////////////////////////////////////////
void RenderTarget::SetView(const View& view)
{
// Save it
myCurrentView = view;
myViewHasChanged = true;
}
////////////////////////////////////////////////////////////
/// Get the current view
////////////////////////////////////////////////////////////
const View& RenderTarget::GetView() const
{
return myCurrentView;
}
////////////////////////////////////////////////////////////
/// Get the default view of the window
////////////////////////////////////////////////////////////
const View& RenderTarget::GetDefaultView() const
{
return myDefaultView;
}
////////////////////////////////////////////////////////////
/// Get the viewport of a view applied to this target
////////////////////////////////////////////////////////////
IntRect RenderTarget::GetViewport(const View& view) const
{
float width = static_cast<float>(GetWidth());
float height = static_cast<float>(GetHeight());
const FloatRect& viewport = view.GetViewport();
return IntRect(static_cast<int>(0.5f + width * viewport.Left),
static_cast<int>(0.5f + height * (1.f - viewport.Bottom)),
static_cast<int>(0.5f + width * viewport.Right),
static_cast<int>(0.5f + height * (1.f - viewport.Top)));
}
////////////////////////////////////////////////////////////
/// Convert a point in window coordinates into view coordinates
/// This version uses the current view of the window
////////////////////////////////////////////////////////////
sf::Vector2f RenderTarget::ConvertCoords(unsigned int x, unsigned int y) const
{
return ConvertCoords(x, y, GetView());
}
////////////////////////////////////////////////////////////
/// Convert a point in window coordinates into view coordinates
/// This version uses the given view
////////////////////////////////////////////////////////////
sf::Vector2f RenderTarget::ConvertCoords(unsigned int x, unsigned int y, const View& view) const
{
// First, convert from viewport coordinates to homogeneous coordinates
Vector2f coords;
IntRect viewport = GetViewport(view);
coords.x = -1.f + 2.f * (static_cast<int>(x) - viewport.Left) / viewport.GetSize().x;
coords.y = 1.f - 2.f * (static_cast<int>(y) - viewport.Top) / viewport.GetSize().y;
// Then transform by the inverse of the view matrix
return view.GetInverseMatrix().Transform(coords);
}
////////////////////////////////////////////////////////////
/// Save the current OpenGL render states and matrices
////////////////////////////////////////////////////////////
void RenderTarget::SaveGLStates()
{
if (Activate(true))
{
myRenderer.SaveGLStates();
myStatesSaved = true;
// Restore the render states and the current view, for SFML rendering
myRenderer.Initialize();
SetView(GetView());
}
}
////////////////////////////////////////////////////////////
/// Restore the previously saved OpenGL render states and matrices
////////////////////////////////////////////////////////////
void RenderTarget::RestoreGLStates()
{
if (myStatesSaved)
{
if (Activate(true))
{
myRenderer.RestoreGLStates();
myStatesSaved = false;
}
}
}
////////////////////////////////////////////////////////////
/// Called by the derived class when it's ready to be initialized
////////////////////////////////////////////////////////////
void RenderTarget::Initialize()
{
// Setup the default view
myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
SetView(myDefaultView);
// Initialize the renderer
if (Activate(true))
myRenderer.Initialize();
}
} // namespace sf