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