RenderTarget.cpp
00001 00002 // 00003 // SFML - Simple and Fast Multimedia Library 00004 // Copyright (C) 2007-2009 Laurent Gomila ([email protected]) 00005 // 00006 // This software is provided 'as-is', without any express or implied warranty. 00007 // In no event will the authors be held liable for any damages arising from the use of this software. 00008 // 00009 // Permission is granted to anyone to use this software for any purpose, 00010 // including commercial applications, and to alter it and redistribute it freely, 00011 // subject to the following restrictions: 00012 // 00013 // 1. The origin of this software must not be misrepresented; 00014 // you must not claim that you wrote the original software. 00015 // If you use this software in a product, an acknowledgment 00016 // in the product documentation would be appreciated but is not required. 00017 // 00018 // 2. Altered source versions must be plainly marked as such, 00019 // and must not be misrepresented as being the original software. 00020 // 00021 // 3. This notice may not be removed or altered from any source distribution. 00022 // 00024 00026 // Headers 00028 #include <SFML/Graphics/RenderTarget.hpp> 00029 #include <SFML/Graphics/Drawable.hpp> 00030 #include <SFML/Graphics/GraphicsContext.hpp> 00031 #include <iostream> 00032 00033 00034 namespace sf 00035 { 00039 RenderTarget::RenderTarget() : 00040 myCurrentView (&myDefaultView), 00041 myPreserveStates(false), 00042 myIsDrawing (false) 00043 { 00044 00045 } 00046 00047 00051 RenderTarget::~RenderTarget() 00052 { 00053 // Nothing to do 00054 } 00055 00056 00060 void RenderTarget::Clear(const Color& FillColor) 00061 { 00062 if (Activate(true)) 00063 { 00064 // Clear the frame buffer 00065 GLCheck(glClearColor(FillColor.r / 255.f, FillColor.g / 255.f, FillColor.b / 255.f, FillColor.a / 255.f)); 00066 GLCheck(glClear(GL_COLOR_BUFFER_BIT)); 00067 00068 Activate(false); 00069 } 00070 } 00071 00072 00076 void RenderTarget::Draw(const Drawable& Object) 00077 { 00078 // Check whether we are called from the outside or from a previous call to Draw 00079 if (!myIsDrawing) 00080 { 00081 myIsDrawing = true; 00082 00083 // Set our target as the current target for rendering 00084 if (Activate(true)) 00085 { 00086 // Save the current render states and set the SFML ones 00087 if (myPreserveStates) 00088 { 00089 GLCheck(glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT | 00090 GL_TEXTURE_BIT | GL_TRANSFORM_BIT | GL_VIEWPORT_BIT)); 00091 GLCheck(glMatrixMode(GL_MODELVIEW)); GLCheck(glPushMatrix()); 00092 GLCheck(glMatrixMode(GL_PROJECTION)); GLCheck(glPushMatrix()); 00093 SetRenderStates(); 00094 } 00095 00096 // Set the window viewport and transform matrices 00097 GLCheck(glViewport(0, 0, GetWidth(), GetHeight())); 00098 GLCheck(glMatrixMode(GL_PROJECTION)); GLCheck(glLoadMatrixf(myCurrentView->GetMatrix().Get4x4Elements())); 00099 GLCheck(glMatrixMode(GL_MODELVIEW)); GLCheck(glLoadIdentity()); 00100 00101 // Let the object draw itself 00102 Object.Draw(*this); 00103 00104 // Restore render states 00105 if (myPreserveStates) 00106 { 00107 GLCheck(glMatrixMode(GL_PROJECTION)); GLCheck(glPopMatrix()); 00108 GLCheck(glMatrixMode(GL_MODELVIEW)); GLCheck(glPopMatrix()); 00109 GLCheck(glPopAttrib()); 00110 } 00111 00112 // Deactivate rendering on this target 00113 Activate(false); 00114 } 00115 00116 myIsDrawing = false; 00117 } 00118 else 00119 { 00120 // We are already called from a previous Draw : we don't need to set the states again, just draw the object 00121 Object.Draw(*this); 00122 } 00123 } 00124 00125 00129 void RenderTarget::SetView(const View& NewView) 00130 { 00131 myCurrentView = &NewView; 00132 } 00133 00134 00138 const View& RenderTarget::GetView() const 00139 { 00140 return *myCurrentView; 00141 } 00142 00143 00147 View& RenderTarget::GetDefaultView() 00148 { 00149 return myDefaultView; 00150 } 00151 00152 00161 void RenderTarget::PreserveOpenGLStates(bool Preserve) 00162 { 00163 myPreserveStates = Preserve; 00164 } 00165 00166 00170 void RenderTarget::Initialize() 00171 { 00172 // Set the default rendering states 00173 SetRenderStates(); 00174 00175 // Setup the default view 00176 myDefaultView.SetFromRect(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight()))); 00177 SetView(myDefaultView); 00178 } 00179 00180 00184 void RenderTarget::SetRenderStates() 00185 { 00186 GLCheck(glDisable(GL_ALPHA_TEST)); 00187 GLCheck(glDisable(GL_DEPTH_TEST)); 00188 GLCheck(glDisable(GL_LIGHTING)); 00189 } 00190 00191 } // namespace sf
:: Copyright © 2007-2008 Laurent Gomila, all rights reserved :: Documentation generated by doxygen 1.5.2 ::