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# RenderTarget.cpp

    00001
    00002 //
    00003 // SFML - Simple and Fast Multimedia Library
    00004 // Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
    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(glMatrixMode(GL_MODELVIEW));  GLCheck(glPushMatrix());
    00090                 GLCheck(glMatrixMode(GL_PROJECTION)); GLCheck(glPushMatrix());
    00091                 GLCheck(glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT   | GL_ENABLE_BIT  |
    00092                                      GL_TEXTURE_BIT      | GL_TRANSFORM_BIT | GL_VIEWPORT_BIT));
    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 ::