<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title>SFML - Simple and Fast Multimedia Library</title> <meta http-equiv="Content-Type" content="text/html;charset=UTF-8" /> <link href="doxygen.css" rel="stylesheet" type="text/css" /> <link href="tabs.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="logo"> <img src="./logo.jpg" width="770" height="200" title="SFML home" alt="SFML logo" /> </div> <!-- Generated by Doxygen 1.6.3 --> <div class="navigation" id="top"> <div class="tabs"> <ul> <li><a href="index.htm"><span>Main Page</span></a></li> <li><a href="modules.htm"><span>Modules</span></a></li> <li><a href="annotated.htm"><span>Classes</span></a></li> <li class="current"><a href="files.htm"><span>Files</span></a></li> </ul> </div> <div class="tabs"> <ul> <li><a href="files.htm"><span>File List</span></a></li> </ul> </div> <h1>Renderer.hpp</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <a name="l00002"></a>00002 <span class="comment">//</span> <a name="l00003"></a>00003 <span class="comment">// SFML - Simple and Fast Multimedia Library</span> <a name="l00004"></a>00004 <span class="comment">// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)</span> <a name="l00005"></a>00005 <span class="comment">//</span> <a name="l00006"></a>00006 <span class="comment">// This software is provided 'as-is', without any express or implied warranty.</span> <a name="l00007"></a>00007 <span class="comment">// In no event will the authors be held liable for any damages arising from the use of this software.</span> <a name="l00008"></a>00008 <span class="comment">//</span> <a name="l00009"></a>00009 <span class="comment">// Permission is granted to anyone to use this software for any purpose,</span> <a name="l00010"></a>00010 <span class="comment">// including commercial applications, and to alter it and redistribute it freely,</span> <a name="l00011"></a>00011 <span class="comment">// subject to the following restrictions:</span> <a name="l00012"></a>00012 <span class="comment">//</span> <a name="l00013"></a>00013 <span class="comment">// 1. The origin of this software must not be misrepresented;</span> <a name="l00014"></a>00014 <span class="comment">// you must not claim that you wrote the original software.</span> <a name="l00015"></a>00015 <span class="comment">// If you use this software in a product, an acknowledgment</span> <a name="l00016"></a>00016 <span class="comment">// in the product documentation would be appreciated but is not required.</span> <a name="l00017"></a>00017 <span class="comment">//</span> <a name="l00018"></a>00018 <span class="comment">// 2. Altered source versions must be plainly marked as such,</span> <a name="l00019"></a>00019 <span class="comment">// and must not be misrepresented as being the original software.</span> <a name="l00020"></a>00020 <span class="comment">//</span> <a name="l00021"></a>00021 <span class="comment">// 3. This notice may not be removed or altered from any source distribution.</span> <a name="l00022"></a>00022 <span class="comment">//</span> <a name="l00024"></a>00024 <span class="comment"></span> <a name="l00025"></a>00025 <span class="preprocessor">#ifndef SFML_RENDERER_HPP</span> <a name="l00026"></a>00026 <span class="preprocessor"></span><span class="preprocessor">#define SFML_RENDERER_HPP</span> <a name="l00027"></a>00027 <span class="preprocessor"></span> <a name="l00029"></a>00029 <span class="comment">// Headers</span> <a name="l00031"></a>00031 <span class="comment"></span><span class="preprocessor">#include <SFML/Config.hpp></span> <a name="l00032"></a>00032 <span class="preprocessor">#include <SFML/System/NonCopyable.hpp></span> <a name="l00033"></a>00033 <span class="preprocessor">#include <SFML/Window/GlResource.hpp></span> <a name="l00034"></a>00034 <span class="preprocessor">#include <SFML/Graphics/Color.hpp></span> <a name="l00035"></a>00035 <span class="preprocessor">#include <SFML/Graphics/Drawable.hpp></span> <a name="l00036"></a>00036 <span class="preprocessor">#include <SFML/Graphics/Matrix3.hpp></span> <a name="l00037"></a>00037 <a name="l00038"></a>00038 <a name="l00039"></a>00039 <span class="keyword">namespace </span>sf <a name="l00040"></a>00040 { <a name="l00041"></a>00041 <span class="keyword">class </span>Shader; <a name="l00042"></a>00042 <span class="keyword">class </span>Texture; <a name="l00043"></a>00043 <a name="l00048"></a><a class="code" href="classsf_1_1Renderer.htm">00048</a> <span class="keyword">class </span>SFML_API <a class="code" href="classsf_1_1Renderer.htm" title="Handles the low-level rendering (states and geometry).">Renderer</a> : <a class="code" href="classsf_1_1GlResource.htm" title="Base class for classes that require an OpenGL context.">GlResource</a>, <a class="code" href="classsf_1_1NonCopyable.htm" title="Utility class that makes any derived class non-copyable.">NonCopyable</a> <a name="l00049"></a>00049 { <a name="l00050"></a>00050 <span class="keyword">public</span> : <a name="l00051"></a>00051 <a name="l00056"></a><a class="code" href="classsf_1_1Renderer.htm#aebe601741d69512186e194043bc7b87d">00056</a> <span class="keyword">enum</span> <a class="code" href="classsf_1_1Renderer.htm#aebe601741d69512186e194043bc7b87d" title="Types of primitives to be rendererd.">PrimitiveType</a> <a name="l00057"></a>00057 { <a name="l00058"></a><a class="code" href="classsf_1_1Renderer.htm#aebe601741d69512186e194043bc7b87dab6859bdb9dd17b7b18d2572958a4efdd">00058</a> TriangleList, <a name="l00059"></a><a class="code" href="classsf_1_1Renderer.htm#aebe601741d69512186e194043bc7b87daa38e66d23e04546637965f4153399350">00059</a> TriangleStrip, <a name="l00060"></a><a class="code" href="classsf_1_1Renderer.htm#aebe601741d69512186e194043bc7b87daebff78d18a8db4e894829fa1017ab64f">00060</a> TriangleFan, <a name="l00061"></a><a class="code" href="classsf_1_1Renderer.htm#aebe601741d69512186e194043bc7b87da0e6909aa182e43bfa662d9ba99f6ab39">00061</a> QuadList <a name="l00062"></a>00062 }; <a name="l00063"></a>00063 <a name="l00064"></a>00064 <span class="keyword">public</span> : <a name="l00065"></a>00065 <a name="l00072"></a>00072 <a class="code" href="classsf_1_1Renderer.htm" title="Handles the low-level rendering (states and geometry).">Renderer</a>(<a class="code" href="classsf_1_1RenderTarget.htm" title="Base class for all render targets (window, texture, .">RenderTarget</a>& target); <a name="l00073"></a>00073 <a name="l00078"></a>00078 <span class="keywordtype">void</span> Initialize(); <a name="l00079"></a>00079 <a name="l00086"></a>00086 <span class="keywordtype">void</span> SaveGLStates(); <a name="l00087"></a>00087 <a name="l00094"></a>00094 <span class="keywordtype">void</span> RestoreGLStates(); <a name="l00095"></a>00095 <a name="l00102"></a>00102 <span class="keywordtype">void</span> Clear(<span class="keyword">const</span> <a class="code" href="classsf_1_1Color.htm" title="Utility class for manpulating RGBA colors.">Color</a>& color); <a name="l00103"></a>00103 <a name="l00110"></a>00110 <span class="keywordtype">void</span> PushStates(); <a name="l00111"></a>00111 <a name="l00118"></a>00118 <span class="keywordtype">void</span> PopStates(); <a name="l00119"></a>00119 <a name="l00128"></a>00128 <span class="keywordtype">void</span> SetModelView(<span class="keyword">const</span> <a class="code" href="classsf_1_1Matrix3.htm" title="Utility class to manipulate 3x3 matrices of floats.">Matrix3</a>& matrix); <a name="l00129"></a>00129 <a name="l00138"></a>00138 <span class="keywordtype">void</span> ApplyModelView(<span class="keyword">const</span> <a class="code" href="classsf_1_1Matrix3.htm" title="Utility class to manipulate 3x3 matrices of floats.">Matrix3</a>& matrix); <a name="l00139"></a>00139 <a name="l00148"></a>00148 <span class="keywordtype">void</span> SetProjection(<span class="keyword">const</span> <a class="code" href="classsf_1_1Matrix3.htm" title="Utility class to manipulate 3x3 matrices of floats.">Matrix3</a>& matrix); <a name="l00149"></a>00149 <a name="l00160"></a>00160 <span class="keywordtype">void</span> SetColor(<span class="keyword">const</span> <a class="code" href="classsf_1_1Color.htm" title="Utility class for manpulating RGBA colors.">Color</a>& color); <a name="l00161"></a>00161 <a name="l00172"></a>00172 <span class="keywordtype">void</span> ApplyColor(<span class="keyword">const</span> <a class="code" href="classsf_1_1Color.htm" title="Utility class for manpulating RGBA colors.">Color</a>& color); <a name="l00173"></a>00173 <a name="l00180"></a>00180 <span class="keywordtype">void</span> SetViewport(<span class="keyword">const</span> <a class="code" href="classsf_1_1Rect.htm">IntRect</a>& viewport); <a name="l00181"></a>00181 <a name="l00188"></a>00188 <span class="keywordtype">void</span> SetBlendMode(<a class="code" href="group__graphics.htm#ga1a2fa89de4bb0d82b2eb30399fe575ca" title="Available blending modes for drawable objects.">Blend::Mode</a> mode); <a name="l00189"></a>00189 <a name="l00196"></a>00196 <span class="keywordtype">void</span> SetTexture(<span class="keyword">const</span> <a class="code" href="classsf_1_1Texture.htm" title="Image living on the graphics card that can be used for drawing.">Texture</a>* texture); <a name="l00197"></a>00197 <a name="l00204"></a>00204 <span class="keywordtype">void</span> SetShader(<span class="keyword">const</span> <a class="code" href="classsf_1_1Shader.htm" title="Pixel/fragment shader class.">Shader</a>* shader); <a name="l00205"></a>00205 <a name="l00227"></a>00227 <span class="keywordtype">void</span> Begin(PrimitiveType type); <a name="l00228"></a>00228 <a name="l00235"></a>00235 <span class="keywordtype">void</span> End(); <a name="l00236"></a>00236 <a name="l00247"></a>00247 <span class="keywordtype">void</span> AddVertex(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y); <a name="l00248"></a>00248 <a name="l00261"></a>00261 <span class="keywordtype">void</span> AddVertex(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">float</span> u, <span class="keywordtype">float</span> v); <a name="l00262"></a>00262 <a name="l00274"></a>00274 <span class="keywordtype">void</span> AddVertex(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keyword">const</span> <a class="code" href="classsf_1_1Color.htm" title="Utility class for manpulating RGBA colors.">Color</a>& color); <a name="l00275"></a>00275 <a name="l00288"></a>00288 <span class="keywordtype">void</span> AddVertex(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">float</span> u, <span class="keywordtype">float</span> v, <span class="keyword">const</span> <a class="code" href="classsf_1_1Color.htm" title="Utility class for manpulating RGBA colors.">Color</a>& color); <a name="l00289"></a>00289 <a name="l00290"></a>00290 <span class="keyword">private</span> : <a name="l00291"></a>00291 <a name="l00308"></a>00308 <span class="keywordtype">void</span> ProcessVertex(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">float</span> u, <span class="keywordtype">float</span> v, <span class="keywordtype">float</span> r, <span class="keywordtype">float</span> g, <span class="keywordtype">float</span> b, <span class="keywordtype">float</span> a); <a name="l00309"></a>00309 <a name="l00311"></a>00311 <span class="comment">// Structure holding the render states that can be stacked</span> <a name="l00313"></a>00313 <span class="comment"></span> <span class="keyword">struct </span>States <a name="l00314"></a>00314 { <a name="l00315"></a>00315 States() : r(1.f), g(1.f), b(1.f), a(1.f) {} <a name="l00316"></a>00316 <a name="l00317"></a>00317 Matrix3 modelView; <a name="l00318"></a>00318 <span class="keywordtype">float</span> r, g, b, a; <a name="l00319"></a>00319 }; <a name="l00320"></a>00320 <a name="l00322"></a>00322 <span class="comment">// Member data</span> <a name="l00324"></a>00324 <span class="comment"></span> RenderTarget& myTarget; <a name="l00325"></a>00325 States myStatesStack[64]; <a name="l00326"></a>00326 States* myStates; <a name="l00327"></a>00327 <span class="keyword">const</span> Texture* myTexture; <a name="l00328"></a>00328 <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> myTextureId; <a name="l00329"></a>00329 <span class="keyword">const</span> Shader* myShader; <a name="l00330"></a>00330 <a class="code" href="group__graphics.htm#ga1a2fa89de4bb0d82b2eb30399fe575ca" title="Available blending modes for drawable objects.">Blend::Mode</a> myBlendMode; <a name="l00331"></a>00331 IntRect myViewport; <a name="l00332"></a>00332 <span class="keywordtype">bool</span> myTextureIsValid; <a name="l00333"></a>00333 <span class="keywordtype">bool</span> myShaderIsValid; <a name="l00334"></a>00334 <span class="keywordtype">bool</span> myBlendModeIsValid; <a name="l00335"></a>00335 <span class="keywordtype">bool</span> myViewportIsValid; <a name="l00336"></a>00336 }; <a name="l00337"></a>00337 <a name="l00338"></a>00338 } <span class="comment">// namespace sf</span> <a name="l00339"></a>00339 <a name="l00340"></a>00340 <a name="l00341"></a>00341 <span class="preprocessor">#endif // SFML_RENDERER_HPP</span> <a name="l00342"></a>00342 <span class="preprocessor"></span> <a name="l00343"></a>00343 </pre></div></div> <p id="footer"> :: Copyright © 2007-2008 Laurent Gomila, all rights reserved :: Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen 1.5.2</a> :: </p> </body> </html>