/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se * 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. */ #include "Renderer.hpp" #include "Color.hpp" #include "Rect.hpp" #include "main.hpp" #include VALUE globalRendererClass; /* External classes */ extern VALUE globalColorClass; extern VALUE globalImageClass; extern VALUE globalShaderClass; /* call-seq: * renderer.saveGLStates() * * Save the current OpenGL render states and matrices. */ static VALUE Renderer_SaveGLStates( VALUE self ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->SaveGLStates(); return Qnil; } /* call-seq: * renderer.restoreGLStates() * * Restore the previously saved OpenGL render states and matrices. */ static VALUE Renderer_RestoreGLStates( VALUE self ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->RestoreGLStates(); return Qnil; } /* call-seq: * renderer.clear() * * Clear the color buffer. */ static VALUE Renderer_Clear( VALUE self, VALUE aColor ) { VALUE temp = Color_ForceType( aColor ); sf::Color color; color.r = FIX2UINT( Color_GetR( temp ) ); color.g = FIX2UINT( Color_GetG( temp ) ); color.b = FIX2UINT( Color_GetB( temp ) ); color.a = FIX2UINT( Color_GetA( temp ) ); sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->Clear( color ); return Qnil; } /* call-seq: * renderer.pushStates() * * Save the current render states. */ static VALUE Renderer_PushStates( VALUE self ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->PushStates(); return Qnil; } /* call-seq: * renderer.popStates() * * Restore the previously saved render states. */ static VALUE Renderer_PopStates( VALUE self ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->PopStates(); return Qnil; } /* call-seq: * renderer.setColor( color ) * * Set the current global color. * * This color will be modulated with each vertex's color. Note: any call to this function after a call to BeginBatch * will be ignored, and delayed until BeginBatch is called again. */ static VALUE Renderer_SetColor( VALUE self, VALUE aColor ) { VALUE temp = Color_ForceType( aColor ); sf::Color color; color.r = FIX2UINT( Color_GetR( temp ) ); color.g = FIX2UINT( Color_GetG( temp ) ); color.b = FIX2UINT( Color_GetB( temp ) ); color.a = FIX2UINT( Color_GetA( temp ) ); sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->SetColor( color ); return Qnil; } /* call-seq: * renderer.applyColor( color ) * * Modulate the current global color with a new one. * * This color will be modulated with each vertex's color. Note: any call to this function after a call to BeginBatch * will be ignored, and delayed until BeginBatch is called again. */ static VALUE Renderer_ApplyColor( VALUE self, VALUE aColor ) { VALUE temp = Color_ForceType( aColor ); sf::Color color; color.r = FIX2UINT( Color_GetR( temp ) ); color.g = FIX2UINT( Color_GetG( temp ) ); color.b = FIX2UINT( Color_GetB( temp ) ); color.a = FIX2UINT( Color_GetA( temp ) ); sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->ApplyColor( color ); return Qnil; } /* call-seq: * renderer.setViewport( rectangle ) * * Set the current viewport. * * Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again. */ static VALUE Renderer_SetViewport( VALUE self, VALUE aRect ) { VALUE temp = Rect_ForceType( aRect ); sf::IntRect rectangle; rectangle.Left = FIX2UINT( Rect_GetLeft( temp ) ); rectangle.Top = FIX2UINT( Rect_GetTop( temp ) ); rectangle.Width = FIX2UINT( Rect_GetWidth( temp ) ); rectangle.Height = FIX2UINT( Rect_GetHeight( temp ) ); sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->SetViewport( rectangle ); return Qnil; } /* call-seq: * renderer.setBlendMode( mode ) * * Set the current alpha-blending mode. * * Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again. */ static VALUE Renderer_SetBlendMode( VALUE self, VALUE aMode ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->SetBlendMode( static_cast< sf::Blend::Mode >( FIX2INT( aMode ) ) ); return Qnil; } /* call-seq: * renderer.setTexture( texture ) * * Set the current texture. * * Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again. */ static VALUE Renderer_SetTexture( VALUE self, VALUE aTexture ) { VALIDATE_CLASS( aTexture, globalImageClass, "texture" ); sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); sf::Image * texture = NULL; Data_Get_Struct( aTexture, sf::Image, texture ); object->SetTexture( texture ); return Qnil; } /* call-seq: * renderer.setShader( shader ) * * Set the current shader. * * Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again. */ static VALUE Renderer_SetShader( VALUE self, VALUE aShader ) { VALIDATE_CLASS( aShader, globalShaderClass, "shader" ); sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); sf::Shader * shader = NULL; Data_Get_Struct( aShader, sf::Shader, shader ); object->SetShader( shader ); return Qnil; } /* call-seq: * renderer.begin( type ) * * Begin rendering a new geometry batch. * * You need to call SFML::Renderer#end to complete the batch and trigger the actual rendering of the geometry that you * passed between begin() and end(). * * Usage: * * renderer.begin( SFML::Renderer::TriangleList ) * renderer.addVertex(...) * renderer.addVertex(...) * renderer.addVertex(...) * renderer.end() * */ static VALUE Renderer_Begin( VALUE self, VALUE aType ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->Begin( static_cast< sf::Renderer::PrimitiveType >( FIX2INT( aType ) ) ); return Qnil; } /* call-seq: * renderer.end() * * End the current geometry batch and render it. */ static VALUE Renderer_End( VALUE self ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); object->End(); return Qnil; } /* call-seq: * renderer.addVertex( x, y ) * renderer.addVertex( x, y, u, v ) * renderer.addVertex( x, y color ) * renderer.addVertex( x, y, u, v, color ) * * This function adds a new vertex to the current batch. */ static VALUE Renderer_AddVertex( int argc, VALUE *args, VALUE self ) { sf::Renderer *object = NULL; Data_Get_Struct( self, sf::Renderer, object ); switch( argc ) { case 2: { object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ) ); break; } case 3: { VALUE temp = Color_ForceType( args[2] ); sf::Color color; color.r = FIX2UINT( Color_GetR( temp ) ); color.g = FIX2UINT( Color_GetG( temp ) ); color.b = FIX2UINT( Color_GetB( temp ) ); color.a = FIX2UINT( Color_GetA( temp ) ); object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ), color ); break; } case 4: { object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ) ); break; } case 5: { VALUE temp = Color_ForceType( args[4] ); sf::Color color; color.r = FIX2UINT( Color_GetR( temp ) ); color.g = FIX2UINT( Color_GetG( temp ) ); color.b = FIX2UINT( Color_GetB( temp ) ); color.a = FIX2UINT( Color_GetA( temp ) ); object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ), color ); break; } default: rb_raise( rb_eArgError, "Expected 2..5 arguments but was given %d", argc ); } return Qnil; } static void DefinePrimitiveTypesEnum( void ) { rb_define_const( globalRendererClass, "TriangleList", INT2FIX( sf::Renderer::TriangleList ) ); rb_define_const( globalRendererClass, "TriangleStrip", INT2FIX( sf::Renderer::TriangleStrip ) ); rb_define_const( globalRendererClass, "TriangleFan", INT2FIX( sf::Renderer::TriangleFan ) ); rb_define_const( globalRendererClass, "QuadList", INT2FIX( sf::Renderer::QuadList ) ); } void Init_Renderer( void ) { /* SFML namespace which contains the classes of this module. */ VALUE sfml = rb_define_module( "SFML" ); /* Handles the low-level rendering (states and geometry). * * SFML::Renderer is the abstraction layer between SFML code and the low-level drawing API (OpenGL). * * It manages render states efficiently, and provides a lightweight abstraction for rendering geometry. * * The purpose of this class is to provide a single abstract entry point for everything related to low-level * rendering. Hiding everything behind SFML::Renderer makes optimizing easy, as well as porting to other technologies * in the future (like OpenGL ES or OpenGL 3.x). * * This class is mainly meant for internal usage, you should never care about it unless you write your own * SFML::Drawable class that uses raw geometry in its Render function. */ globalRendererClass = rb_define_class_under( sfml, "Renderer", rb_cObject ); DefinePrimitiveTypesEnum(); // Instance methods rb_define_method( globalRendererClass, "saveGLStates", Renderer_SaveGLStates, 0 ); rb_define_method( globalRendererClass, "restoreGLStates", Renderer_RestoreGLStates, 0 ); rb_define_method( globalRendererClass, "clear", Renderer_Clear, 1 ); rb_define_method( globalRendererClass, "pushStates", Renderer_PushStates, 0 ); rb_define_method( globalRendererClass, "popStates", Renderer_PopStates, 0 ); rb_define_method( globalRendererClass, "setColor", Renderer_SetColor, 1 ); rb_define_method( globalRendererClass, "applyColor", Renderer_ApplyColor, 1 ); rb_define_method( globalRendererClass, "setViewport", Renderer_SetViewport, 1 ); rb_define_method( globalRendererClass, "setBlendMode", Renderer_SetBlendMode, 1 ); rb_define_method( globalRendererClass, "setTexture", Renderer_SetTexture, 1 ); rb_define_method( globalRendererClass, "setShader", Renderer_SetShader, 1 ); rb_define_method( globalRendererClass, "begin", Renderer_Begin, 1 ); rb_define_method( globalRendererClass, "end", Renderer_End, 0 ); rb_define_method( globalRendererClass, "addVertex", Renderer_AddVertex, -1 ); // Instance Aliases rb_define_alias( globalRendererClass, "save_gl_states", "saveGLStates" ); rb_define_alias( globalRendererClass, "restore_gl_states", "restoreGLStates" ); rb_define_alias( globalRendererClass, "push_states", "pushStates" ); rb_define_alias( globalRendererClass, "pop_states", "popStates" ); rb_define_alias( globalRendererClass, "color=", "setColor" ); rb_define_alias( globalRendererClass, "apply_color", "applyColor" ); rb_define_alias( globalRendererClass, "viewport=", "setViewport" ); rb_define_alias( globalRendererClass, "blendMode=", "setBlendMode" ); rb_define_alias( globalRendererClass, "blend_mode=", "setBlendMode" ); rb_define_alias( globalRendererClass, "texture=", "setTexture" ); rb_define_alias( globalRendererClass, "shader=", "setShader" ); rb_define_alias( globalRendererClass, "add_vertex", "addVertex" ); }