SFML/bindings/ruby/sfml-graphics/graphics/RenderImage.cpp

424 lines
14 KiB
C++

/* 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 "RenderImage.hpp"
#include "main.hpp"
#include <SFML/Graphics/RenderImage.hpp>
VALUE globalRenderImageClass;
/* External classes */
extern VALUE globalRenderTargetModule;
extern VALUE globalImageClass;
extern VALUE globalDrawableModule;
extern VALUE globalShaderClass;
extern VALUE globalViewClass;
static void RenderImage_Free( sf::RenderImage *anObject )
{
delete anObject;
}
static void View_Free( sf::View *anObject )
{
delete anObject;
}
/* call-seq:
* render_image.create( width, height, depthBuffer = false ) -> true or false
*
* Create the render-image.
*
* Before calling this function, the render-image is in an invalid state, thus it is mandatory to call it before
* doing anything with the render-image. The last parameter, depthBuffer, is useful if you want to use the render-image
* for 3D OpenGL rendering that requires a depth-buffer. Otherwise it is unnecessary, and you should leave this
* parameter to false (which is its default value).
*/
static VALUE RenderImage_Create( int argc, VALUE *args, VALUE self )
{
unsigned int width = 0;
unsigned int height = 0;
bool depthBuffer = false;
switch( argc )
{
case 3:
if( args[2] == Qtrue )
{
depthBuffer = true;
}
else if( args[2] == Qfalse )
{
depthBuffer = false;
}
else
{
VALIDATE_CLASS( args[2], rb_cTrueClass, "depthBuffer" );
}
case 2:
width = FIX2UINT( args[0] );
height = FIX2UINT( args[1] );
break;
default:
rb_raise( rb_eArgError, "Expected 2 or 3 arguments but was given %d", argc );
}
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
if( object->Create( width, height, depthBuffer ) == true )
{
return Qtrue;
}
else
{
return Qfalse;
}
}
static VALUE RenderImage_Draw( int argc, VALUE *args, VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
switch( argc )
{
case 2:
{
VALIDATE_CLASS( args[0], globalDrawableModule, "object" );
VALIDATE_CLASS( args[1], globalShaderClass, "shader" );
sf::Drawable *drawable = NULL;
Data_Get_Struct( args[0], sf::Drawable, drawable );
sf::Shader *shader = NULL;
Data_Get_Struct( args[1], sf::Shader, shader );
object->Draw( *drawable, *shader );
break;
}
case 1:
{
VALIDATE_CLASS( args[0], globalDrawableModule, "object" );
sf::Drawable *drawable = NULL;
Data_Get_Struct( args[0], sf::Drawable, drawable );
object->Draw( *drawable );
break;
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
return Qnil;
}
/* call-seq:
* render_image.display()
*
* Update the contents of the target image.
*
* This function updates the target image with what has been drawn so far. Like for windows, calling this function is
* mandatory at the end of rendering. Not calling it may leave the image in an undefined state.
*/
static VALUE RenderImage_Display( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
object->Display();
return Qnil;
}
/* call-seq:
* render_image.getImage() -> image
*
* Get a read-only reference to the target image.
*
* After drawing to the render-image and calling display, you can retrieve the updated image using this function, and
* draw it using a sprite (for example). The internal SFML::Image of a render-image is always the same instance, so that
* it is possible to call this function once and keep a reference to the image even after is it modified.
*/
static VALUE RenderImage_GetImage( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
const sf::Image &image = object->GetImage();
VALUE rbData = Data_Wrap_Struct( globalImageClass, 0, 0, const_cast< sf::Image * >( &image ) );
rb_obj_call_init( rbData, 0, 0 );
rb_iv_set( rbData, "@__owner_ref", self );
return rbData;
}
/* call-seq:
* render_image.isSmooth() -> true or false
*
* Tell whether the smooth filtering is enabled or not.
*/
static VALUE RenderImage_IsSmooth( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
return ( object->IsSmooth() == true ? Qtrue : Qfalse );
}
/* call-seq:
* render_image.setActive( active )
*
* Activate of deactivate the render-image for rendering.
*
* This function makes the render-image's context current for future OpenGL rendering operations (so you shouldn't
* care about it if you're not doing direct OpenGL stuff). Only one context can be current on a thread, so if you want
* to draw OpenGL geometry to another render target (like a RenderWindow) don't forget to activate it again.
*/
static VALUE RenderImage_SetActive( int argc, VALUE *args, VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
bool flag = true;
switch( argc )
{
case 1:
if( args[0] == Qtrue )
{
flag = true;
}
else if( args[0] == Qfalse )
{
flag = false;
}
else
{
VALIDATE_CLASS( args[0], rb_cTrueClass, "active" );
}
case 0:
break;
default:
rb_raise( rb_eArgError, "Expected 0 or 1 arguments but was given %d", argc );
}
object->SetActive( flag );
return Qnil;
}
/* call-seq:
* render_image.setSmooth( smooth )
*
* Enable or disable image smoothing.
*
* This function is similar to SFML::Image#setSmooth. This parameter is enabled by default.
*/
static VALUE RenderImage_SetSmooth( VALUE self, VALUE aSmoothFlag )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
if( aSmoothFlag == Qtrue )
{
object->SetSmooth( true );
}
else if( aSmoothFlag == Qfalse )
{
object->SetSmooth( false );
}
else
{
VALIDATE_CLASS( aSmoothFlag, rb_cTrueClass, "smooth" );
}
return Qnil;
}
static VALUE RenderImage_SetView( VALUE self, VALUE aView )
{
VALIDATE_CLASS( aView, globalViewClass, "view" );
sf::View *view = NULL;
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
Data_Get_Struct( aView, sf::View, view );
object->SetView( *view );
return Qnil;
}
static VALUE RenderImage_GetView( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
const sf::View &original = object->GetView();
sf::View * view = new sf::View( original );
VALUE rbData = Data_Wrap_Struct( globalViewClass, 0, View_Free, view );
rb_obj_call_init( rbData, 0, 0 );
return rbData;
}
static VALUE RenderImage_GetDefaultView( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
const sf::View &original = object->GetDefaultView();
sf::View * view = new sf::View( original );
VALUE rbData = Data_Wrap_Struct( globalViewClass, 0, View_Free, view );
rb_obj_call_init( rbData, 0, 0 );
return rbData;
}
static VALUE RenderImage_GetWidth( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
return INT2FIX( object->GetWidth() );
}
static VALUE RenderTarget_GetHeight( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
return INT2FIX( object->GetHeight() );
}
/* call-seq:
* RenderImage.new() -> render_image
*
* Constructs an empty, invalid render-image. You must call create() to have a valid render-image.
*/
static VALUE RenderImage_New( int argc, VALUE *args, VALUE aKlass )
{
sf::RenderImage *object = new sf::RenderImage();
VALUE rbData = Data_Wrap_Struct( aKlass, 0, RenderImage_Free, object );
rb_obj_call_init( rbData, argc, args );
return rbData;
}
/* call-seq:
* RenderImage.isAvailable() -> true or false
*
* Check whether the system supports render images or not.
*
* It is very important to always call this function before trying to use the RenderImage class, as the feature may
* not be supported on all platforms (especially very old ones). If this function returns false, then you won't be
* able to use the class at all.
*/
static VALUE RenderImage_IsAvailable( VALUE aKlass )
{
return ( sf::RenderImage::IsAvailable() == true ? Qtrue : Qfalse );
}
void Init_RenderImage( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* Target for off-screen 2D rendering into an image.
*
* sf::RenderImage is the little brother of sf::RenderWindow.
*
* It implements the same 2D drawing and OpenGL-related functions (see their base class sf::RenderTarget for
* more details), the difference is that the result is stored in an off-screen image rather than being show in a window.
*
* Rendering to an image can be useful in a variety of situations:
*
* - precomputing a complex static image (like a level's background from multiple tiles)
* - applying post-effects to the whole scene with shaders
* - creating a sprite from a 3D object rendered with OpenGL
* - etc.
*
* Usage example:
*
* # First of all: make sure that rendering to image is supported
* if SFML::RenderImage.available? == false
* # Handle error
* end
*
* # Create a new render-window
* window = SFML::RenderWindow.new( SFML::VideoMode.new(800, 600), "SFML window" )
*
* # Create a new render-image
* image = SFML::RenderImage.new
* if image.create( 500, 500 ) == false
* # Handle error
* end
*
* # The main loop
* while window.open?
* # Event processing
* # ...
*
* # Clear the whole image with red color
* image.clear( SFML::Color::Red )
*
* # Draw stuff to the image
* image.draw( sprite ) # sprite is a SFML::Sprite
* image.draw( shape ) # shape is a SFML::Shape
* image.draw( text ) # text is a SFML::Text
*
* # We're done drawing to the image
* image.display()
*
* # Now we start rendering to the window, clear it first
* window.clear()
*
* # Draw the image
* sprite = SFML::Sprite.new( image.getImage() )
* window.draw( sprite )
*
* # End the current frame and display its contents on screen
* window.display()
* end
*
* Like SFML::RenderWindow, SFML::RenderImage is still able to render direct OpenGL stuff. It is even possible to mix
* together OpenGL calls and regular SFML drawing commands. If you need a depth buffer for 3D rendering, don't
* forget to request it when calling SFML::RenderImage#create.
*/
globalRenderImageClass = rb_define_class_under( sfml, "RenderImage", rb_cObject );
rb_include_module( globalRenderImageClass, globalRenderTargetModule );
// Class methods
rb_define_singleton_method( globalRenderImageClass, "new", RenderImage_New, 0 );
rb_define_singleton_method( globalRenderImageClass, "isAvailable", RenderImage_IsAvailable, 0 );
// Instance methods
rb_define_method( globalRenderImageClass, "draw", RenderImage_Create, -1 );
rb_define_method( globalRenderImageClass, "create", RenderImage_Create, -1 );
rb_define_method( globalRenderImageClass, "display", RenderImage_Display, 0 );
rb_define_method( globalRenderImageClass, "getImage", RenderImage_GetImage, 0 );
rb_define_method( globalRenderImageClass, "isSmooth", RenderImage_IsSmooth, 0 );
rb_define_method( globalRenderImageClass, "setActive", RenderImage_SetActive, -1 );
rb_define_method( globalRenderImageClass, "setSmooth", RenderImage_SetSmooth, 1 );
rb_define_method( globalRenderImageClass, "getView", RenderImage_GetView, 0 );
rb_define_method( globalRenderImageClass, "setView", RenderImage_SetView, 1 );
rb_define_method( globalRenderImageClass, "getDefaultView", RenderImage_GetDefaultView, 0 );
rb_define_method( globalRenderImageClass, "getWidth", RenderImage_GetWidth, 0 );
rb_define_method( globalRenderImageClass, "getHeight", RenderImage_GetHeight, 0 );
// Class Aliases
rb_define_alias( CLASS_OF( globalRenderImageClass ), "is_available", "isAvailable" );
rb_define_alias( CLASS_OF( globalRenderImageClass ), "available?", "isAvailable" );
// Instance Aliases
rb_define_alias( globalRenderImageClass, "image", "getImage" );
rb_define_alias( globalRenderImageClass, "is_smooth", "isSmooth" );
rb_define_alias( globalRenderImageClass, "smooth?", "isSmooth" );
rb_define_alias( globalRenderImageClass, "set_active", "setActive" );
rb_define_alias( globalRenderImageClass, "activate", "setActive" );
rb_define_alias( globalRenderImageClass, "active=", "setActive" );
rb_define_alias( globalRenderImageClass, "smooth=", "setSmooth" );
rb_define_alias( globalRenderImageClass, "view=", "setView" );
rb_define_alias( globalRenderImageClass, "view", "getView" );
rb_define_alias( globalRenderImageClass, "defaultView", "getDefaultView" );
rb_define_alias( globalRenderImageClass, "default_view", "getDefaultView" );
rb_define_alias( globalRenderImageClass, "width", "getWidth" );
rb_define_alias( globalRenderImageClass, "height", "getHeight" );
}