mirror of
https://github.com/SFML/SFML.git
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a8a1c98a41
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1700 4e206d99-4929-0410-ac5d-dfc041789085
372 lines
12 KiB
C++
372 lines
12 KiB
C++
/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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#include "Renderer.hpp"
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#include "Color.hpp"
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#include "Rect.hpp"
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#include "main.hpp"
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#include <SFML/Graphics/Renderer.hpp>
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VALUE globalRendererClass;
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/* External classes */
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extern VALUE globalColorClass;
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extern VALUE globalImageClass;
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extern VALUE globalShaderClass;
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/* call-seq:
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* renderer.saveGLStates()
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*
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* Save the current OpenGL render states and matrices.
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*/
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static VALUE Renderer_SaveGLStates( VALUE self )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->SaveGLStates();
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return Qnil;
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}
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/* call-seq:
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* renderer.restoreGLStates()
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*
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* Restore the previously saved OpenGL render states and matrices.
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*/
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static VALUE Renderer_RestoreGLStates( VALUE self )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->RestoreGLStates();
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return Qnil;
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}
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/* call-seq:
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* renderer.clear()
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*
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* Clear the color buffer.
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*/
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static VALUE Renderer_Clear( VALUE self, VALUE aColor )
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{
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VALUE temp = Color_ForceType( aColor );
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sf::Color color;
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color.r = FIX2UINT( Color_GetR( temp ) );
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color.g = FIX2UINT( Color_GetG( temp ) );
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color.b = FIX2UINT( Color_GetB( temp ) );
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color.a = FIX2UINT( Color_GetA( temp ) );
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->Clear( color );
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return Qnil;
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}
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/* call-seq:
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* renderer.pushStates()
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*
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* Save the current render states.
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*/
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static VALUE Renderer_PushStates( VALUE self )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->PushStates();
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return Qnil;
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}
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/* call-seq:
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* renderer.popStates()
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*
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* Restore the previously saved render states.
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*/
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static VALUE Renderer_PopStates( VALUE self )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->PopStates();
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return Qnil;
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}
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/* call-seq:
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* renderer.setColor( color )
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*
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* Set the current global color.
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*
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* This color will be modulated with each vertex's color. Note: any call to this function after a call to BeginBatch
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* will be ignored, and delayed until BeginBatch is called again.
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*/
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static VALUE Renderer_SetColor( VALUE self, VALUE aColor )
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{
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VALUE temp = Color_ForceType( aColor );
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sf::Color color;
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color.r = FIX2UINT( Color_GetR( temp ) );
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color.g = FIX2UINT( Color_GetG( temp ) );
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color.b = FIX2UINT( Color_GetB( temp ) );
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color.a = FIX2UINT( Color_GetA( temp ) );
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->SetColor( color );
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return Qnil;
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}
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/* call-seq:
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* renderer.applyColor( color )
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*
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* Modulate the current global color with a new one.
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*
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* This color will be modulated with each vertex's color. Note: any call to this function after a call to BeginBatch
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* will be ignored, and delayed until BeginBatch is called again.
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*/
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static VALUE Renderer_ApplyColor( VALUE self, VALUE aColor )
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{
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VALUE temp = Color_ForceType( aColor );
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sf::Color color;
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color.r = FIX2UINT( Color_GetR( temp ) );
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color.g = FIX2UINT( Color_GetG( temp ) );
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color.b = FIX2UINT( Color_GetB( temp ) );
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color.a = FIX2UINT( Color_GetA( temp ) );
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->ApplyColor( color );
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return Qnil;
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}
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/* call-seq:
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* renderer.setViewport( rectangle )
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*
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* Set the current viewport.
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*
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* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
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*/
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static VALUE Renderer_SetViewport( VALUE self, VALUE aRect )
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{
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VALUE temp = Rect_ForceType( aRect );
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sf::IntRect rectangle;
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rectangle.Left = FIX2UINT( Rect_GetLeft( temp ) );
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rectangle.Top = FIX2UINT( Rect_GetTop( temp ) );
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rectangle.Width = FIX2UINT( Rect_GetWidth( temp ) );
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rectangle.Height = FIX2UINT( Rect_GetHeight( temp ) );
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->SetViewport( rectangle );
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return Qnil;
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}
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/* call-seq:
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* renderer.setBlendMode( mode )
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*
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* Set the current alpha-blending mode.
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*
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* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
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*/
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static VALUE Renderer_SetBlendMode( VALUE self, VALUE aMode )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->SetBlendMode( static_cast< sf::Blend::Mode >( FIX2INT( aMode ) ) );
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return Qnil;
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}
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/* call-seq:
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* renderer.setTexture( texture )
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*
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* Set the current texture.
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*
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* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
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*/
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static VALUE Renderer_SetTexture( VALUE self, VALUE aTexture )
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{
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VALIDATE_CLASS( aTexture, globalImageClass, "texture" );
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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sf::Image * texture = NULL;
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Data_Get_Struct( aTexture, sf::Image, texture );
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object->SetTexture( texture );
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return Qnil;
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}
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/* call-seq:
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* renderer.setShader( shader )
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*
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* Set the current shader.
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*
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* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
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*/
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static VALUE Renderer_SetShader( VALUE self, VALUE aShader )
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{
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VALIDATE_CLASS( aShader, globalShaderClass, "shader" );
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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sf::Shader * shader = NULL;
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Data_Get_Struct( aShader, sf::Shader, shader );
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object->SetShader( shader );
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return Qnil;
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}
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/* call-seq:
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* renderer.begin( type )
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*
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* Begin rendering a new geometry batch.
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*
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* You need to call SFML::Renderer#end to complete the batch and trigger the actual rendering of the geometry that you
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* passed between begin() and end().
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*
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* Usage:
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*
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* renderer.begin( SFML::Renderer::TriangleList )
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* renderer.addVertex(...)
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* renderer.addVertex(...)
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* renderer.addVertex(...)
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* renderer.end()
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*
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*/
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static VALUE Renderer_Begin( VALUE self, VALUE aType )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->Begin( static_cast< sf::Renderer::PrimitiveType >( FIX2INT( aType ) ) );
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return Qnil;
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}
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/* call-seq:
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* renderer.end()
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*
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* End the current geometry batch and render it.
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*/
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static VALUE Renderer_End( VALUE self )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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object->End();
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return Qnil;
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}
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/* call-seq:
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* renderer.addVertex( x, y )
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* renderer.addVertex( x, y, u, v )
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* renderer.addVertex( x, y color )
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* renderer.addVertex( x, y, u, v, color )
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*
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* This function adds a new vertex to the current batch.
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*/
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static VALUE Renderer_AddVertex( int argc, VALUE *args, VALUE self )
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{
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sf::Renderer *object = NULL;
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Data_Get_Struct( self, sf::Renderer, object );
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switch( argc )
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{
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case 2:
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{
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object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ) );
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break;
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}
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case 3:
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{
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VALUE temp = Color_ForceType( args[2] );
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sf::Color color;
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color.r = FIX2UINT( Color_GetR( temp ) );
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color.g = FIX2UINT( Color_GetG( temp ) );
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color.b = FIX2UINT( Color_GetB( temp ) );
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color.a = FIX2UINT( Color_GetA( temp ) );
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object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ), color );
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break;
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}
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case 4:
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{
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object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ) );
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break;
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}
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case 5:
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{
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VALUE temp = Color_ForceType( args[4] );
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sf::Color color;
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color.r = FIX2UINT( Color_GetR( temp ) );
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color.g = FIX2UINT( Color_GetG( temp ) );
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color.b = FIX2UINT( Color_GetB( temp ) );
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color.a = FIX2UINT( Color_GetA( temp ) );
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object->AddVertex( NUM2DBL( args[0] ), NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ), color );
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break;
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}
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default:
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rb_raise( rb_eArgError, "Expected 2..5 arguments but was given %d", argc );
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}
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return Qnil;
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}
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static void DefinePrimitiveTypesEnum( void )
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{
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rb_define_const( globalRendererClass, "TriangleList", INT2FIX( sf::Renderer::TriangleList ) );
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rb_define_const( globalRendererClass, "TriangleStrip", INT2FIX( sf::Renderer::TriangleStrip ) );
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rb_define_const( globalRendererClass, "TriangleFan", INT2FIX( sf::Renderer::TriangleFan ) );
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rb_define_const( globalRendererClass, "QuadList", INT2FIX( sf::Renderer::QuadList ) );
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}
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void Init_Renderer( void )
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{
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/* SFML namespace which contains the classes of this module. */
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VALUE sfml = rb_define_module( "SFML" );
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/* Handles the low-level rendering (states and geometry).
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*
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* SFML::Renderer is the abstraction layer between SFML code and the low-level drawing API (OpenGL).
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*
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* It manages render states efficiently, and provides a lightweight abstraction for rendering geometry.
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*
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* The purpose of this class is to provide a single abstract entry point for everything related to low-level
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* rendering. Hiding everything behind SFML::Renderer makes optimizing easy, as well as porting to other technologies
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* in the future (like OpenGL ES or OpenGL 3.x).
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*
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* This class is mainly meant for internal usage, you should never care about it unless you write your own
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* SFML::Drawable class that uses raw geometry in its Render function.
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*/
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globalRendererClass = rb_define_class_under( sfml, "Renderer", rb_cObject );
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DefinePrimitiveTypesEnum();
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// Instance methods
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rb_define_method( globalRendererClass, "saveGLStates", Renderer_SaveGLStates, 0 );
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rb_define_method( globalRendererClass, "restoreGLStates", Renderer_RestoreGLStates, 0 );
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rb_define_method( globalRendererClass, "clear", Renderer_Clear, 1 );
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rb_define_method( globalRendererClass, "pushStates", Renderer_PushStates, 0 );
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rb_define_method( globalRendererClass, "popStates", Renderer_PopStates, 0 );
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rb_define_method( globalRendererClass, "setColor", Renderer_SetColor, 1 );
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rb_define_method( globalRendererClass, "applyColor", Renderer_ApplyColor, 1 );
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rb_define_method( globalRendererClass, "setViewport", Renderer_SetViewport, 1 );
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rb_define_method( globalRendererClass, "setBlendMode", Renderer_SetBlendMode, 1 );
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rb_define_method( globalRendererClass, "setTexture", Renderer_SetTexture, 1 );
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rb_define_method( globalRendererClass, "setShader", Renderer_SetShader, 1 );
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rb_define_method( globalRendererClass, "begin", Renderer_Begin, 1 );
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rb_define_method( globalRendererClass, "end", Renderer_End, 0 );
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rb_define_method( globalRendererClass, "addVertex", Renderer_AddVertex, -1 );
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// Instance Aliases
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rb_define_alias( globalRendererClass, "save_gl_states", "saveGLStates" );
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rb_define_alias( globalRendererClass, "restore_gl_states", "restoreGLStates" );
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rb_define_alias( globalRendererClass, "push_states", "pushStates" );
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rb_define_alias( globalRendererClass, "pop_states", "popStates" );
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rb_define_alias( globalRendererClass, "color=", "setColor" );
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rb_define_alias( globalRendererClass, "apply_color", "applyColor" );
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rb_define_alias( globalRendererClass, "viewport=", "setViewport" );
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rb_define_alias( globalRendererClass, "blendMode=", "setBlendMode" );
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rb_define_alias( globalRendererClass, "blend_mode=", "setBlendMode" );
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rb_define_alias( globalRendererClass, "texture=", "setTexture" );
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rb_define_alias( globalRendererClass, "shader=", "setShader" );
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rb_define_alias( globalRendererClass, "add_vertex", "addVertex" );
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}
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