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RenderTexture.h File Reference

Go to the source code of this file.

Functions

sfRenderTexturesfRenderTexture_create (sfVector2u size, const sfContextSettings *settings)
 Construct a new render texture.
 
void sfRenderTexture_destroy (const sfRenderTexture *renderTexture)
 Destroy an existing render texture.
 
sfVector2u sfRenderTexture_getSize (const sfRenderTexture *renderTexture)
 Get the size of the rendering region of a render texture.
 
bool sfRenderTexture_isSrgb (const sfRenderTexture *renderTexture)
 Tell if the render texture will use sRGB encoding when drawing on it.
 
bool sfRenderTexture_setActive (sfRenderTexture *renderTexture, bool active)
 Activate or deactivate a render texture as the current target for rendering.
 
void sfRenderTexture_display (sfRenderTexture *renderTexture)
 Update the contents of the target texture.
 
void sfRenderTexture_clear (sfRenderTexture *renderTexture, sfColor color)
 Clear the rendertexture with the given color.
 
void sfRenderTexture_clearStencil (sfRenderTexture *renderTexture, sfStencilValue stencilValue)
 Clear the stencil buffer to a specific value.
 
void sfRenderTexture_clearColorAndStencil (sfRenderTexture *renderTexture, sfColor color, sfStencilValue stencilValue)
 Clear the entire target with a single color and stencil value.
 
void sfRenderTexture_setView (sfRenderTexture *renderTexture, const sfView *view)
 Change the current active view of a render texture.
 
const sfViewsfRenderTexture_getView (const sfRenderTexture *renderTexture)
 Get the current active view of a render texture.
 
const sfViewsfRenderTexture_getDefaultView (const sfRenderTexture *renderTexture)
 Get the default view of a render texture.
 
sfIntRect sfRenderTexture_getViewport (const sfRenderTexture *renderTexture, const sfView *view)
 Get the viewport of a view applied to this target.
 
sfIntRect sfRenderTexture_getScissor (const sfRenderTexture *renderTexture, const sfView *view)
 Get the scissor rectangle of a view, applied to this render target.
 
sfVector2f sfRenderTexture_mapPixelToCoords (const sfRenderTexture *renderTexture, sfVector2i point, const sfView *view)
 Convert a point from texture coordinates to world coordinates.
 
sfVector2i sfRenderTexture_mapCoordsToPixel (const sfRenderTexture *renderTexture, sfVector2f point, const sfView *view)
 Convert a point from world coordinates to texture coordinates.
 
void sfRenderTexture_drawSprite (sfRenderTexture *renderTexture, const sfSprite *object, const sfRenderStates *states)
 Draw a drawable object to the render-target.
 
void sfRenderTexture_drawText (sfRenderTexture *renderTexture, const sfText *object, const sfRenderStates *states)
 
void sfRenderTexture_drawShape (sfRenderTexture *renderTexture, const sfShape *object, const sfRenderStates *states)
 
void sfRenderTexture_drawCircleShape (sfRenderTexture *renderTexture, const sfCircleShape *object, const sfRenderStates *states)
 
void sfRenderTexture_drawConvexShape (sfRenderTexture *renderTexture, const sfConvexShape *object, const sfRenderStates *states)
 
void sfRenderTexture_drawRectangleShape (sfRenderTexture *renderTexture, const sfRectangleShape *object, const sfRenderStates *states)
 
void sfRenderTexture_drawVertexArray (sfRenderTexture *renderTexture, const sfVertexArray *object, const sfRenderStates *states)
 
void sfRenderTexture_drawVertexBuffer (sfRenderTexture *renderTexture, const sfVertexBuffer *object, const sfRenderStates *states)
 
void sfRenderTexture_drawVertexBufferRange (sfRenderTexture *renderTexture, const sfVertexBuffer *object, size_t firstVertex, size_t vertexCount, const sfRenderStates *states)
 Draw primitives defined by a vertex buffer.
 
void sfRenderTexture_drawPrimitives (sfRenderTexture *renderTexture, const sfVertex *vertices, size_t vertexCount, sfPrimitiveType type, const sfRenderStates *states)
 Draw primitives defined by an array of vertices to a render texture.
 
void sfRenderTexture_pushGLStates (sfRenderTexture *renderTexture)
 Save the current OpenGL render states and matrices.
 
void sfRenderTexture_popGLStates (sfRenderTexture *renderTexture)
 Restore the previously saved OpenGL render states and matrices.
 
void sfRenderTexture_resetGLStates (sfRenderTexture *renderTexture)
 Reset the internal OpenGL states so that the target is ready for drawing.
 
const sfTexturesfRenderTexture_getTexture (const sfRenderTexture *renderTexture)
 Get the target texture of a render texture.
 
unsigned int sfRenderTexture_getMaximumAntiAliasingLevel (void)
 Get the maximum anti-aliasing level supported by the system.
 
void sfRenderTexture_setSmooth (sfRenderTexture *renderTexture, bool smooth)
 Enable or disable the smooth filter on a render texture.
 
bool sfRenderTexture_isSmooth (const sfRenderTexture *renderTexture)
 Tell whether the smooth filter is enabled or not for a render texture.
 
void sfRenderTexture_setRepeated (sfRenderTexture *renderTexture, bool repeated)
 Enable or disable texture repeating.
 
bool sfRenderTexture_isRepeated (const sfRenderTexture *renderTexture)
 Tell whether the texture is repeated or not.
 
bool sfRenderTexture_generateMipmap (sfRenderTexture *renderTexture)
 Generate a mipmap using the current texture data.
 

Function Documentation

◆ sfRenderTexture_clear()

void sfRenderTexture_clear ( sfRenderTexture * renderTexture,
sfColor color )

Clear the rendertexture with the given color.

Parameters
renderTextureRender texture object
colorFill color

◆ sfRenderTexture_clearColorAndStencil()

void sfRenderTexture_clearColorAndStencil ( sfRenderTexture * renderTexture,
sfColor color,
sfStencilValue stencilValue )

Clear the entire target with a single color and stencil value.

The specified stencil value is truncated to the bit width of the current stencil buffer.

Parameters
renderTextureRender texture object
colorFill color to use to clear the render target
stencilValueStencil value to clear to

◆ sfRenderTexture_clearStencil()

void sfRenderTexture_clearStencil ( sfRenderTexture * renderTexture,
sfStencilValue stencilValue )

Clear the stencil buffer to a specific value.

The specified value is truncated to the bit width of the current stencil buffer.

Parameters
renderTextureRender texture object
stencilValueStencil value to clear to

◆ sfRenderTexture_create()

sfRenderTexture * sfRenderTexture_create ( sfVector2u size,
const sfContextSettings * settings )

Construct a new render texture.

Parameters
sizeSize of the render texture
settingsSettings of the render texture
Returns
A new sfRenderTexture object, or NULL if it failed

◆ sfRenderTexture_destroy()

void sfRenderTexture_destroy ( const sfRenderTexture * renderTexture)

Destroy an existing render texture.

Parameters
renderTextureRender texture to destroy

◆ sfRenderTexture_display()

void sfRenderTexture_display ( sfRenderTexture * renderTexture)

Update the contents of the target texture.

Parameters
renderTextureRender texture object

◆ sfRenderTexture_drawCircleShape()

void sfRenderTexture_drawCircleShape ( sfRenderTexture * renderTexture,
const sfCircleShape * object,
const sfRenderStates * states )

◆ sfRenderTexture_drawConvexShape()

void sfRenderTexture_drawConvexShape ( sfRenderTexture * renderTexture,
const sfConvexShape * object,
const sfRenderStates * states )

◆ sfRenderTexture_drawPrimitives()

void sfRenderTexture_drawPrimitives ( sfRenderTexture * renderTexture,
const sfVertex * vertices,
size_t vertexCount,
sfPrimitiveType type,
const sfRenderStates * states )

Draw primitives defined by an array of vertices to a render texture.

Parameters
renderTextureRender texture object
verticesPointer to the vertices
vertexCountNumber of vertices in the array
typeType of primitives to draw
statesRender states to use for drawing (NULL to use the default states)

◆ sfRenderTexture_drawRectangleShape()

void sfRenderTexture_drawRectangleShape ( sfRenderTexture * renderTexture,
const sfRectangleShape * object,
const sfRenderStates * states )

◆ sfRenderTexture_drawShape()

void sfRenderTexture_drawShape ( sfRenderTexture * renderTexture,
const sfShape * object,
const sfRenderStates * states )

◆ sfRenderTexture_drawSprite()

void sfRenderTexture_drawSprite ( sfRenderTexture * renderTexture,
const sfSprite * object,
const sfRenderStates * states )

Draw a drawable object to the render-target.

Parameters
renderTextureRender texture object
objectObject to draw
statesRender states to use for drawing (NULL to use the default states)

◆ sfRenderTexture_drawText()

void sfRenderTexture_drawText ( sfRenderTexture * renderTexture,
const sfText * object,
const sfRenderStates * states )

◆ sfRenderTexture_drawVertexArray()

void sfRenderTexture_drawVertexArray ( sfRenderTexture * renderTexture,
const sfVertexArray * object,
const sfRenderStates * states )

◆ sfRenderTexture_drawVertexBuffer()

void sfRenderTexture_drawVertexBuffer ( sfRenderTexture * renderTexture,
const sfVertexBuffer * object,
const sfRenderStates * states )

◆ sfRenderTexture_drawVertexBufferRange()

void sfRenderTexture_drawVertexBufferRange ( sfRenderTexture * renderTexture,
const sfVertexBuffer * object,
size_t firstVertex,
size_t vertexCount,
const sfRenderStates * states )

Draw primitives defined by a vertex buffer.

Parameters
renderTexturerender texture object
objectVertex buffer object to draw
firstVertexIndex of the first vertex to render
vertexCountNumber of vertices to render
statesRender states to use for drawing

◆ sfRenderTexture_generateMipmap()

bool sfRenderTexture_generateMipmap ( sfRenderTexture * renderTexture)

Generate a mipmap using the current texture data.

This function is similar to sfTexture_generateMipmap and operates on the texture used as the target for drawing. Be aware that any draw operation may modify the base level image data. For this reason, calling this function only makes sense after all drawing is completed and display has been called. Not calling display after subsequent drawing will lead to undefined behavior if a mipmap had been previously generated.

Returns
true if mipmap generation was successful, false if unsuccessful

◆ sfRenderTexture_getDefaultView()

const sfView * sfRenderTexture_getDefaultView ( const sfRenderTexture * renderTexture)

Get the default view of a render texture.

Parameters
renderTextureRender texture object
Returns
Default view of the rendertexture

◆ sfRenderTexture_getMaximumAntiAliasingLevel()

unsigned int sfRenderTexture_getMaximumAntiAliasingLevel ( void )

Get the maximum anti-aliasing level supported by the system.

Returns
The maximum anti-aliasing level supported by the system

◆ sfRenderTexture_getScissor()

sfIntRect sfRenderTexture_getScissor ( const sfRenderTexture * renderTexture,
const sfView * view )

Get the scissor rectangle of a view, applied to this render target.

The scissor rectangle is defined in the view as a ratio. This function simply applies this ratio to the current dimensions of the render target to calculate the pixels rectangle that the scissor rectangle actually covers in the target.

Parameters
renderTextureRender texture object
viewThe view for which we want to compute the scissor rectangle
Returns
Scissor rectangle, expressed in pixels

◆ sfRenderTexture_getSize()

sfVector2u sfRenderTexture_getSize ( const sfRenderTexture * renderTexture)

Get the size of the rendering region of a render texture.

Parameters
renderTextureRender texture object
Returns
Size in pixels

◆ sfRenderTexture_getTexture()

const sfTexture * sfRenderTexture_getTexture ( const sfRenderTexture * renderTexture)

Get the target texture of a render texture.

Parameters
renderTextureRender texture object
Returns
Pointer to the target texture

◆ sfRenderTexture_getView()

const sfView * sfRenderTexture_getView ( const sfRenderTexture * renderTexture)

Get the current active view of a render texture.

Parameters
renderTextureRender texture object
Returns
Current active view

◆ sfRenderTexture_getViewport()

sfIntRect sfRenderTexture_getViewport ( const sfRenderTexture * renderTexture,
const sfView * view )

Get the viewport of a view applied to this target.

Parameters
renderTextureRender texture object
viewTarget view
Returns
Viewport rectangle, expressed in pixels in the current target

◆ sfRenderTexture_isRepeated()

bool sfRenderTexture_isRepeated ( const sfRenderTexture * renderTexture)

Tell whether the texture is repeated or not.

Parameters
renderTextureRender texture object
Returns
true if repeat mode is enabled, false if it is disabled

◆ sfRenderTexture_isSmooth()

bool sfRenderTexture_isSmooth ( const sfRenderTexture * renderTexture)

Tell whether the smooth filter is enabled or not for a render texture.

Parameters
renderTextureRender texture object
Returns
true if smoothing is enabled, false if it is disabled

◆ sfRenderTexture_isSrgb()

bool sfRenderTexture_isSrgb ( const sfRenderTexture * renderTexture)

Tell if the render texture will use sRGB encoding when drawing on it.

Parameters
renderTextureRender texture object
Returns
true if the render texture use sRGB encoding, false otherwise

◆ sfRenderTexture_mapCoordsToPixel()

sfVector2i sfRenderTexture_mapCoordsToPixel ( const sfRenderTexture * renderTexture,
sfVector2f point,
const sfView * view )

Convert a point from world coordinates to texture coordinates.

This function finds the pixel of the render-texture that matches the given 2D point. In other words, it goes through the same process as the graphics card, to compute the final position of a rendered point.

Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render-texture, this assertion is not true anymore, ie. a point located at (150, 75) in your 2D world may map to the pixel (10, 50) of your render-texture – if the view is translated by (140, 25).

This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render-texture.

Parameters
renderTextureRender texture object
pointPoint to convert
viewThe view to use for converting the point
Returns
The converted point, in target coordinates (pixels)

◆ sfRenderTexture_mapPixelToCoords()

sfVector2f sfRenderTexture_mapPixelToCoords ( const sfRenderTexture * renderTexture,
sfVector2i point,
const sfView * view )

Convert a point from texture coordinates to world coordinates.

This function finds the 2D position that matches the given pixel of the render-texture. In other words, it does the inverse of what the graphics card does, to find the initial position of a rendered pixel.

Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render-texture, this assertion is not true anymore, ie. a point located at (10, 50) in your render-texture may map to the point (150, 75) in your 2D world – if the view is translated by (140, 25).

This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render-texture.

Parameters
renderTextureRender texture object
pointPixel to convert
viewThe view to use for converting the point
Returns
The converted point, in "world" units

◆ sfRenderTexture_popGLStates()

void sfRenderTexture_popGLStates ( sfRenderTexture * renderTexture)

Restore the previously saved OpenGL render states and matrices.

See the description of pushGLStates to get a detailed description of these functions.

Parameters
renderTextureRender texture object

◆ sfRenderTexture_pushGLStates()

void sfRenderTexture_pushGLStates ( sfRenderTexture * renderTexture)

Save the current OpenGL render states and matrices.

This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with popGLStates, it ensures that:

  • SFML's internal states are not messed up by your OpenGL code
  • your OpenGL states are not modified by a call to a SFML function

Note that this function is quite expensive: it saves all the possible OpenGL states and matrices, even the ones you don't care about. Therefore it should be used wisely. It is provided for convenience, but the best results will be achieved if you handle OpenGL states yourself (because you know which states have really changed, and need to be saved and restored). Take a look at the resetGLStates function if you do so.

Parameters
renderTextureRender texture object

◆ sfRenderTexture_resetGLStates()

void sfRenderTexture_resetGLStates ( sfRenderTexture * renderTexture)

Reset the internal OpenGL states so that the target is ready for drawing.

This function can be used when you mix SFML drawing and direct OpenGL rendering, if you choose not to use pushGLStates/popGLStates. It makes sure that all OpenGL states needed by SFML are set, so that subsequent sfRenderTexture_draw*() calls will work as expected.

Parameters
renderTextureRender texture object

◆ sfRenderTexture_setActive()

bool sfRenderTexture_setActive ( sfRenderTexture * renderTexture,
bool active )

Activate or deactivate a render texture as the current target for rendering.

Parameters
renderTextureRender texture object
activetrue to activate, false to deactivate
Returns
True if operation was successful, false otherwise

◆ sfRenderTexture_setRepeated()

void sfRenderTexture_setRepeated ( sfRenderTexture * renderTexture,
bool repeated )

Enable or disable texture repeating.

Parameters
renderTextureRender texture object
repeatedtrue to enable repeating, false to disable it

◆ sfRenderTexture_setSmooth()

void sfRenderTexture_setSmooth ( sfRenderTexture * renderTexture,
bool smooth )

Enable or disable the smooth filter on a render texture.

Parameters
renderTextureRender texture object
smoothtrue to enable smoothing, false to disable it

◆ sfRenderTexture_setView()

void sfRenderTexture_setView ( sfRenderTexture * renderTexture,
const sfView * view )

Change the current active view of a render texture.

Parameters
renderTextureRender texture object
viewPointer to the new view