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SFML/src/SFML/Graphics/RenderTexture.cpp at master · githubhy/SFML · GitHub
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RenderTexture.cpp
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SFML
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src
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SFML
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Graphics
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RenderTexture.cpp
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//
//////////////////////////////////////////////////////////
//
//
SFML - Simple and Fast Multimedia Library
//
Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
//
//
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.
//
//
//////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////
//
Headers
//
//////////////////////////////////////////////////////////
#
include
<
SFML/Graphics/RenderTexture.hpp
>
#
include
<
SFML/Graphics/RenderTextureImplDefault.hpp
>
#
include
<
SFML/Graphics/RenderTextureImplFBO.hpp
>
#
include
<
SFML/System/Err.hpp
>
#
include
<
memory
>
#
include
<
ostream
>
namespace
sf
{
//
//////////////////////////////////////////////////////////
RenderTexture::~RenderTexture
() =
default
;
//
//////////////////////////////////////////////////////////
RenderTexture::RenderTexture
(RenderTexture&&)
noexcept
=
default
;
//
//////////////////////////////////////////////////////////
RenderTexture& RenderTexture::
operator
=(RenderTexture&&)
noexcept
=
default
;
//
//////////////////////////////////////////////////////////
std::optional<RenderTexture>
RenderTexture::create
(
const
Vector2u& size,
const
ContextSettings& settings)
{
//
Create the texture
auto
texture =
sf::Texture::create
(size, settings.
sRgbCapable
);
if
(!texture)
{
err
() <<
"
Impossible to create render texture (failed to create the target texture)
"
<< std::endl;
return
std::
nullopt
;
}
RenderTexture
renderTexture
(
std::move
(*texture));
//
We disable smoothing by default for render textures
renderTexture.
setSmooth
(
false
);
//
Create the implementation
if
(
priv::RenderTextureImplFBO::isAvailable
())
{
//
Use frame-buffer object (FBO)
renderTexture.
m_impl
= std::make_unique<priv::RenderTextureImplFBO>();
//
Mark the texture as being a framebuffer object attachment
renderTexture.
m_texture
.
m_fboAttachment
=
true
;
}
else
{
//
Use default implementation
renderTexture.
m_impl
= std::make_unique<priv::RenderTextureImplDefault>();
}
//
Initialize the render texture
//
We pass the actual size of our texture since OpenGL ES requires that all attachments have identical sizes
if
(!renderTexture.
m_impl
->
create
(renderTexture.
m_texture
.
m_actualSize
, renderTexture.
m_texture
.
m_texture
, settings))
return
std::
nullopt
;
//
We can now initialize the render target part
renderTexture.
initialize
();
return
renderTexture;
}
//
//////////////////////////////////////////////////////////
unsigned
int
RenderTexture::getMaximumAntialiasingLevel
()
{
if
(
priv::RenderTextureImplFBO::isAvailable
())
{
return
priv::RenderTextureImplFBO::getMaximumAntialiasingLevel
();
}
else
{
return
priv::RenderTextureImplDefault::getMaximumAntialiasingLevel
();
}
}
//
//////////////////////////////////////////////////////////
void
RenderTexture::setSmooth
(
bool
smooth)
{
m_texture.
setSmooth
(smooth);
}
//
//////////////////////////////////////////////////////////
bool
RenderTexture::isSmooth
()
const
{
return
m_texture.
isSmooth
();
}
//
//////////////////////////////////////////////////////////
void
RenderTexture::setRepeated
(
bool
repeated)
{
m_texture.
setRepeated
(repeated);
}
//
//////////////////////////////////////////////////////////
bool
RenderTexture::isRepeated
()
const
{
return
m_texture.
isRepeated
();
}
//
//////////////////////////////////////////////////////////
bool
RenderTexture::generateMipmap
()
{
return
m_texture.
generateMipmap
();
}
//
//////////////////////////////////////////////////////////
bool
RenderTexture::setActive
(
bool
active)
{
//
Update RenderTarget tracking
if
(m_impl->
activate
(active))
return
RenderTarget::setActive
(active);
return
false
;
}
//
//////////////////////////////////////////////////////////
void
RenderTexture::display
()
{
if
(
priv::RenderTextureImplFBO::isAvailable
())
{
//
Perform a RenderTarget-only activation if we are using FBOs
if
(!
RenderTarget::setActive
())
return
;
}
else
{
//
Perform a full activation if we are not using FBOs
if
(!
setActive
())
return
;
}
//
Update the target texture
m_impl->
updateTexture
(m_texture.
m_texture
);
m_texture.
m_pixelsFlipped
=
true
;
m_texture.
invalidateMipmap
();
}
//
//////////////////////////////////////////////////////////
Vector2u
RenderTexture::getSize
()
const
{
return
m_texture.
getSize
();
}
//
//////////////////////////////////////////////////////////
bool
RenderTexture::isSrgb
()
const
{
return
m_impl->
isSrgb
();
}
//
//////////////////////////////////////////////////////////
const
Texture&
RenderTexture::getTexture
()
const
{
return
m_texture;
}
//
//////////////////////////////////////////////////////////
RenderTexture::RenderTexture
(Texture&& texture) : m_texture(std::move(texture))
{
}
}
//
namespace sf
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