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itgmania212121/src/ActorMultiTexture.cpp
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2011-03-17 01:47:30 -04:00
#include "global.h"
#include <cassert>
#include "ActorMultiTexture.h"
#include "RageTextureManager.h"
#include "XmlFile.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "RageTexture.h"
#include "RageUtil.h"
#include "ActorUtil.h"
#include "Foreach.h"
#include "LuaBinding.h"
#include "LuaManager.h"
REGISTER_ACTOR_CLASS( ActorMultiTexture );
ActorMultiTexture::ActorMultiTexture()
{
m_EffectMode = EffectMode_Normal;
}
ActorMultiTexture::~ActorMultiTexture()
{
ClearTextures();
}
ActorMultiTexture::ActorMultiTexture( const ActorMultiTexture &cpy ):
Actor( cpy )
{
#define CPY(a) a = cpy.a
CPY( m_Rect );
CPY( m_aTextureUnits );
#undef CPY
FOREACH( TextureUnitState, m_aTextureUnits, tex )
tex->m_pTexture = TEXTUREMAN->CopyTexture( tex->m_pTexture );
}
void ActorMultiTexture::SetTextureCoords( const RectF &r )
{
m_Rect = r;
}
void ActorMultiTexture::LoadFromNode( const XNode* pNode )
{
m_Rect = RectF( 0, 0, 1, 1 );
Actor::LoadFromNode( pNode );
}
void ActorMultiTexture::SetSizeFromTexture( RageTexture *pTexture )
{
ActorMultiTexture::m_size.x = pTexture->GetSourceWidth();
ActorMultiTexture::m_size.y = pTexture->GetSourceHeight();
}
void ActorMultiTexture::ClearTextures()
{
FOREACH( TextureUnitState, m_aTextureUnits, tex )
TEXTUREMAN->UnloadTexture( tex->m_pTexture );
m_aTextureUnits.clear();
}
int ActorMultiTexture::AddTexture( RageTexture *pTexture )
{
ASSERT( pTexture != NULL );
LOG->Trace( "ActorMultiTexture::AddTexture( %s )", pTexture->GetID().filename.c_str() );
m_aTextureUnits.push_back( TextureUnitState() );
m_aTextureUnits.back().m_pTexture = TEXTUREMAN->CopyTexture( pTexture );
return m_aTextureUnits.size() - 1;
}
void ActorMultiTexture::SetTextureMode( int iIndex, TextureMode tm )
{
ASSERT( iIndex < (int) m_aTextureUnits.size() );
m_aTextureUnits[iIndex].m_TextureMode = tm;
}
void ActorMultiTexture::DrawPrimitives()
{
Actor::SetGlobalRenderStates(); // set Actor-specified render states
RectF quadVerticies;
quadVerticies.left = -m_size.x/2.0f;
quadVerticies.right = +m_size.x/2.0f;
quadVerticies.top = -m_size.y/2.0f;
quadVerticies.bottom = +m_size.y/2.0f;
DISPLAY->ClearAllTextures();
for( size_t i = 0; i < m_aTextureUnits.size(); ++i )
{
TextureUnit tu = enum_add2(TextureUnit_1, i);
DISPLAY->SetTexture( tu, m_aTextureUnits[i].m_pTexture->GetTexHandle() );
DISPLAY->SetTextureWrapping( tu, m_bTextureWrapping );
DISPLAY->SetTextureMode( tu, m_aTextureUnits[i].m_TextureMode );
}
DISPLAY->SetEffectMode( m_EffectMode );
static RageSpriteVertex v[4];
v[0].p = RageVector3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[1].p = RageVector3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
const RectF *pTexCoordRect = &m_Rect;
v[0].t = RageVector2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[1].t = RageVector2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[2].t = RageVector2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = RageVector2( pTexCoordRect->right, pTexCoordRect->top ); // top right
v[0].c = m_pTempState->diffuse[0]; // top left
v[1].c = m_pTempState->diffuse[2]; // bottom left
v[2].c = m_pTempState->diffuse[3]; // bottom right
v[3].c = m_pTempState->diffuse[1]; // top right
DISPLAY->DrawQuad( v );
for( size_t i = 0; i < m_aTextureUnits.size(); ++i )
DISPLAY->SetTexture( enum_add2(TextureUnit_1, i), 0 );
DISPLAY->SetEffectMode( EffectMode_Normal );
}
bool ActorMultiTexture::EarlyAbortDraw() const
{
return m_aTextureUnits.empty();
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ActorMultiTexture. */
class LunaActorMultiTexture: public Luna<ActorMultiTexture>
{
public:
static int ClearTextures( T* p, lua_State *L )
{
p->ClearTextures();
return 0;
}
static int AddTexture( T* p, lua_State *L )
{
RageTexture *pTexture = Luna<RageTexture>::check(L, 1);
int iRet = p->AddTexture( pTexture );
lua_pushinteger( L, iRet );
return 1;
}
static int SetTextureMode( T* p, lua_State *L )
{
int iIndex = IArg(1);
TextureMode tm = Enum::Check<TextureMode>(L, 2);
p->SetTextureMode( iIndex, tm );
return 0;
}
static int SetTextureCoords( T* p, lua_State *L )
{
p->SetTextureCoords( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) );
return 0;
}
static int SetSizeFromTexture( T* p, lua_State *L )
{
RageTexture *pTexture = Luna<RageTexture>::check(L, 1);
p->SetSizeFromTexture( pTexture );
return 0;
}
static int SetEffectMode( T* p, lua_State *L )
{
EffectMode em = Enum::Check<EffectMode>(L, 1);
p->SetEffectMode( em );
return 0;
}
LunaActorMultiTexture()
{
ADD_METHOD( ClearTextures );
ADD_METHOD( AddTexture );
ADD_METHOD( SetTextureMode );
ADD_METHOD( SetTextureCoords );
ADD_METHOD( SetSizeFromTexture );
ADD_METHOD( SetEffectMode );
}
};
LUA_REGISTER_DERIVED_CLASS( ActorMultiTexture, Actor )
// lua end
/*
* (c) 2001-2007 Glenn Maynard, Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/