ActorFrameTexture: high-level access to RTT

This commit is contained in:
Glenn Maynard
2006-07-27 04:47:36 +00:00
parent 9ed6603349
commit 3bf067e47a
2 changed files with 183 additions and 0 deletions
+106
View File
@@ -0,0 +1,106 @@
#include "global.h"
#include "ActorFrameTexture.h"
#include "RageTextureRenderTarget.h"
#include "RageTextureManager.h"
#include "ActorUtil.h"
REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture )
Actor *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); }
ActorFrameTexture::ActorFrameTexture()
{
m_bDepthBuffer = false;
m_bAlphaBuffer = false;
m_bPreserveTexture = false;
m_pRenderTarget = NULL;
}
ActorFrameTexture::ActorFrameTexture( const ActorFrameTexture &cpy )
{
FAIL_M( "ActorFrameTexture copy not implemented" );
}
ActorFrameTexture::~ActorFrameTexture()
{
/* Release our reference to the texture. */
TEXTUREMAN->UnloadTexture( m_pRenderTarget );
}
void ActorFrameTexture::Create()
{
RageTextureID id( m_sTextureName );
RenderTargetParam param;
param.bWithDepthBuffer = m_bDepthBuffer;
param.bWithAlpha = m_bAlphaBuffer;
param.iWidth = (int) m_size.x;
param.iHeight = (int) m_size.y;
m_pRenderTarget = new RageTextureRenderTarget( id, param );
/* This passes ownership of m_pRenderTarget to TEXTUREMAN, but we retain
* our reference to it until we call TEXTUREMAN->UnloadTexture. */
TEXTUREMAN->RegisterTexture( id, m_pRenderTarget );
}
void ActorFrameTexture::DrawPrimitives()
{
m_pRenderTarget->BeginRenderingTo( m_bPreserveTexture );
ActorFrame::DrawPrimitives();
m_pRenderTarget->FinishRenderingTo();
}
// lua start
#include "LuaBinding.h"
class LunaActorFrameTexture : public Luna<ActorFrameTexture>
{
public:
LunaActorFrameTexture() { LUA->Register( Register ); }
static int create( T* p, lua_State *L ) { p->Create(); return 0; }
static int enabledepthbuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); return 0; }
static int enablealphabuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); return 0; }
static int enablepreservetexture( T* p, lua_State *L ) { p->EnablePreserveTexture(BArg(1)); return 0; }
static int settexturename( T* p, lua_State *L ) { p->SetTextureName(SArg(1)); return 0; }
static void Register(lua_State *L)
{
ADD_METHOD( create );
ADD_METHOD( enabledepthbuffer );
ADD_METHOD( enablealphabuffer );
ADD_METHOD( enablepreservetexture );
ADD_METHOD( settexturename );
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( ActorFrameTexture, ActorFrame )
// lua end
/*
* (c) 2006 Glenn Maynard
* 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.
*/
+77
View File
@@ -0,0 +1,77 @@
#ifndef ACTOR_FRAME_TEXTURE_H
#define ACTOR_FRAME_TEXTURE_H
#include "ActorFrame.h"
class RageTextureRenderTarget;
class ActorFrameTexture: public ActorFrame
{
public:
ActorFrameTexture();
ActorFrameTexture( const ActorFrameTexture &cpy );
virtual ~ActorFrameTexture();
virtual Actor *Copy() const;
/* Set the texture name, which can be used with RageTextureManager (and users,
* eg. Sprite) to load the texture. If no name is supplied, a unique one will
* be generated. In that case, the only way to access the texture is via
* GetTextureName. */
void SetTextureName( const RString &sName ) { m_sTextureName = sName; }
RString GetTextureName() const { return m_sTextureName; }
void EnableDepthBuffer( bool b ) { m_bDepthBuffer = b; }
void EnableAlphaBuffer( bool b ) { m_bAlphaBuffer = b; }
void EnablePreserveTexture( bool b ) { m_bPreserveTexture = b; }
void Create();
virtual void DrawPrimitives();
//
// Commands
//
virtual void PushSelf( lua_State *L );
private:
RageTextureRenderTarget *m_pRenderTarget;
bool m_bDepthBuffer;
bool m_bAlphaBuffer;
bool m_bPreserveTexture;
RString m_sTextureName;
};
class ActorFrameTextureAutoDeleteChildren : public ActorFrameTexture
{
public:
ActorFrameTextureAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
virtual bool AutoLoadChildren() const { return true; }
virtual Actor *Copy() const;
};
#endif
/*
* (c) 2006 Glenn Maynard
* 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.
*/