ActorFrameTexture: high-level access to RTT
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#include "global.h"
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#include "ActorFrameTexture.h"
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#include "RageTextureRenderTarget.h"
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#include "RageTextureManager.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture )
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Actor *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); }
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ActorFrameTexture::ActorFrameTexture()
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{
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m_bDepthBuffer = false;
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m_bAlphaBuffer = false;
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m_bPreserveTexture = false;
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m_pRenderTarget = NULL;
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}
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ActorFrameTexture::ActorFrameTexture( const ActorFrameTexture &cpy )
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{
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FAIL_M( "ActorFrameTexture copy not implemented" );
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}
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ActorFrameTexture::~ActorFrameTexture()
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{
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/* Release our reference to the texture. */
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TEXTUREMAN->UnloadTexture( m_pRenderTarget );
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}
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void ActorFrameTexture::Create()
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{
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RageTextureID id( m_sTextureName );
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RenderTargetParam param;
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param.bWithDepthBuffer = m_bDepthBuffer;
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param.bWithAlpha = m_bAlphaBuffer;
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param.iWidth = (int) m_size.x;
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param.iHeight = (int) m_size.y;
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m_pRenderTarget = new RageTextureRenderTarget( id, param );
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/* This passes ownership of m_pRenderTarget to TEXTUREMAN, but we retain
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* our reference to it until we call TEXTUREMAN->UnloadTexture. */
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TEXTUREMAN->RegisterTexture( id, m_pRenderTarget );
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}
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void ActorFrameTexture::DrawPrimitives()
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{
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m_pRenderTarget->BeginRenderingTo( m_bPreserveTexture );
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ActorFrame::DrawPrimitives();
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m_pRenderTarget->FinishRenderingTo();
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}
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// lua start
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#include "LuaBinding.h"
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class LunaActorFrameTexture : public Luna<ActorFrameTexture>
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{
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public:
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LunaActorFrameTexture() { LUA->Register( Register ); }
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static int create( T* p, lua_State *L ) { p->Create(); return 0; }
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static int enabledepthbuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); return 0; }
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static int enablealphabuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); return 0; }
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static int enablepreservetexture( T* p, lua_State *L ) { p->EnablePreserveTexture(BArg(1)); return 0; }
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static int settexturename( T* p, lua_State *L ) { p->SetTextureName(SArg(1)); return 0; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( create );
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ADD_METHOD( enabledepthbuffer );
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ADD_METHOD( enablealphabuffer );
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ADD_METHOD( enablepreservetexture );
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ADD_METHOD( settexturename );
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Luna<T>::Register( L );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ActorFrameTexture, ActorFrame )
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// lua end
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/*
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* (c) 2006 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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