#include "global.h" #include "ActorFrameTexture.h" #include "RageTextureRenderTarget.h" #include "RageTextureManager.h" #include "RageLog.h" #include "ActorUtil.h" #include #include REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture ); ActorFrameTexture *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); } ActorFrameTexture::ActorFrameTexture() { m_bDepthBuffer = false; m_bAlphaBuffer = false; m_bFloat = false; m_bPreserveTexture = false; static uint64_t i = 0; ++i; m_sTextureName = ssprintf( "ActorFrameTexture %" PRIu64, i ); m_pRenderTarget = nullptr; } ActorFrameTexture::ActorFrameTexture( const ActorFrameTexture &cpy ): ActorFrame(cpy) { FAIL_M( "ActorFrameTexture copy not implemented" ); } ActorFrameTexture::~ActorFrameTexture() { /* Release our reference to the texture. */ TEXTUREMAN->UnloadTexture( m_pRenderTarget ); } void ActorFrameTexture::Create() { if( m_pRenderTarget != nullptr ) { LuaHelpers::ReportScriptError( "Can't Create an already created ActorFrameTexture" ); return; } if( TEXTUREMAN->IsTextureRegistered( m_sTextureName ) ) { LuaHelpers::ReportScriptError( "ActorFrameTexture: Texture Name already in use." ); return; } if( (int)m_size.x < 1 || (int)m_size.y < 1 ) { LuaHelpers::ReportScriptError( "ActorFrameTexture: Cannot have width or height less than 1" ); return; } RageTextureID id( m_sTextureName ); id.Policy = RageTextureID::TEX_VOLATILE; RenderTargetParam param; param.bWithDepthBuffer = m_bDepthBuffer; param.bWithAlpha = m_bAlphaBuffer; param.bFloat = m_bFloat; param.iWidth = (int) m_size.x; param.iHeight = (int) m_size.y; m_pRenderTarget = new RageTextureRenderTarget( id, param ); m_pRenderTarget->m_bWasUsed = true; /* 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() { if( m_pRenderTarget == nullptr ) return; m_pRenderTarget->BeginRenderingTo( m_bPreserveTexture ); ActorFrame::DrawPrimitives(); m_pRenderTarget->FinishRenderingTo(); } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the ActorFrameTexture. */ class LunaActorFrameTexture : public Luna { public: static int Create( T* p, lua_State *L ) { p->Create(); COMMON_RETURN_SELF; } static int EnableDepthBuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); COMMON_RETURN_SELF; } static int EnableAlphaBuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); COMMON_RETURN_SELF; } static int EnableFloat( T* p, lua_State *L ) { p->EnableFloat(BArg(1)); COMMON_RETURN_SELF; } static int EnablePreserveTexture( T* p, lua_State *L ) { p->EnablePreserveTexture(BArg(1)); COMMON_RETURN_SELF; } static int SetTextureName( T* p, lua_State *L ) { p->SetTextureName(SArg(1)); COMMON_RETURN_SELF; } static int GetTexture( T* p, lua_State *L ) { RageTexture *pTexture = p->GetTexture(); if( pTexture == nullptr ) { lua_pushnil(L); } else { pTexture->PushSelf(L); } return 1; } LunaActorFrameTexture() { ADD_METHOD( Create ); ADD_METHOD( EnableDepthBuffer ); ADD_METHOD( EnableAlphaBuffer ); ADD_METHOD( EnableFloat ); ADD_METHOD( EnablePreserveTexture ); ADD_METHOD( SetTextureName ); ADD_METHOD( GetTexture ); } }; 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. */