Files
itgmania212121/stepmania/src/RageTextureRenderTarget.cpp
T
Glenn Maynard a9af29d939 fix warnings
2006-07-26 03:56:48 +00:00

93 lines
3.2 KiB
C++

#include "global.h"
#include "RageTextureRenderTarget.h"
#include "RageDisplay.h"
RageTextureRenderTarget::RageTextureRenderTarget( RageTextureID name, const RenderTargetParam &param ):
RageTexture( name ),
m_Param( param )
{
Create();
}
RageTextureRenderTarget::~RageTextureRenderTarget()
{
Destroy();
}
void RageTextureRenderTarget::Reload()
{
Destroy();
Create();
}
/* RageTextureID identifies a file and a mechanism for loading it. We don't use any
* of that, except as a unique identifier for this texture, so it can be loaded
* elsewhere. Render targets can't be loaded blindly like a regular texture, anyway,
* since something has to render into it. */
void RageTextureRenderTarget::Create()
{
/* All render targets support non-power-of-two targets, but some require that the
* resulting texture dimensions be powers of two. CreateRenderTarget returns
* the actual resolution. */
m_iTexHandle = DISPLAY->CreateRenderTarget( m_Param, m_iTextureWidth, m_iTextureHeight );
m_iSourceWidth = m_Param.iWidth;
m_iSourceHeight = m_Param.iHeight;
m_iImageWidth = m_Param.iWidth;
m_iImageHeight = m_Param.iHeight;
m_iFramesWide = m_iFramesHigh = 1;
CreateFrameRects();
}
void RageTextureRenderTarget::Destroy()
{
DISPLAY->DeleteTexture( m_iTexHandle );
}
void RageTextureRenderTarget::BeginRenderingTo( bool bPreserveTexture )
{
DISPLAY->SetRenderTarget( m_iTexHandle, bPreserveTexture );
/* We're rendering to a texture, not the framebuffer. Stash away the
* centering matrix, and set it to identity. */
DISPLAY->CenteringPushMatrix();
DISPLAY->ChangeCentering( 0, 0, 0, 0 );
// Reset the perspective to fit the new target.
DISPLAY->LoadMenuPerspective( 0, (float) m_iImageWidth, (float) m_iImageHeight, (float) m_iImageWidth/2, (float) m_iImageHeight/2 ); // 0 FOV = ortho
}
void RageTextureRenderTarget::FinishRenderingTo()
{
// Restore the centering matrix.
DISPLAY->CenteringPopMatrix();
DISPLAY->SetRenderTarget( 0 );
}
/*
* Copyright (c) 2001-2006 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.
*/