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RageTextureRenderTarget.cpp
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#include "global.h"
#include "RageTextureRenderTarget.h"
#include "RageDisplay.h"
RageTextureRenderTarget::RageTextureRenderTarget( RageTextureID name, const RenderTargetParam ¶m ):
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 )
{
m_iPreviousRenderTarget = DISPLAY->GetRenderTarget( );
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->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( 0, (float) m_iImageWidth, (float) m_iImageHeight, (float) m_iImageWidth/2, (float) m_iImageHeight/2 ); // 0 FOV = ortho
DISPLAY->PushMatrix();
DISPLAY->LoadIdentity();
}
void RageTextureRenderTarget::FinishRenderingTo()
{
// Restore the matrices.
DISPLAY->CenteringPopMatrix();
DISPLAY->CameraPopMatrix();
DISPLAY->PopMatrix();
DISPLAY->SetRenderTarget( m_iPreviousRenderTarget );
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the RageTextureRenderTarget. */
class LunaRageTextureRenderTarget: public Luna<RageTextureRenderTarget>
{
public:
static int BeginRenderingTo( T* p, lua_State *L )
{
bool bPreserveTexture = !!luaL_opt( L, lua_toboolean, 1, false );
p->BeginRenderingTo( bPreserveTexture );
COMMON_RETURN_SELF;
}
static int FinishRenderingTo( T* p, lua_State *L ) { p->FinishRenderingTo(); COMMON_RETURN_SELF; }
LunaRageTextureRenderTarget()
{
ADD_METHOD( BeginRenderingTo );
ADD_METHOD( FinishRenderingTo );
}
};
LUA_REGISTER_DERIVED_CLASS( RageTextureRenderTarget, RageTexture )
// lua end
/*
* 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.
*/