/* ** r_canvastexture.cpp ** Maintenance data for camera textures ** **--------------------------------------------------------------------------- ** Copyright 2004-2006 Randy Heit ** Copyright 2006-2018 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "actor.h" #include "r_canvastexture.h" #include "g_levellocals.h" #include "serializer.h" #include "serialize_obj.h" #include "texturemanager.h" //========================================================================== // // FCanvasTextureInfo :: Add // // Assigns a camera to a canvas texture. // //========================================================================== void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, double fov) { FCanvasTexture *texture; if (!picnum.isValid()) { return; } texture = static_cast(TexMan.GetTexture(picnum)); if (!texture->bHasCanvas) { Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars()); return; } // Is this texture already assigned to a camera? unsigned index = List.FindEx([=](auto &entry) { return entry.Texture == texture; }); if (index < List.Size()) { auto probe = &List[index]; // Yes, change its assignment to this new camera if (probe->Viewpoint != viewpoint || probe->FOV != fov) { texture->bFirstUpdate = true; } probe->Viewpoint = viewpoint; probe->FOV = fov; return; } // No, create a new assignment auto probe = &List[List.Reserve(1)]; probe->Viewpoint = viewpoint; probe->Texture = texture; probe->PicNum = picnum; probe->FOV = fov; texture->bFirstUpdate = true; } //========================================================================== // // SetCameraToTexture // // [ZZ] expose this to ZScript // //========================================================================== void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fov) { FTextureID textureid = TexMan.CheckForTexture(texturename, ETextureType::Wall, FTextureManager::TEXMAN_Overridable); if (textureid.isValid()) { // Only proceed if the texture actually has a canvas. FTexture *tex = TexMan.GetTexture(textureid); if (tex && tex->isCanvas()) { viewpoint->Level->canvasTextureInfo.Add(viewpoint, textureid, fov); } } } //========================================================================== // // FCanvasTextureInfo :: UpdateAll // // Updates all canvas textures that were visible in the last frame. // //========================================================================== void FCanvasTextureInfo::UpdateAll(std::function callback) { for (auto &probe : List) { if (probe.Viewpoint != nullptr && probe.Texture->bNeedsUpdate) { callback(probe.Viewpoint, probe.Texture, probe.FOV); } } } //========================================================================== // // FCanvasTextureInfo :: EmptyList // // Removes all camera->texture assignments. // //========================================================================== void FCanvasTextureInfo::EmptyList () { List.Clear(); } //========================================================================== // // FCanvasTextureInfo :: Serialize // // Reads or writes the current set of mappings in an archive. // //========================================================================== void FCanvasTextureInfo::Serialize(FSerializer &arc) { if (arc.isWriting()) { if (List.Size() > 0) { if (arc.BeginArray("canvastextures")) { for (auto &probe : List) { if (probe.Texture != nullptr && probe.Viewpoint != nullptr) { if (arc.BeginObject(nullptr)) { arc("viewpoint", probe.Viewpoint) ("fov", probe.FOV) ("texture", probe.PicNum) .EndObject(); } } } arc.EndArray(); } } } else { if (arc.BeginArray("canvastextures")) { AActor *viewpoint = nullptr; double fov; FTextureID picnum; while (arc.BeginObject(nullptr)) { arc("viewpoint", viewpoint) ("fov", fov) ("texture", picnum) .EndObject(); Add(viewpoint, picnum, fov); } arc.EndArray(); } } } //========================================================================== // // FCanvasTextureInfo :: Mark // // Marks all viewpoints in the list for the collector. // //========================================================================== void FCanvasTextureInfo::Mark() { for (auto & info : List) { GC::Mark(info.Viewpoint); } }