qzdoom/src/r_data/r_canvastexture.cpp
Christoph Oelckers f74efcf721 - split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
To use these it is necessary to include dobject.h and all its dependencies, so this should not be done unless necessary.
2020-04-11 20:20:53 +02:00

212 lines
5.9 KiB
C++

/*
** 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<FCanvasTexture *>(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<void(AActor *, FCanvasTexture *, double fov)> 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);
}
}