//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // 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. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "gfx/D3D9/screenshotD3D9.h" #include "gfx/D3D9/gfxD3D9Device.h" #include #include #include GBitmap* ScreenShotD3D::_captureBackBuffer() { #ifdef TORQUE_OS_XENON return NULL; #else LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast(GFX)->getDevice(); IDirect3DSurface9 * backBuffer; D3DDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer ); // Figure the size we're snagging. D3DSURFACE_DESC desc; backBuffer->GetDesc(&desc); Point2I size; size.x = desc.Width; size.y = desc.Height; // set up the 2 copy surfaces GFXTexHandle tex[2]; IDirect3DSurface9 *surface[2]; tex[0].set( size.x, size.y, GFXFormatR8G8B8X8, &GFXDefaultRenderTargetProfile, avar("%s() - tex[0] (line %d)", __FUNCTION__, __LINE__) ); tex[1].set( size.x, size.y, GFXFormatR8G8B8X8, &GFXSystemMemProfile, avar("%s() - tex[1] (line %d)", __FUNCTION__, __LINE__) ); // grab the top level surface of tex 0 GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*tex[0]); D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[0] ), NULL ); // use StretchRect because it allows a copy from a multisample surface // to a normal rendertarget surface D3DDevice->StretchRect( backBuffer, NULL, surface[0], NULL, D3DTEXF_NONE ); // grab the top level surface of tex 1 to = (GFXD3D9TextureObject *) &(*tex[1]); D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[1] ), NULL ); // copy the data from the render target to the system memory texture D3DDevice->GetRenderTargetData( surface[0], surface[1] ); // Allocate a GBitmap and copy into it. GBitmap *gb = new GBitmap(size.x, size.y); D3DLOCKED_RECT r; D3DSURFACE_DESC d; surface[1]->GetDesc(&d); surface[1]->LockRect( &r, NULL, D3DLOCK_READONLY); // We've got the X8 in there so we have to manually copy stuff. ColorI c; for(S32 i=0; isetColor(j, i, c); } } surface[1]->UnlockRect(); // Also save it out with D3DX //D3DXSaveSurfaceToFile( dT( "testScreen.png" ), D3DXIFF_PNG, surface[1], NULL, NULL ); // release the COM pointers surface[0]->Release(); surface[1]->Release(); backBuffer->Release(); return gb; #endif }