//----------------------------------------------------------------------------- // 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 "videoCaptureD3D9.h" #include "gfx/D3D9/gfxD3D9Device.h" #include "platform/tmm_off.h" #include #include #include VideoFrameGrabberD3D9::VideoFrameGrabberD3D9() { GFXDevice::getDeviceEventSignal().notify( this, &VideoFrameGrabberD3D9::_handleGFXEvent ); mCurrentCapture = 0; } VideoFrameGrabberD3D9::~VideoFrameGrabberD3D9() { GFXDevice::getDeviceEventSignal().remove( this, &VideoFrameGrabberD3D9::_handleGFXEvent ); } void VideoFrameGrabberD3D9::captureBackBuffer() { AssertFatal( mCapture[mCurrentCapture].stage != eInSystemMemory, "Error! Trying to override a capture resource in \"SystemMemory\" stage!" ); #ifndef TORQUE_OS_XENON LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast(GFX)->getDevice(); IDirect3DSurface9 * backBuffer; D3DDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer ); GFXTexHandle &vidMemTex = mCapture[mCurrentCapture].vidMemTex; // Re-init video memory texture if needed if (vidMemTex.isNull() || vidMemTex.getWidthHeight() != mResolution) vidMemTex.set(mResolution.x, mResolution.y,GFXFormatR8G8B8X8, &GFXDefaultRenderTargetProfile, avar("%s() - mVidMemTex (line %d)", __FUNCTION__, __LINE__) ); // set up the copy surface IDirect3DSurface9 *surface; // grab the top level surface of tex 0 GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*vidMemTex); D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface ), NULL ); // use StretchRect because it allows a copy from a multisample surface // to a normal rendertarget surface D3DDevice->StretchRect( backBuffer, NULL, surface, NULL, D3DTEXF_LINEAR ); // Reelase surfaces backBuffer->Release(); surface->Release(); // Update the stage mCapture[mCurrentCapture].stage = eInVideoMemory; #endif } void VideoFrameGrabberD3D9::makeBitmap() { // Advance the stages for all resources, except the one used for the last capture for (U32 i=0; iget2DTex()->GetSurfaceLevel( 0, &surface[0] ), NULL ); // grab the top level surface of tex 1 to = (GFXD3D9TextureObject *) &(*sysMemTex); D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[1] ), NULL ); // copy the data from the render target to the system memory texture LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast(GFX)->getDevice(); D3DDevice->GetRenderTargetData( surface[0], surface[1] ); // celease surfaces surface[0]->Release(); surface[1]->Release(); // Change the resource state capture.stage = eInSystemMemory; #endif } void VideoFrameGrabberD3D9::copyToBitmap(CaptureResource &capture) { AssertFatal( capture.stage == eInSystemMemory, "Error! copyToBitmap() can only work in resources in 'eInSystemMemory' stage!" ); GFXTexHandle &sysMemTex = capture.sysMemTex; Point2I size = sysMemTex.getWidthHeight(); // Setup a surface IDirect3DSurface9 *surface; GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*sysMemTex); D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface ), NULL ); // Lock the system memory surface D3DLOCKED_RECT r; D3DSURFACE_DESC d; surface->GetDesc(&d); surface->LockRect( &r, NULL, D3DLOCK_READONLY); // Allocate a GBitmap and copy into it. GBitmap *gb = new GBitmap(size.x, size.y); // We've got the X8 in there so we have to manually copy stuff. const U32* src = (const U32*)r.pBits; U8* dst = gb->getWritableBits(); S32 pixels = size.x*size.y; for(S32 i=0; i> 16; *dst++ = px >> 8; *dst++ = px; } surface->UnlockRect(); // celease surfaces surface->Release(); // Push this new bitmap pushNewBitmap(gb); // Change the resource state capture.stage = eReadyToCapture; } bool VideoFrameGrabberD3D9::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ ) { switch ( event_ ) { case GFXDevice::deDestroy : releaseTextures(); break; default: break; } return true; }