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- //-----------------------------------------------------------------------------
- // 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 <d3d9.h>
- #include <d3dx9core.h>
- #include <d3dx9tex.h>
- GBitmap* ScreenShotD3D::_captureBackBuffer()
- {
- #ifdef TORQUE_OS_XENON
- return NULL;
- #else
- LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast<GFXD3D9Device *>(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; i<size.y; i++)
- {
- const U8 *a = ((U8*)r.pBits) + i * size.x * 4;
- for(S32 j=0; j<size.x; j++)
- {
- c.blue = *(a++);
- c.green = *(a++);
- c.red = *(a++);
- a++; // Ignore X.
- gb->setColor(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
- }
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