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Engine directory for ticket #1
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Engine/source/gfx/D3D9/screenshotD3D9.cpp
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Engine/source/gfx/D3D9/screenshotD3D9.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/D3D9/screenshotD3D9.h"
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#include "gfx/D3D9/gfxD3D9Device.h"
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#include <d3d9.h>
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#include <d3dx9core.h>
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#include <d3dx9tex.h>
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GBitmap* ScreenShotD3D::_captureBackBuffer()
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{
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#ifdef TORQUE_OS_XENON
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return NULL;
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#else
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LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast<GFXD3D9Device *>(GFX)->getDevice();
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IDirect3DSurface9 * backBuffer;
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D3DDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer );
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// Figure the size we're snagging.
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D3DSURFACE_DESC desc;
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backBuffer->GetDesc(&desc);
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Point2I size;
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size.x = desc.Width;
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size.y = desc.Height;
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// set up the 2 copy surfaces
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GFXTexHandle tex[2];
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IDirect3DSurface9 *surface[2];
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tex[0].set( size.x, size.y, GFXFormatR8G8B8X8, &GFXDefaultRenderTargetProfile, avar("%s() - tex[0] (line %d)", __FUNCTION__, __LINE__) );
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tex[1].set( size.x, size.y, GFXFormatR8G8B8X8, &GFXSystemMemProfile, avar("%s() - tex[1] (line %d)", __FUNCTION__, __LINE__) );
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// grab the top level surface of tex 0
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GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*tex[0]);
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D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[0] ), NULL );
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// use StretchRect because it allows a copy from a multisample surface
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// to a normal rendertarget surface
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D3DDevice->StretchRect( backBuffer, NULL, surface[0], NULL, D3DTEXF_NONE );
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// grab the top level surface of tex 1
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to = (GFXD3D9TextureObject *) &(*tex[1]);
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D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[1] ), NULL );
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// copy the data from the render target to the system memory texture
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D3DDevice->GetRenderTargetData( surface[0], surface[1] );
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// Allocate a GBitmap and copy into it.
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GBitmap *gb = new GBitmap(size.x, size.y);
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D3DLOCKED_RECT r;
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D3DSURFACE_DESC d;
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surface[1]->GetDesc(&d);
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surface[1]->LockRect( &r, NULL, D3DLOCK_READONLY);
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// We've got the X8 in there so we have to manually copy stuff.
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ColorI c;
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for(S32 i=0; i<size.y; i++)
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{
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const U8 *a = ((U8*)r.pBits) + i * size.x * 4;
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for(S32 j=0; j<size.x; j++)
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{
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c.blue = *(a++);
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c.green = *(a++);
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c.red = *(a++);
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a++; // Ignore X.
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gb->setColor(j, i, c);
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}
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}
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surface[1]->UnlockRect();
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// Also save it out with D3DX
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//D3DXSaveSurfaceToFile( dT( "testScreen.png" ), D3DXIFF_PNG, surface[1], NULL, NULL );
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// release the COM pointers
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surface[0]->Release();
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surface[1]->Release();
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backBuffer->Release();
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return gb;
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#endif
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}
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