Torque3D/Engine/source/gfx/D3D9/screenshotD3D9.cpp
2016-03-20 21:52:11 +10:00

111 lines
3.7 KiB
C++

//-----------------------------------------------------------------------------
// 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* ScreenShotD3D9::_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
}