mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
211 lines
6.8 KiB
C++
211 lines
6.8 KiB
C++
//-----------------------------------------------------------------------------
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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 "videoCaptureD3D9.h"
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#include "gfx/D3D9/gfxD3D9Device.h"
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#include "platform/tmm_off.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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VideoFrameGrabberD3D9::VideoFrameGrabberD3D9()
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{
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GFXDevice::getDeviceEventSignal().notify( this, &VideoFrameGrabberD3D9::_handleGFXEvent );
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mCurrentCapture = 0;
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}
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VideoFrameGrabberD3D9::~VideoFrameGrabberD3D9()
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{
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GFXDevice::getDeviceEventSignal().remove( this, &VideoFrameGrabberD3D9::_handleGFXEvent );
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}
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void VideoFrameGrabberD3D9::captureBackBuffer()
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{
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AssertFatal( mCapture[mCurrentCapture].stage != eInSystemMemory, "Error! Trying to override a capture resource in \"SystemMemory\" stage!" );
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#ifndef TORQUE_OS_XENON
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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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GFXTexHandle &vidMemTex = mCapture[mCurrentCapture].vidMemTex;
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// Re-init video memory texture if needed
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if (vidMemTex.isNull() || vidMemTex.getWidthHeight() != mResolution)
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vidMemTex.set(mResolution.x, mResolution.y,GFXFormatR8G8B8X8, &GFXDefaultRenderTargetProfile, avar("%s() - mVidMemTex (line %d)", __FUNCTION__, __LINE__) );
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// set up the copy surface
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IDirect3DSurface9 *surface;
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// grab the top level surface of tex 0
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GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*vidMemTex);
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D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface ), 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, NULL, D3DTEXF_LINEAR );
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// Reelase surfaces
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backBuffer->Release();
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surface->Release();
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// Update the stage
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mCapture[mCurrentCapture].stage = eInVideoMemory;
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#endif
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}
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void VideoFrameGrabberD3D9::makeBitmap()
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{
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// Advance the stages for all resources, except the one used for the last capture
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for (U32 i=0; i<eNumStages; i++)
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{
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if (i == mCurrentCapture)
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continue;
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switch (mCapture[i].stage)
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{
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case eInVideoMemory:
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copyToSystemMemory(mCapture[i]);
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break;
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case eInSystemMemory:
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copyToBitmap(mCapture[i]);
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break;
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}
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}
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// Change the resource being used for backbuffer captures
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mCurrentCapture = (mCurrentCapture + 1) % eNumStages;
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AssertFatal( mCapture[mCurrentCapture].stage != eInSystemMemory, "Error! A capture resource with an invalid state was picked for making captures!" );
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}
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void VideoFrameGrabberD3D9::releaseTextures()
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{
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for (U32 i=0; i<eNumStages; i++)
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{
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mCapture[i].sysMemTex.free();
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mCapture[i].vidMemTex.free();
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mCapture[i].stage = eReadyToCapture;
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}
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}
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void VideoFrameGrabberD3D9::copyToSystemMemory(CaptureResource &capture)
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{
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AssertFatal( capture.stage == eInVideoMemory, "Error! copyToSystemMemory() can only work in resources in 'eInVideoMemory' stage!" );
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#ifndef TORQUE_OS_XENON
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GFXTexHandle &vidMemTex = capture.vidMemTex;
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GFXTexHandle &sysMemTex = capture.sysMemTex;
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// Initialize system memory texture if necessary
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Point2I size = vidMemTex.getWidthHeight();
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if (sysMemTex.isNull() || sysMemTex.getWidthHeight() != size)
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sysMemTex.set( size.x, size.y, GFXFormatR8G8B8X8, &GFXSystemMemProfile, avar("%s() - tex (line %d)", __FUNCTION__, __LINE__) );
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// set up the 2 copy surfaces
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IDirect3DSurface9 *surface[2];
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// grab the top level surface of tex 0
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GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*vidMemTex);
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D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[0] ), NULL );
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// grab the top level surface of tex 1
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to = (GFXD3D9TextureObject *) &(*sysMemTex);
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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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LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast<GFXD3D9Device *>(GFX)->getDevice();
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D3DDevice->GetRenderTargetData( surface[0], surface[1] );
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// celease surfaces
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surface[0]->Release();
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surface[1]->Release();
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// Change the resource state
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capture.stage = eInSystemMemory;
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#endif
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}
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void VideoFrameGrabberD3D9::copyToBitmap(CaptureResource &capture)
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{
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AssertFatal( capture.stage == eInSystemMemory, "Error! copyToBitmap() can only work in resources in 'eInSystemMemory' stage!" );
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GFXTexHandle &sysMemTex = capture.sysMemTex;
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Point2I size = sysMemTex.getWidthHeight();
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// Setup a surface
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IDirect3DSurface9 *surface;
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GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*sysMemTex);
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D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface ), NULL );
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// Lock the system memory surface
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D3DLOCKED_RECT r;
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D3DSURFACE_DESC d;
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surface->GetDesc(&d);
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surface->LockRect( &r, NULL, D3DLOCK_READONLY);
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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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// We've got the X8 in there so we have to manually copy stuff.
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const U32* src = (const U32*)r.pBits;
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U8* dst = gb->getWritableBits();
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S32 pixels = size.x*size.y;
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for(S32 i=0; i<pixels; i++)
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{
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U32 px = *src++;
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*dst++ = px >> 16;
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*dst++ = px >> 8;
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*dst++ = px;
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}
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surface->UnlockRect();
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// celease surfaces
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surface->Release();
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// Push this new bitmap
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pushNewBitmap(gb);
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// Change the resource state
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capture.stage = eReadyToCapture;
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}
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bool VideoFrameGrabberD3D9::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
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{
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switch ( event_ )
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{
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case GFXDevice::deDestroy :
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releaseTextures();
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break;
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default:
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break;
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}
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return true;
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}
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