Torque3D/Engine/source/gfx/D3D11/screenshotD3D11.cpp
2016-03-20 21:48:52 +10:00

99 lines
3.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2016 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/D3D11/screenshotD3D11.h"
#include "gfx/D3D11/gfxD3D11Device.h"
//Note if MSAA is ever enabled this will need fixing
GBitmap* ScreenShotD3D11::_captureBackBuffer()
{
ID3D11Texture2D* backBuf = D3D11->getBackBufferTexture();
D3D11_TEXTURE2D_DESC desc;
backBuf->GetDesc(&desc);
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_STAGING;
//create temp texure
ID3D11Texture2D* pNewTexture = NULL;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pNewTexture);
if (FAILED(hr))
return NULL;
U32 width = desc.Width;
U32 height = desc.Height;
// pixel data
U8 *pData = new U8[width * height * 4];
D3D11DEVICECONTEXT->CopyResource(pNewTexture, backBuf);
D3D11_MAPPED_SUBRESOURCE Resource;
hr = D3D11DEVICECONTEXT->Map(pNewTexture, 0, D3D11_MAP_READ, 0, &Resource);
if (FAILED(hr))
{
//cleanup
SAFE_DELETE(pData);
SAFE_RELEASE(pNewTexture);
return NULL;
}
const U32 pitch = width << 2;
const U8* pSource = (U8*)Resource.pData;
U32 totalPitch = 0;
for (U32 i = 0; i < height; ++i)
{
dMemcpy(pData, pSource, width * 4);
pSource += Resource.RowPitch;
pData += pitch;
totalPitch += pitch;
}
D3D11DEVICECONTEXT->Unmap(pNewTexture, 0);
pData -= totalPitch;
GBitmap *gb = new GBitmap(width, height);
//Set GBitmap data and convert from bgr to rgb
ColorI c;
for (S32 i = 0; i<height; i++)
{
const U8 *a = pData + i * width * 4;
for (S32 j = 0; j<width; j++)
{
c.blue = *(a++);
c.green = *(a++);
c.red = *(a++);
a++; // Ignore alpha.
gb->setColor(j, i, c);
}
}
//cleanup
SAFE_DELETE(pData);
SAFE_RELEASE(pNewTexture);
return gb;
}