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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/replay/replay_screenshot.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/replay/replay_screenshot.cpp')
| -rw-r--r-- | mp/src/game/client/replay/replay_screenshot.cpp | 246 |
1 files changed, 246 insertions, 0 deletions
diff --git a/mp/src/game/client/replay/replay_screenshot.cpp b/mp/src/game/client/replay/replay_screenshot.cpp new file mode 100644 index 00000000..5dd8f3e2 --- /dev/null +++ b/mp/src/game/client/replay/replay_screenshot.cpp @@ -0,0 +1,246 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "cbase.h"
+
+#if defined( REPLAY_ENABLED )
+
+#include "materialsystem/itexture.h"
+#include "materialsystem/imaterialsystem.h"
+#include "replay/iclientreplaycontext.h"
+#include "replay/ireplayscreenshotmanager.h"
+#include "replay_screenshot.h"
+#include "view.h"
+#include "filesystem.h"
+#include "view_shared.h"
+#include "iviewrender.h"
+#include "fasttimer.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+
+extern IClientReplayContext *g_pClientReplayContext;
+ITexture *CReplayScreenshotTaker::m_pScreenshotTarget;
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CReplayScreenshotTaker::CReplayScreenshotTaker( IViewRender *pViewRender, CViewSetup &view )
+: m_pViewRender( pViewRender ),
+ m_View( view )
+{
+ m_pUnpaddedPixels = NULL;
+ m_pPaddedPixels = NULL;
+ m_pVTFPixels = NULL;
+
+ m_pVTFTexture = NULL;
+
+ m_pBuffer = NULL;
+
+ if ( !m_pScreenshotTarget )
+ return;
+
+ m_aPaddedDims[ 0 ] = m_pScreenshotTarget->GetActualWidth();
+ m_aPaddedDims[ 1 ] = m_pScreenshotTarget->GetActualHeight();
+
+ g_pClientReplayContext->GetScreenshotManager()->GetUnpaddedScreenshotSize( m_aUnpaddedDims[ 0 ], m_aUnpaddedDims[ 1 ] );
+
+ // Calculate sizes
+ int nUnpaddedSize = 3 * m_aUnpaddedDims[ 0 ] * m_aUnpaddedDims[ 1 ];
+ int nPaddedSize = 3 * m_aPaddedDims[ 0 ] * m_aPaddedDims[ 1 ];
+
+ // Allocate for padded & unpadded pixel data
+ m_pUnpaddedPixels = new uint8[ nUnpaddedSize ];
+ m_pPaddedPixels = new uint8[ nPaddedSize ];
+
+ // White out the entire padded image
+ V_memset( m_pPaddedPixels, 255, nPaddedSize );
+
+ // Create the VTF
+#ifndef _X360
+ IVTFTexture *pVTFTexture = CreateVTFTexture();
+ const int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB;
+ if ( !pVTFTexture->Init( m_aPaddedDims[ 0 ], m_aPaddedDims[ 1 ], 1, IMAGE_FORMAT_RGB888, nFlags, 1, 1 ) )
+ return;
+
+ m_pVTFTexture = pVTFTexture;
+#else
+ m_pVTFTexture = NULL;
+#endif // _X360
+
+ // Allocate pixels for the output buffer
+ int nVTFSize = 1024 + ( 3 * m_aPaddedDims[ 0 ] * m_aPaddedDims[ 1 ] );
+ m_pVTFPixels = new uint8[ nVTFSize ];
+ m_pBuffer = new CUtlBuffer( m_pVTFPixels, nVTFSize );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CReplayScreenshotTaker::~CReplayScreenshotTaker()
+{
+ delete [] m_pUnpaddedPixels;
+ delete [] m_pPaddedPixels;
+ delete [] m_pVTFPixels;
+
+#ifndef _X360
+ DestroyVTFTexture( m_pVTFTexture );
+#endif // _X360
+
+ delete m_pBuffer;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: takes a screenshot for the replay system
+//-----------------------------------------------------------------------------
+void CReplayScreenshotTaker::TakeScreenshot( WriteReplayScreenshotParams_t ¶ms )
+{
+ if ( !m_pViewRender )
+ return;
+
+ CFastTimer timer;
+ ConVarRef replay_debug( "replay_debug" );
+ bool bDbg = replay_debug.IsValid() && replay_debug.GetBool();
+
+ int width = params.m_nWidth;
+ int height = params.m_nHeight;
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PushMatrix();
+
+ extern bool g_bRenderingScreenshot;
+ g_bRenderingScreenshot = true;
+
+ // Push back buffer on the stack with small viewport
+ pRenderContext->PushRenderTargetAndViewport( m_pScreenshotTarget, 0, 0, width, height );
+
+ // setup the view to render
+ CViewSetup viewSetup = m_View;
+ viewSetup.x = 0;
+ viewSetup.y = 0;
+ viewSetup.width = width;
+ viewSetup.height = height;
+ viewSetup.fov = ScaleFOVByWidthRatio( m_View.fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) );
+ viewSetup.m_bRenderToSubrectOfLargerScreen = true;
+
+ // Setup view origin/angles
+ if ( params.m_pOrigin )
+ {
+ viewSetup.origin = *params.m_pOrigin;
+ }
+ if ( params.m_pAngles )
+ {
+ viewSetup.angles = *params.m_pAngles;
+ }
+
+ timer.Start();
+
+ // draw out the scene - don't draw the HUD or the viewmodel
+ m_pViewRender->RenderView( viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 );
+
+ timer.End();
+ if ( bDbg ) Warning( "Screenshot RenderView(): %.4f s\n", timer.GetDuration().GetSeconds() );
+
+ timer.Start();
+
+ // Get Bits from the material system
+ pRenderContext->ReadPixels( 0, 0, width, height, m_pUnpaddedPixels, IMAGE_FORMAT_RGB888 );
+
+ timer.End();
+ if ( bDbg ) Warning( "Screenshot ReadPixels(): %.4f s\n", timer.GetDuration().GetSeconds() );
+
+ // Some stuff to be setup dependent on padded vs. not padded
+ int nSrcWidth, nSrcHeight;
+ unsigned char *pSrcImage;
+
+ // Setup dimensions as needed
+ int nPaddedWidth = m_aPaddedDims[0];
+ int nPaddedHeight = m_aPaddedDims[1];
+
+ // Allocate
+ unsigned char *pUnpaddedImage = m_pUnpaddedPixels;
+ unsigned char *pPaddedImage = m_pPaddedPixels;
+
+ timer.Start();
+ // Copy over each row individually
+ for ( int nRow = 0; nRow < height; ++nRow )
+ {
+ unsigned char *pDst = pPaddedImage + 3 * ( nRow * nPaddedWidth );
+ const unsigned char *pSrc = pUnpaddedImage + 3 * ( nRow * width );
+ V_memcpy( pDst, pSrc, 3 * width );
+ }
+ timer.End();
+ if ( bDbg ) Warning( "Screenshot copy image: %.4f s\n", timer.GetDuration().GetSeconds() );
+
+ // Setup source data
+ nSrcWidth = nPaddedWidth;
+ nSrcHeight = nPaddedHeight;
+ pSrcImage = pPaddedImage;
+
+ if ( !m_pVTFTexture )
+ return;
+
+ // Copy the image data over to the VTF
+ unsigned char *pDestBits = m_pVTFTexture->ImageData();
+ int nDstSize = nSrcWidth * nSrcHeight * 3;
+ V_memcpy( pDestBits, pSrcImage, nDstSize );
+
+ bool bWriteResult = true;
+
+ // Reset put
+ m_pBuffer->SeekPut( CUtlBuffer::SEEK_HEAD, 0 );
+
+ timer.Start();
+ // Serialize to the buffer
+ bWriteResult = m_pVTFTexture->Serialize( *m_pBuffer );
+ timer.End();
+ if ( bDbg ) Warning( "Screenshot VTF->Serialize(): %.4f s\n", timer.GetDuration().GetSeconds() );
+
+ if ( !bWriteResult )
+ {
+ Warning( "Couldn't write Replay screenshot.\n" );
+ bWriteResult = false;
+
+ return;
+ }
+
+ // async write to disk (this will take ownership of the memory)
+ char szPathedFileName[_MAX_PATH];
+ Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", params.m_pFilename );
+
+ timer.Start();
+ filesystem->AsyncWrite( szPathedFileName, m_pBuffer->Base(), m_pBuffer->TellPut(), false );
+ timer.End();
+ if ( bDbg ) Warning( "Screenshot AsyncWrite(): %.4f s\n", timer.GetDuration().GetSeconds() );
+
+ // restore our previous state
+ pRenderContext->PopRenderTargetAndViewport();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PopMatrix();
+
+ g_bRenderingScreenshot = false;
+}
+
+
+void CReplayScreenshotTaker::CreateRenderTarget( IMaterialSystem *pMaterialSystem )
+{
+ m_pScreenshotTarget = pMaterialSystem->CreateNamedRenderTargetTextureEx2( "rt_ReplayScreenshot", 0, 0, RT_SIZE_REPLAY_SCREENSHOT, IMAGE_FORMAT_RGB888, MATERIAL_RT_DEPTH_SEPARATE );
+ m_pScreenshotTarget->AddRef(); // we will leak this ref, but only at shutdown of the app, which will be cleaned up then
+}
+
+
+#endif
\ No newline at end of file |