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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#if !defined( REPLAY_SCREENSHOT_H )
#define REPLAY_SCREENSHOT_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
#include "replay/screenshot.h"
//-----------------------------------------------------------------------------
class IViewRender;
//-----------------------------------------------------------------------------
//
// Takes screenshots as VTF's for the replay system - allocates enough
// memory up-front as opposed to every frame. Should be destroyed and recreated
// any time the cvar "replay_screenshotresolution" changes OR the actual screen
// resolution.
//
class CReplayScreenshotTaker
{
public:
CReplayScreenshotTaker( IViewRender *pViewRender, CViewSetup &view );
~CReplayScreenshotTaker();
void TakeScreenshot( WriteReplayScreenshotParams_t ¶ms );
static void CreateRenderTarget( IMaterialSystem *pMaterialSystem );
private:
IViewRender *m_pViewRender;
CViewSetup &m_View;
uint8 *m_pUnpaddedPixels;
uint8 *m_pPaddedPixels;
IVTFTexture *m_pVTFTexture;
uint8 *m_pVTFPixels;
int m_aUnpaddedDims[2]; // Width & height of m_pUnpaddedPixels
int m_aPaddedDims[2]; // Width & height of m_pPaddedPixels
CUtlBuffer *m_pBuffer;
static ITexture *m_pScreenshotTarget;
};
#endif // REPLAY_SCREENSHOT_H
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