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