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