/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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 "stdneb.h" #include "RenderToTexture.h" #include "GraphicSystem.h" #if __WIN32__ #include "rendersystem/d3d9/RenderDeviceD3D9.h" #include "d3d9/TextureD3D9.h" #include "d3d9/D3D9Types.h" #endif #include "addons/resource/imageoperations.h" #include "Renderable/QuadRenderable.h" namespace Graphic { __ImplementClass(RenderToTexture,'RTGS',Core::RefCounted) __ImplementClass(RenderToTextureManager,'RTMG',Core::RefCounted); __ImplementImageSingleton(RenderToTextureManager); RenderToTexture::RenderToTexture() : m_width(1), m_height(1) { } RenderToTexture::~RenderToTexture() { Discard(); } void RenderToTexture::Setup(const int& width, const int& height, const RenderBase::PixelFormat::Code& colorFormat, const uint& flag, const Math::float4& color, const bool& useDepth, const float& screenRatio, RenderBase::AntiAliasQuality::Code quality, const Math::rectangle& resolveRect, const bool& isBackBuffer) { GPtr shareDepthStencilRT = m_shareDepthStencilRT; // 为了修复共享深度buffer的bug,创建一个m_shareDepthStencilRT的备份 Discard(); m_shareDepthStencilRT = shareDepthStencilRT; m_RT = RenderBase::RenderTarget::Create(); m_RT->SetDefaultRenderTarget(isBackBuffer); m_RT->SetWidth(width); m_RT->SetHeight(height); if (resolveRect.right == 0 && resolveRect.left == 0 && resolveRect.top == 0 && resolveRect.bottom == 0) { } else { m_RT->SetResolveTextureWidth(resolveRect.width()); m_RT->SetResolveTextureHeight(resolveRect.height()); m_RT->SetResolveRect(resolveRect); } m_RT->SetScreenSizeRatio(screenRatio); m_RT->SetClearColor(color); m_RT->SetClearFlags(flag); m_RT->SetColorBufferFormat(colorFormat); m_RT->SetAntiAliasQuality(quality); if (useDepth) { if (m_shareDepthStencilRT.isvalid()) { m_RT->AddSharedDepthStencilBuffer(m_shareDepthStencilRT); } else { m_RT->AddDepthStencilBuffer(); } } m_rtHandle = GraphicSystem::Instance()->CreateRenderTarget(m_RT,m_texHandle); if (!m_quadRenderable.isvalid()) { m_quadRenderable = QuadRenderable::Create(); } else { m_quadRenderable->Discard(); } m_quadRenderable->Setup(width, height); m_width = width; m_height = height; } void RenderToTexture::ChangeSize(int width,int height) { m_RT->SetWidth(width); m_RT->SetHeight(height); GraphicSystem::Instance()->ReSizeRenderTarget(m_rtHandle,width,height); if (m_quadRenderable.isvalid()) { m_quadRenderable->Discard(); } else { m_quadRenderable = QuadRenderable::Create(); } m_quadRenderable->Setup(width, height); } RenderBase::AntiAliasQuality::Code RenderToTexture::GetAntiAliasQuality() const { if (m_RT.isvalid()) { return m_RT->GetAntiAliasQuality(); } return RenderBase::AntiAliasQuality::None; } RenderBase::PixelFormat::Code RenderToTexture::GetColorBufferFormat() const { if (m_RT.isvalid()) { return m_RT->GetColorBufferFormat(); } return RenderBase::PixelFormat::InvalidPixelFormat; } void RenderToTexture::Discard() { if (m_texHandle.IsValid()) { GraphicSystem::Instance()->RemoveTexture(m_texHandle); m_texHandle = dummyhandle; } if (m_rtHandle.IsValid()) { GraphicSystem::Instance()->RemoveRenderTarget(m_rtHandle); m_rtHandle = dummyhandle; } m_shareDepthStencilRT = 0; m_RT = 0; } bool RenderToTexture::SaveTexture( const Util::String& path ) { #if __WIN32__ Core::RefCounted* Ro = this->m_texHandle.AsObject(); n_assert(Ro!=NULL); D3D9::TextureD3D9 * Instance = reinterpret_cast(Ro); n_assert(Instance!=NULL); SizeT levelPixelSize =Instance->GetTextureSize(); ubyte* data = new ubyte[levelPixelSize]; n_assert(data!=NULL); Instance->GetTextureData(data); GPtr textureImageRes = Resources::ImageRes::Create(); textureImageRes->SetHeight(Instance->GetHeight()); textureImageRes->SetWidth(Instance->GetWidth()); textureImageRes->SetPixelFormat(Instance->GetPixelFormat()); textureImageRes->SetDepth(1); textureImageRes->SetMipMapLevel(1); textureImageRes->SetNumFace(1); textureImageRes->SetImageData(data, levelPixelSize); return Resources::ImageOperations::SaveTGAImage(path, textureImageRes); #endif return false; } void RenderToTexture::ResetQuad() { m_quadRenderable->Setup(m_width, m_height); } RenderToTextureManager::RenderToTextureManager() { __ConstructImageSingleton } RenderToTextureManager::~RenderToTextureManager() { __DestructImageSingleton m_RenderToTextures.Clear(); } }