6e8fbca745
match the genesis editor version 1.3.0.653.
204 lines
5.6 KiB
C++
204 lines
5.6 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "RenderToTexture.h"
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#include "GraphicSystem.h"
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#if __WIN32__
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#include "rendersystem/d3d9/RenderDeviceD3D9.h"
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#include "d3d9/TextureD3D9.h"
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#include "d3d9/D3D9Types.h"
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#endif
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#include "addons/resource/imageoperations.h"
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#include "Renderable/QuadRenderable.h"
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namespace Graphic
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{
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__ImplementClass(RenderToTexture,'RTGS',Core::RefCounted)
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__ImplementClass(RenderToTextureManager,'RTMG',Core::RefCounted);
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__ImplementImageSingleton(RenderToTextureManager);
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RenderToTexture::RenderToTexture()
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: m_width(1),
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m_height(1)
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{
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}
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RenderToTexture::~RenderToTexture()
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{
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Discard();
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}
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void RenderToTexture::Setup(const int& width, const int& height, const RenderBase::PixelFormat::Code& colorFormat, const uint& flag, const Math::float4& color,
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const bool& useDepth, const float& screenRatio,
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RenderBase::AntiAliasQuality::Code quality,
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const Math::rectangle<int>& resolveRect, const bool& isBackBuffer)
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{
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GPtr<RenderBase::RenderTarget> shareDepthStencilRT = m_shareDepthStencilRT;
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// Ϊ<><CEAA><EFBFBD><EFBFBD><DEB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>buffer<65><72>bug<75><67><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>m_shareDepthStencilRT<52>ı<EFBFBD><C4B1><EFBFBD>
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Discard();
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m_shareDepthStencilRT = shareDepthStencilRT;
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m_RT = RenderBase::RenderTarget::Create();
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m_RT->SetDefaultRenderTarget(isBackBuffer);
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m_RT->SetWidth(width);
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m_RT->SetHeight(height);
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if (resolveRect.right == 0 && resolveRect.left == 0 && resolveRect.top == 0 && resolveRect.bottom == 0)
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{
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}
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else
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{
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m_RT->SetResolveTextureWidth(resolveRect.width());
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m_RT->SetResolveTextureHeight(resolveRect.height());
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m_RT->SetResolveRect(resolveRect);
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}
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m_RT->SetScreenSizeRatio(screenRatio);
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m_RT->SetClearColor(color);
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m_RT->SetClearFlags(flag);
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m_RT->SetColorBufferFormat(colorFormat);
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m_RT->SetAntiAliasQuality(quality);
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if (useDepth)
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{
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if (m_shareDepthStencilRT.isvalid())
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{
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m_RT->AddSharedDepthStencilBuffer(m_shareDepthStencilRT);
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}
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else
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{
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m_RT->AddDepthStencilBuffer();
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}
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}
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m_rtHandle = GraphicSystem::Instance()->CreateRenderTarget(m_RT,m_texHandle);
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if (!m_quadRenderable.isvalid())
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{
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m_quadRenderable = QuadRenderable::Create();
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}
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else
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{
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m_quadRenderable->Discard();
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}
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m_quadRenderable->Setup(width, height);
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m_width = width;
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m_height = height;
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}
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void RenderToTexture::ChangeSize(int width,int height)
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{
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m_RT->SetWidth(width);
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m_RT->SetHeight(height);
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GraphicSystem::Instance()->ReSizeRenderTarget(m_rtHandle,width,height);
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if (m_quadRenderable.isvalid())
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{
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m_quadRenderable->Discard();
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}
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else
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{
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m_quadRenderable = QuadRenderable::Create();
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}
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m_quadRenderable->Setup(width, height);
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}
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void RenderToTexture::Discard()
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{
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if (m_texHandle.IsValid())
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{
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GraphicSystem::Instance()->RemoveTexture(m_texHandle);
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m_texHandle = dummyhandle;
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}
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if (m_rtHandle.IsValid())
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{
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GraphicSystem::Instance()->RemoveRenderTarget(m_rtHandle);
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m_rtHandle = dummyhandle;
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}
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m_shareDepthStencilRT = 0;
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m_RT = 0;
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}
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bool RenderToTexture::SaveTexture( const Util::String& path )
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{
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#if __WIN32__
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Core::RefCounted* Ro = this->m_texHandle.AsObject();
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n_assert(Ro!=NULL);
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D3D9::TextureD3D9 * Instance = reinterpret_cast<D3D9::TextureD3D9*>(Ro);
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n_assert(Instance!=NULL);
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SizeT levelPixelSize =Instance->GetTextureSize();
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ubyte* data = new ubyte[levelPixelSize];
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n_assert(data!=NULL);
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Instance->GetTextureData(data);
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GPtr<Resources::ImageRes> textureImageRes = Resources::ImageRes::Create();
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textureImageRes->SetHeight(Instance->GetHeight());
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textureImageRes->SetWidth(Instance->GetWidth());
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textureImageRes->SetPixelFormat(Instance->GetPixelFormat());
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textureImageRes->SetDepth(1);
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textureImageRes->SetMipMapLevel(1);
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textureImageRes->SetNumFace(1);
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textureImageRes->SetImageData(data, levelPixelSize);
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return Resources::ImageOperations::SaveTGAImage(path, textureImageRes);
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#endif
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return false;
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}
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#if __WIN32__
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const D3D9::TextureD3D9& RenderToTexture::GetD3DTexture9()
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{
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const RenderBase::TextureHandle handle = this->GetTextureHandle();
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const Core::RefCounted* Ro = handle.AsObject();
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const D3D9::TextureD3D9* front = reinterpret_cast<const D3D9::TextureD3D9*>(Ro);
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return *front;
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}
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#endif
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void RenderToTexture::ResetQuad()
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{
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m_quadRenderable->Setup(m_width, m_height);
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}
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RenderToTextureManager::RenderToTextureManager()
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{
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__ConstructImageSingleton
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}
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RenderToTextureManager::~RenderToTextureManager()
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{
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__DestructImageSingleton
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m_RenderToTextures.Clear();
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}
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} |