//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
void Renderer::EndRecord( const wchar_t* outputPath )
{
	assert( m_recording );

	GetDevice()->SetRenderTarget( 0, m_recordingTempTarget );
	GetDevice()->SetDepthStencilSurface( m_recordingTempDepth );
	ES_SAFE_RELEASE( m_recordingTempTarget );
	ES_SAFE_RELEASE( m_recordingTempDepth );

	D3DXSaveSurfaceToFileW( outputPath, D3DXIFF_PNG, m_recordingTarget, NULL, NULL );

	ES_SAFE_RELEASE( m_recordingTarget );
	ES_SAFE_RELEASE( m_recordingTargetTexture );
	ES_SAFE_RELEASE( m_recordingDepth );

	m_recording = false;
}
Esempio n. 2
0
bool DirectXTextureManager::loadTileSetFromTexture(	Game *game, 
													wstring dir,
													wstring sourceImageFileName,
													int tileWidth,
													int tileHeight,
													int spacing,
													int margin)
{
	// CONVERT THE FILE NAME INTO A WINDOW LONG CHAR wchar_t (LPCWSTR)
	wstring sourcePath = dir + sourceImageFileName;

	LPDIRECT3DTEXTURE9 textureToDivide;
	LPDIRECT3DSURFACE9 surfaceToDivide;

	unsigned int result = fillTexture(sourcePath, &textureToDivide);
	textureToDivide->GetSurfaceLevel(0, &surfaceToDivide);
	if (result != S_OK) return false;

	// DETERMINE THE NUMBER OF TILE ROWS AND COLUMNS
	D3DSURFACE_DESC surfaceDesc;
	surfaceToDivide->GetDesc(&surfaceDesc);
	int textureWidth = surfaceDesc.Width;
	int textureHeight = surfaceDesc.Height;
	int columns = (textureWidth-margin)/(tileWidth+spacing);
	int rows = (textureHeight-margin)/(tileHeight+spacing);
	DirectXGraphics *dxg = (DirectXGraphics*)graphics;

	LPDIRECT3DDEVICE9 graphicsDevice = ((DirectXGraphics*)graphics)->getGraphicsDevice();

	// THE TILE SET IMAGE LOADED SUCCESSFULLY, SO LET'S CUT IT UP
	for (int row = 0; row < rows; row++)
	{
		for (int column = 0; column < columns; column++)
		{
			LPDIRECT3DTEXTURE9 extractedTexture;
			LPDIRECT3DSURFACE9 extractedSurface;
			result = graphicsDevice->CreateRenderTarget(tileWidth,
					tileHeight,
					D3DFMT_A8R8G8B8,
					D3DMULTISAMPLE_NONE, 0, false, &extractedSurface, NULL);
			if (result != S_OK) return false;
	
			RECT sourceRect;
			sourceRect.left = (column * (tileWidth + spacing)) + margin;
			sourceRect.right = tileWidth + (sourceRect.left) - 1;
			sourceRect.top = (row * (tileHeight + spacing)) + margin;
			sourceRect.bottom = tileHeight + (sourceRect.top) - 1;
			
			graphicsDevice->StretchRect(surfaceToDivide, &sourceRect, extractedSurface, NULL, D3DTEXF_NONE);

			// BUILD A UNIQUE FILE NAME FOR THIS TEXTURE
			wstring textureFilename = sourceImageFileName;

			unsigned int id = wstringTable.getNumWStringsInTable();
			wchar_t dot = '.';
			int dotIndex = textureFilename.rfind(dot);
			textureFilename = textureFilename.substr(0, dotIndex);
			wstringstream idWss;
			idWss << id;
			wstring idText;
			idWss >> idText;
			textureFilename = textureFilename + idText + L".png";
			textureFilename = wstring(dir.begin(), dir.end()) + textureFilename;
				
			// LET'S PUT THE SURFACE IN AN IMAGE FILE
			D3DXSaveSurfaceToFileW(textureFilename.c_str(), D3DXIFF_PNG, extractedSurface, NULL, NULL); 
			D3DXIMAGE_INFO info;
			HRESULT result = D3DXGetImageInfoFromFile(textureFilename.c_str(), &info);
			if (result != S_OK) return false;

			// AND THEN LOAD IT BACK IN AS A TEXTURE
			result = D3DXCreateTextureFromFileEx(	graphicsDevice,		// GPU
													textureFilename.c_str(),			// BITMAP FILE PATH/NAME
													tileWidth,			// BITMAP IMAGE WIDTH
													tileHeight,		// BITMAP IMAGE HEIGHT
													1,					// MIP-MAP LEVELS (1 FOR NO CHAIN)
													D3DPOOL_DEFAULT,	// THE TYPE OF SURFACE (STANDARD)
													D3DFMT_UNKNOWN,		// SURFACE FORMAT (DEFAULT)
													D3DPOOL_DEFAULT,	// MEMORY CLASS FOR THE TEXTURE
													D3DX_DEFAULT,		// IMAGE FILTER
													D3DX_DEFAULT,		// MIP FILTER
													NULL,			// COLOR KEY
													&info,				// BITMAP FILE INFO
													NULL,				// COLOR PALETTE
													&extractedTexture );	// THE TEXTURE WE ARE CREATING AND LOADING					
			if (result != S_OK) return false;

			// ADD IT TO THE STRING TABLE
			wstringTable.putWStringInTable(textureFilename);

			// AND ADD IT TO THE TEXTURES
			textures[textureFilename] = extractedTexture;
		}
	}
	return true;
}