コード例 #1
0
ファイル: XBMCTex.cpp プロジェクト: Avoidnf8/xbmc-fork
bool GetFormatMSE(const D3DXIMAGE_INFO& info, LPDIRECT3DSURFACE8 pSrcSurf, D3DFORMAT fmt, double& CMSE, double& AMSE)
{
	LPDIRECT3DSURFACE8 pCompSurf = 0, pDstSurf = 0;
	HRESULT hr;

	// Compress
	int Width = PadPow2(info.Width), Height = PadPow2(info.Height);
	hr = pD3DDevice->CreateImageSurface(Width, Height, fmt, &pCompSurf);
	CheckHR(hr);

	hr = D3DXLoadSurfaceFromSurface(pCompSurf, NULL, NULL, pSrcSurf, NULL, NULL, D3DX_FILTER_NONE, 0);
	CheckHR(hr);

	// Decompress
	hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pDstSurf);
	CheckHR(hr);

	hr = D3DXLoadSurfaceFromSurface(pDstSurf, NULL, NULL, pCompSurf, NULL, NULL, D3DX_FILTER_NONE, 0);
	CheckHR(hr);

	pCompSurf->Release(); pCompSurf = 0;

	// calculate mean square error
	D3DLOCKED_RECT slr, dlr;
	hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
	CheckHR(hr);
	hr = pDstSurf->LockRect(&dlr, NULL, D3DLOCK_READONLY);
	CheckHR(hr);

	double CTSE = 0.0; // total colour square error
	double ATSE = 0.0; // total alpha square error

	RGBCOLOUR* src = (RGBCOLOUR*)slr.pBits;
	RGBCOLOUR* dst = (RGBCOLOUR*)dlr.pBits;
	for (UINT y = 0; y < info.Height; ++y)
	{
		for (UINT x = 0; x < info.Width; ++x)
		{
			CTSE += (src->b - dst->b) * (src->b - dst->b);
			CTSE += (src->g - dst->g) * (src->g - dst->g);
			CTSE += (src->r - dst->r) * (src->r - dst->r);
			ATSE += (src->a - dst->a) * (src->a - dst->a);
			++src; ++dst;
		}
		src += (slr.Pitch - info.Width*sizeof(RGBCOLOUR)) / sizeof(RGBCOLOUR);
		dst += (dlr.Pitch - info.Width*sizeof(RGBCOLOUR)) / sizeof(RGBCOLOUR);
	}
	CMSE = CTSE / double(info.Width * info.Height * 3);
	AMSE = ATSE / double(info.Width * info.Height);

	pSrcSurf->UnlockRect();
	pDstSurf->UnlockRect();
	pDstSurf->Release(); pDstSurf = 0;

	return true;
}
コード例 #2
0
ファイル: IFMouseCursor.cpp プロジェクト: gthgame/gth
int	CIFMouseCursor::ChangeCursor( int cursorID, int type )
{
	HRESULT hr;
    LPDIRECT3DSURFACE8 pCursorBitmap = NULL;
	BYTE* pCursorBuffer = NULL;
	BYTE* pMouseBuffer;

	DWORD dwSize;

	switch( type )
	{
	case MOUSE_CURSOR_TYPE :
		pMouseBuffer = m_mouseCursorBuffer[cursorID].buf;
		break;
	case ITEM_CURSOR_TYPE :
		pMouseBuffer = m_itemCursorBuffer[cursorID].buf;
		break;
	case SKILL_CURSOR_TYPE : case ACTION_CURSOR_TYPE :
		pMouseBuffer = m_skillCursorBuffer[cursorID].buf;
		break;
	}

	dwSize = 32 * 32 * 4;

    
    m_pd3dDevice->CreateImageSurface( 32, 32, D3DFMT_A8R8G8B8, &pCursorBitmap );

    D3DLOCKED_RECT lr;
    pCursorBitmap->LockRect( &lr, NULL, 0 );
    pCursorBuffer = (BYTE *)lr.pBits;
	memcpy( pCursorBuffer, pMouseBuffer, dwSize );
    pCursorBitmap->UnlockRect();

    if( FAILED( hr = m_pd3dDevice->SetCursorProperties( 0, 0, pCursorBitmap ) ) )
    {
        goto CHANGE_CURSOR_END ;
    }

    hr = S_OK;

CHANGE_CURSOR_END :

    SAFE_RELEASE( pCursorBitmap );

    if( FAILED( hr ) ) return 0;
	return 1;
}
コード例 #3
0
ファイル: N3Texture.cpp プロジェクト: VincentKO/KnightOnline
bool CN3Texture::SaveToBitmapFile(const std::string& szFN)
{
	if(szFN.empty()) return false;
	if(NULL == m_lpTexture) return false;

	LPDIRECT3DSURFACE8 lpSurfSrc = NULL;
	m_lpTexture->GetSurfaceLevel(0, &lpSurfSrc);

	if(NULL == lpSurfSrc) return false;

	LPDIRECT3DSURFACE8 lpSurfDest = NULL;
	s_lpD3DDev->CreateImageSurface(m_Header.nWidth, m_Header.nHeight, D3DFMT_A8R8G8B8, &lpSurfDest);

	if(NULL == lpSurfDest) return false;
	if(D3D_OK != D3DXLoadSurfaceFromSurface(lpSurfDest, NULL, NULL, lpSurfSrc, NULL, NULL, D3DX_FILTER_TRIANGLE, 0)) // 서피스 복사.
	{
		lpSurfDest->Release(); lpSurfDest = NULL;
		lpSurfSrc->Release(); lpSurfSrc = NULL;
	}

	CBitMapFile bmpf;
	bmpf.Create(m_Header.nWidth, m_Header.nHeight);

	D3DLOCKED_RECT LR;
	lpSurfDest->LockRect(&LR, NULL, 0);
	for(int y = 0; y < m_Header.nHeight; y++)
	{
		BYTE* pPixelsSrc = ((BYTE*)LR.pBits) + y * LR.Pitch;
		BYTE* pPixelsDest = (BYTE*)(bmpf.Pixels(0, y));
		for(int x = 0; x < m_Header.nWidth; x++)
		{
			pPixelsDest[0] = pPixelsSrc[0];
			pPixelsDest[1] = pPixelsSrc[1];
			pPixelsDest[2] = pPixelsSrc[2];
			
			pPixelsSrc += 4;
			pPixelsDest += 3;
		}
	}
	lpSurfDest->UnlockRect();
	
	lpSurfDest->Release(); lpSurfDest = NULL;
	lpSurfSrc->Release(); lpSurfSrc = NULL;

	return bmpf.SaveToFile(szFN.c_str());
}
コード例 #4
0
ファイル: XBMCTex.cpp プロジェクト: Avoidnf8/xbmc-fork
// Converts any fully transparent pixels to black so that the mse calcs work for dxt
void FixTransparency(LPDIRECT3DSURFACE8 pSrcSurf)
{
	D3DSURFACE_DESC desc;
	pSrcSurf->GetDesc(&desc);

	D3DLOCKED_RECT slr;
	if (FAILED(pSrcSurf->LockRect(&slr, NULL, 0)))
		return;

	DWORD* pix = (DWORD*)slr.pBits;
	for (UINT y = 0; y < desc.Width; ++y)
	{
		for (UINT x = 0; x < desc.Height; ++x)
		{
			if (!(*pix & 0xff000000))
				*pix = 0;
			++pix;
		}
	}

	pSrcSurf->UnlockRect();
}
コード例 #5
0
ファイル: XBMCTex.cpp プロジェクト: Avoidnf8/xbmc-fork
// only works for gifs or other 256-colour anims
void ConvertAnim(const char* Dir, const char* Filename, double MaxMSE)
{
	HRESULT hr;
	LPDIRECT3DSURFACE8 pSrcSurf = NULL;

	char OutFilename[52];
	if (Dir)
		_snprintf(OutFilename, 52, "%s\\%s", Dir, Filename);
	else
		_snprintf(OutFilename, 52, "%s", Filename);
	OutFilename[51] = 0;

	printf("%s: ", OutFilename);
	TRACE1("%s:\n", OutFilename);
	int n = strlen(OutFilename);
	if (n < 40)
		printf("%*c", 40-n, ' ');

	// Load up the file
	CAnimatedGifSet Anim;
	int nImages = Anim.LoadGIF(Filename);
	if (!nImages)
	{
		puts("ERROR: Unable to load gif (file corrupt?)");
		return;
	}
	if (nImages > 65535)
	{
		printf("ERROR: Too many frames in gif (%d > 65535)\n", nImages);
		return;
	}

	PrintAnimInfo(Anim);

	UINT Width = PadPow2(Anim.FrameWidth);
	UINT Height = PadPow2(Anim.FrameHeight);

	D3DXIMAGE_INFO info;
	info.Width = Anim.FrameWidth;
	info.Height = Anim.FrameHeight;
	info.MipLevels = 1;
	info.Depth = 0;
	info.ResourceType = D3DRTYPE_SURFACE;
	info.Format = D3DFMT_P8;
	info.ImageFileFormat = D3DXIFF_PNG;

	PALETTEENTRY pal[256];
	memcpy(pal, Anim.m_vecimg[0]->Palette, 256 * sizeof(PALETTEENTRY));
	for (int i = 0; i < 256; i++)
		pal[i].peFlags = 0xff; // alpha
	if (Anim.m_vecimg[0]->Transparency && Anim.m_vecimg[0]->Transparent >= 0)
		memset(&pal[Anim.m_vecimg[0]->Transparent], 0, sizeof(PALETTEENTRY));

	// setup xpr header
	WriteXPRHeader((DWORD*)pal, nImages);
	if (nImages > 1)
	{
		XPRFile.AnimInfo->RealSize = (info.Width & 0xffff) | ((info.Height & 0xffff) << 16);
		XPRFile.AnimInfo->nLoops = Anim.nLoops;
	}

	int nActualImages = 0;

	TotalSrcPixels += info.Width * info.Height * nImages;
	TotalDstPixels += Width * Height * nImages;
	float Waste = 100.f * (float)(Width * Height - info.Width * info.Height) / (float)(Width * Height);

	// alloc hash buffer
	BYTE (*HashBuf)[20] = new BYTE[nImages][20];

	for (int i = 0; i < nImages; ++i)
	{
		if (pSrcSurf)
			pSrcSurf->Release();
		pSrcSurf = NULL;

		printf("%3d%%\b\b\b\b", 100 * i / nImages);

		UncompressedSize += Width * Height;
		CAnimatedGif* pGif = Anim.m_vecimg[i];

		if (nImages > 1)
			XPRFile.Texture[i].RealSize = pGif->Delay;

		// generate sha1 hash
		SHA1((BYTE*)pGif->Raster, pGif->BytesPerRow * pGif->Height, HashBuf[i]);

		// duplicate scan
		int j;
		for (j = 0; j < i; ++j)
		{
			if (!memcmp(HashBuf[j], HashBuf[i], 20))
			{
				// duplicate image!
				TRACE2(" %03d: Duplicate of %03d\n", i, j);
				AppendXPRImageLink(j);
				break;
			}
		}
		if (j < i)
			continue;

		++nActualImages;

		// DXT1 for P8s if lossless
		hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pSrcSurf);
		CheckHR(hr);

		D3DLOCKED_RECT slr;
		hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
		CheckHR(hr);

		BYTE* src = (BYTE*)pGif->Raster;
		DWORD* dst = (DWORD*)slr.pBits;
		DWORD* dwPal = (DWORD*)pal;
		for (int y = 0; y < pGif->Height; ++y)
		{
			for (UINT x = 0; x < Width; ++x)
				*dst++ = dwPal[*src++];
		}
		memset(dst, 0, (Height - pGif->Height) * slr.Pitch);

		pSrcSurf->UnlockRect();

		double CMSE, AMSE;
		TRACE1(" %03d: Checking DXT1: ", i);
		if (!GetFormatMSE(info, pSrcSurf, D3DFMT_DXT1, CMSE, AMSE))
			return;
		TRACE2("CMSE=%05.2f, AMSE=%07.2f\n", CMSE, AMSE);
		
		if (CMSE <= 1e-6 && AMSE <= 1e-6)
		{
			TRACE1(" %03d: Selected Format: DXT1\n", i);
			AppendXPRImage(info, pSrcSurf, XB_D3DFMT_DXT1);
		}
		else
		{	
			pSrcSurf->Release();

			hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_P8, &pSrcSurf);
			CheckHR(hr);

			hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
			CheckHR(hr);

			memcpy((BYTE*)slr.pBits, pGif->Raster, pGif->Height * slr.Pitch);
			memset((BYTE*)slr.pBits + pGif->Height * slr.Pitch, pGif->Transparent, (Height - pGif->Height) * slr.Pitch);

			pSrcSurf->UnlockRect();

			TRACE1(" %03d: Selected Format: P8\n", i);
			AppendXPRImage(info, pSrcSurf, XB_D3DFMT_P8);
		}
	}

	delete [] HashBuf;
	
	printf("(%5df) %4dx%-4d (%5.2f%% waste)\n", nActualImages, Width, Height, Waste);

	CommitXPR(OutFilename);
	if (pSrcSurf)
		pSrcSurf->Release();
}
コード例 #6
0
ファイル: XBMCTex.cpp プロジェクト: Avoidnf8/xbmc-fork
// Converts to P8 format is colours <= 256
bool ConvertP8(LPDIRECT3DSURFACE8 pSrcSurf, LPDIRECT3DSURFACE8& pDstSurf, DWORD* pal, D3DXIMAGE_INFO &info)
{
	pDstSurf = 0;

	D3DSURFACE_DESC desc;
	pSrcSurf->GetDesc(&desc);

	// convert to p8
  UINT Width = PadPow2(desc.Width);
  UINT Height = PadPow2(desc.Height);
	HRESULT hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pDstSurf);
	CheckHR(hr);

	D3DLOCKED_RECT slr, dlr;
	hr = pDstSurf->LockRect(&dlr, NULL, 0);
	CheckHR(hr);
	hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
	CheckHR(hr);

	DWORD* src = (DWORD*)slr.pBits;
	BYTE* dst = (BYTE*)dlr.pBits;
	int n = 0, i;
	for (UINT y = 0; y < info.Height; ++y)
	{
		for (UINT x = 0; x < info.Width; ++x)
		{
			for (i = 0; i < n; ++i)
			{
				if (pal[i] == *src)
					break;
			}
			if (i == n)
			{
				if (n >= 256)
				{
					TRACE0(" Too many colours for P8\n");
					pSrcSurf->UnlockRect();
					pDstSurf->UnlockRect();
					pDstSurf->Release();
					return false;
				}
				pal[n++] = *src;
			}
			*dst++ = i;
			++src;
		}
		for (UINT x = info.Width; x < Width; ++x)
		{
			*dst++ = 0; // we don't care about the colour outside of our real image
			++src;
    }
	}
  for (UINT y = info.Height; y < Height; ++y)
  {
		for (UINT x = 0; x < Width; ++x)
		{
			*dst++ = 0; // we don't care about the colour outside of our real image
			++src;
    }
  }
	TRACE1(" Colours Used: %d\n", n);

	pDstSurf->UnlockRect();
	pSrcSurf->UnlockRect();

	return true;
}
コード例 #7
0
ファイル: XBMCTex.cpp プロジェクト: Avoidnf8/xbmc-fork
void AppendXPRImage(const D3DXIMAGE_INFO& info, LPDIRECT3DSURFACE8 pSrcSurf, XB_D3DFORMAT fmt)
{
	D3DSURFACE_DESC desc;
	pSrcSurf->GetDesc(&desc);

	HRESULT hr;
	UINT Pitch;
	UINT Size;

	if (fmt == XB_D3DFMT_DXT1 || fmt == XB_D3DFMT_DXT3 || fmt == XB_D3DFMT_DXT5)
	{
		if (fmt == XB_D3DFMT_DXT1)
			Pitch = desc.Width / 2;
		else
			Pitch = desc.Width;
		Size = ((Pitch * desc.Height) + 127) & ~127; // must be 128-byte aligned for any following images
		Pitch *= 4;

		VirtualAlloc(XPRFile.Data, Size, MEM_COMMIT, PAGE_READWRITE);

		D3DLOCKED_RECT slr;
		hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
		if (FAILED(hr))
		{
			printf("ERROR: %08x\n", hr);
			return;
		}

    hr = CompressRect(XPRFile.Data, fmt, Pitch, desc.Width, desc.Height, slr.pBits, XB_D3DFMT_LIN_A8R8G8B8, slr.Pitch, 0.5f, 0);
    if (FAILED(hr))
		{
			printf("ERROR: %08x\n", hr);
			return;
		}

		pSrcSurf->UnlockRect();
	}
	else
	{
		UINT bpp = BytesPerPixelFromFormat(fmt);
		Pitch = desc.Width * bpp;
		Size = ((Pitch * desc.Height) + 127) & ~127; // must be 128-byte aligned for any following images

		VirtualAlloc(XPRFile.Data, Size, MEM_COMMIT, PAGE_READWRITE);

		D3DLOCKED_RECT slr;
		hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
		if (FAILED(hr))
		{
			printf("ERROR: %08x\n", hr);
			return;
		}

		if (IsSwizzledFormat(fmt))
		{
			// Swizzle for xbox
			SwizzleRect(slr.pBits, 0, NULL, XPRFile.Data, desc.Width, desc.Height, NULL, bpp);
		}
		else
		{
			// copy
			BYTE* src = (BYTE*)slr.pBits;
			BYTE* dst = (BYTE*)XPRFile.Data;
			for (UINT y = 0; y < desc.Height; ++y)
			{
				memcpy(dst, src, desc.Width * bpp);
				src += slr.Pitch;
				dst += Pitch;
			}
		}

		pSrcSurf->UnlockRect();
	}

	SetTextureHeader(desc.Width, desc.Height, 1, 0, fmt, D3DPOOL_DEFAULT, 
		&XPRFile.Texture[XPRFile.nImages].D3DTex, XPRFile.Data - XPRFile.DataStart, Pitch);
	if (!(*XPRFile.flags & XPRFLAG_ANIM))
		XPRFile.Texture[XPRFile.nImages].RealSize = (info.Width & 0xffff) | ((info.Height & 0xffff) << 16);
	++XPRFile.nImages;

	XPRFile.Data += Size;
	CompressedSize += Size;
}
コード例 #8
0
ファイル: xbutil.cpp プロジェクト: dpaladin/openbor
//-----------------------------------------------------------------------------
// Name: XBUtil_DumpSurface()
// Desc: Writes the contents of a surface (32-bit only) to a .tga file. This
//       could be a backbuffer, texture, or any other 32-bit surface.
//-----------------------------------------------------------------------------
HRESULT XBUtil_DumpSurface( LPDIRECT3DSURFACE8 pSurface, const CHAR* strFileName,
                            BOOL bSurfaceIsTiled )
{
    // Get the surface description. Make sure it's a 32-bit format
    D3DSURFACE_DESC desc;
    pSurface->GetDesc( &desc );
    if( desc.Size != ( desc.Width * desc.Height * sizeof(DWORD) ) )
        return E_NOTIMPL;

    // Lock the surface
    D3DLOCKED_RECT lock;
    if( FAILED( pSurface->LockRect( &lock, 0, bSurfaceIsTiled ? D3DLOCK_TILED : 0 ) ) )
        return E_FAIL;

    // Allocate memory for storing the surface bits
    VOID* pBits = (VOID*)new DWORD[desc.Width*desc.Height];

    // Unswizzle the bits, if necessary
    if( XGIsSwizzledFormat( desc.Format ) )
        XGUnswizzleRect( lock.pBits, desc.Width, desc.Height, NULL,
                         pBits, lock.Pitch, NULL, sizeof(DWORD) );
    else
        memcpy( pBits, lock.pBits, desc.Size );
    
    // Unlock the surface
    pSurface->UnlockRect();

    // Setup the TGA file header
    struct TargaHeader
    {
        BYTE IDLength;
        BYTE ColormapType;
        BYTE ImageType;
        BYTE ColormapSpecification[5];
        WORD XOrigin;
        WORD YOrigin;
        WORD ImageWidth;
        WORD ImageHeight;
        BYTE PixelDepth;
        BYTE ImageDescriptor;
    } tgaHeader;

    ZeroMemory( &tgaHeader, sizeof(tgaHeader) );
    tgaHeader.IDLength        = 0;
    tgaHeader.ImageType       = 2;
    tgaHeader.ImageWidth      = (WORD)desc.Width;
    tgaHeader.ImageHeight     = (WORD)desc.Height;
    tgaHeader.PixelDepth      = 32;
    tgaHeader.ImageDescriptor = 0x28;

    // Create a new file
    FILE* file = fopen( strFileName, "wb" );
    if( NULL == file )
    {
        pSurface->UnlockRect();
        return E_FAIL;
    }

    // Write the Targa header and the surface pixels to the file
    fwrite( &tgaHeader, sizeof(TargaHeader), 1, file );
    fwrite( pBits, sizeof(BYTE), desc.Size, file );
    fclose( file );

    // Cleanup and return
    delete[] pBits;

    return S_OK;
}
コード例 #9
0
ファイル: xbutil.cpp プロジェクト: dpaladin/openbor
//-----------------------------------------------------------------------------
// Name: XBUtil_CreateNormalizationCubeMap()
// Desc: Creates a cubemap and fills it with normalized RGBA vectors
//-----------------------------------------------------------------------------
HRESULT XBUtil_CreateNormalizationCubeMap( LPDIRECT3DDEVICE8 pd3dDevice, 
                                           DWORD dwSize, 
                                           LPDIRECT3DCUBETEXTURE8* ppCubeMap )
{
    HRESULT hr;

    // Create the cube map
    if( FAILED( hr = pd3dDevice->CreateCubeTexture( dwSize, 1, 0, D3DFMT_X8R8G8B8, 
                                                    D3DPOOL_DEFAULT, ppCubeMap ) ) )
        return E_FAIL;
    
    // Allocate temp space for swizzling the cubemap surfaces
    DWORD* pSourceBits = new DWORD[ dwSize * dwSize ];

    // Fill all six sides of the cubemap
    for( DWORD i=0; i<6; i++ )
    {
        // Lock the i'th cubemap surface
        LPDIRECT3DSURFACE8 pCubeMapFace;
        (*ppCubeMap)->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &pCubeMapFace );

        // Write the RGBA-encoded normals to the surface pixels
        DWORD*      pPixel = pSourceBits;
        D3DXVECTOR3 n;
        FLOAT       w, h;

        for( DWORD y = 0; y < dwSize; y++ )
        {
            h  = (FLOAT)y / (FLOAT)(dwSize-1);  // 0 to 1
            h  = ( h * 2.0f ) - 1.0f;           // -1 to 1
            
            for( DWORD x = 0; x < dwSize; x++ )
            {
                w = (FLOAT)x / (FLOAT)(dwSize-1);   // 0 to 1
                w = ( w * 2.0f ) - 1.0f;            // -1 to 1

                // Calc the normal for this texel
                switch( i )
                {
                    case D3DCUBEMAP_FACE_POSITIVE_X:    // +x
                        n.x = +1.0;
                        n.y = -h;
                        n.z = -w;
                        break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_X:    // -x
                        n.x = -1.0;
                        n.y = -h;
                        n.z = +w;
                        break;
                        
                    case D3DCUBEMAP_FACE_POSITIVE_Y:    // y
                        n.x = +w;
                        n.y = +1.0;
                        n.z = +h;
                        break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_Y:    // -y
                        n.x = +w;
                        n.y = -1.0;
                        n.z = -h;
                        break;
                        
                    case D3DCUBEMAP_FACE_POSITIVE_Z:    // +z
                        n.x = +w;
                        n.y = -h;
                        n.z = +1.0;
                        break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_Z:    // -z
                        n.x = -w;
                        n.y = -h;
                        n.z = -1.0;
                        break;
                }

                // Store the normal as an RGBA color
                D3DXVec3Normalize( &n, &n );
                *pPixel++ = XBUtil_VectorToRGBA( &n );
            }
        }
        
        // Swizzle the result into the cubemap face surface
        D3DLOCKED_RECT lock;
        pCubeMapFace->LockRect( &lock, 0, 0L );
        XGSwizzleRect( pSourceBits, 0, NULL, lock.pBits, dwSize, dwSize,
                       NULL, sizeof(DWORD) );
        pCubeMapFace->UnlockRect();

        // Release the cubemap face
        pCubeMapFace->Release();
    }

    // Free temp space
    SAFE_DELETE_ARRAY( pSourceBits );

    return S_OK;
}
コード例 #10
0
// read depth buffer and update visibility flag of depth points
static void UpdateDepthPointsVisibility( const CDrawPort *pdp, const INDEX iMirrorLevel,
                                         DepthInfo *pdi, const INDEX ctCount)
{
  const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI;
  ASSERT(GfxValidApi(eAPI));
  ASSERT( pdp!=NULL && ctCount>0);
  const CRaster *pra = pdp->dp_Raster;

  // OpenGL
  if( eAPI==GAT_OGL)
  { 
    _sfStats.StartTimer(CStatForm::STI_GFXAPI);
    FLOAT fPointOoK;
    // for each stored point
    for( INDEX idi=0; idi<ctCount; idi++) {
      DepthInfo &di = pdi[idi];
      // skip if not in required mirror level or was already checked in this iteration
      if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue;
      const PIX pixJ = pra->ra_Height-1 - di.di_pixJ; // OpenGL has Y-inversed buffer!
      pglReadPixels( di.di_pixI, pixJ, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &fPointOoK);
      OGL_CHECKERROR;
      // it is visible if there is nothing nearer in z-buffer already
      di.di_bVisible = (di.di_fOoK<fPointOoK);
    }
    // done
    _sfStats.StopTimer(CStatForm::STI_GFXAPI);
    return;
  }

  // Direct3D
#ifdef SE1_D3D
  if( eAPI==GAT_D3D)
  {
    _sfStats.StartTimer(CStatForm::STI_GFXAPI);
    // ok, this will get really complicated ...
    // We'll have to do it thru back buffer because darn DX8 won't let us have values from z-buffer;
    // Anyway, we'll lock backbuffer, read color from the lens location and try to write little triangle there
    // with slightly modified color. Then we'll readout that color and see if triangle passes z-test. Voila! :)
    // P.S. To avoid lock-modify-lock, we need to batch all the locks in one. Uhhhh ... :(
    COLOR col;
    INDEX idi;
    SLONG slColSize;
    HRESULT hr;
    D3DLOCKED_RECT rectLocked;
    D3DSURFACE_DESC surfDesc;
    LPDIRECT3DSURFACE8 pBackBuffer;
    // fetch back buffer (different for full screen and windowed mode)
    const BOOL bFullScreen = _pGfx->gl_ulFlags & GLF_FULLSCREEN;
    if( bFullScreen) {
      hr = _pGfx->gl_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
    } else {
      hr = pra->ra_pvpViewPort->vp_pSwapChain->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
    }
    // what, cannot get a back buffer?
    if( hr!=D3D_OK) { 
      // to hell with it all
      _sfStats.StopTimer(CStatForm::STI_GFXAPI);
      return;
    }
    // keep format of back-buffer
    pBackBuffer->GetDesc(&surfDesc);
    const D3DFORMAT d3dfBack = surfDesc.Format;
    
    // prepare array that'll back-buffer colors from depth point locations
    _acolDelayed.Push(ctCount);
    // store all colors
    for( idi=0; idi<ctCount; idi++) {
      DepthInfo &di = pdi[idi];
      // skip if not in required mirror level or was already checked in this iteration
      if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue;
      // fetch pixel
      _acolDelayed[idi] = 0;
      const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 };
      hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY);
      if( hr!=D3D_OK) continue; // skip if lock didn't make it
      // read, convert and store original color
      _acolDelayed[idi] = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE;
      pBackBuffer->UnlockRect();
    }

    // prepare to draw little triangles there with slightly adjusted colors
    _sfStats.StopTimer(CStatForm::STI_GFXAPI);
    gfxEnableDepthTest();
    gfxDisableDepthWrite();
    gfxDisableBlend();
    gfxDisableAlphaTest();
    gfxDisableTexture();
    _sfStats.StartTimer(CStatForm::STI_GFXAPI);
    // prepare array and shader
    _avtxDelayed.Push(ctCount*3);
    d3dSetVertexShader(D3DFVF_CTVERTEX);

    // draw one trianle around each depth point
    INDEX ctVertex = 0;
    for( idi=0; idi<ctCount; idi++) {
      DepthInfo &di = pdi[idi];
      col = _acolDelayed[idi];
      // skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all
      if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue;
      const ULONG d3dCol = rgba2argb(col^0x20103000);
      const PIX pixI = di.di_pixI - pdp->dp_MinI; // convert raster loc to drawport loc
      const PIX pixJ = di.di_pixJ - pdp->dp_MinJ;
      // batch it and advance to next triangle
      CTVERTEX &vtx0 = _avtxDelayed[ctVertex++];
      CTVERTEX &vtx1 = _avtxDelayed[ctVertex++];
      CTVERTEX &vtx2 = _avtxDelayed[ctVertex++];
      vtx0.fX=pixI;   vtx0.fY=pixJ-2; vtx0.fZ=di.di_fOoK; vtx0.ulColor=d3dCol; vtx0.fU=vtx0.fV=0;
      vtx1.fX=pixI-2; vtx1.fY=pixJ+2; vtx1.fZ=di.di_fOoK; vtx1.ulColor=d3dCol; vtx1.fU=vtx0.fV=0;
      vtx2.fX=pixI+2; vtx2.fY=pixJ;   vtx2.fZ=di.di_fOoK; vtx2.ulColor=d3dCol; vtx2.fU=vtx0.fV=0;
    }
    // draw a bunch
    hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, ctVertex/3, &_avtxDelayed[0], sizeof(CTVERTEX));
    D3D_CHECKERROR(hr);

    // readout colors again and compare to old ones
    for( idi=0; idi<ctCount; idi++) {
      DepthInfo &di = pdi[idi];
      col = _acolDelayed[idi];
      // skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all
      if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue;
      // fetch pixel
      const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 };
      hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY);
      if( hr!=D3D_OK) continue; // skip if lock didn't make it
      // read new color
      const COLOR colNew = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE;
      pBackBuffer->UnlockRect();
      // if we managed to write adjusted color, point is visible!
      di.di_bVisible = (col!=colNew);
    }
    // phew, done! :)
    D3DRELEASE( pBackBuffer, TRUE);
    _acolDelayed.PopAll();
    _avtxDelayed.PopAll();
    _sfStats.StopTimer(CStatForm::STI_GFXAPI);
    return;
  }
#endif // SE1_D3D
}
コード例 #11
0
ファイル: CScreenshot.cpp プロジェクト: Tonyx97/vice-players
HANDLE CScreenshot::CreateDibFromCurrentSurface()
{
	LPDIRECT3DSURFACE8		pSurface = 0;
    LPDIRECT3D8				pD3D = 0;
    BYTE					*pbyteDibBuffer = 0;

    D3DDEVICE_CREATION_PARAMETERS dcp;

    dcp.AdapterOrdinal = D3DADAPTER_DEFAULT;
    m_pD3DDevice->GetCreationParameters(&dcp);

    D3DDISPLAYMODE dm;
    dm.Width = dm.Height = 0;

    m_pD3DDevice->GetDirect3D(&pD3D);
    if(pD3D) {   
		// get the current screen dimensions
        pD3D->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm);
        SAFERELEASE(pD3D);
    }
	else {
		return NULL;
	}
	
	// Grab the ARBG surface.
    m_pD3DDevice->CreateImageSurface(dm.Width,dm.Height,D3DFMT_A8R8G8B8,&pSurface);
	m_pD3DDevice->GetFrontBuffer(pSurface);

    // Setup the dib header.
    BITMAPINFOHEADER bmih;
    bmih.biSize = sizeof(bmih);
    bmih.biWidth = dm.Width;
    bmih.biHeight = dm.Height;
    bmih.biPlanes = 1;
    bmih.biBitCount = 24;
    bmih.biCompression = BI_RGB;
    bmih.biSizeImage = dm.Width * dm.Height * 3;
    bmih.biXPelsPerMeter = 0;
    bmih.biYPelsPerMeter = 0;
    bmih.biClrUsed = 0;
    bmih.biClrImportant = 0;

   	pbyteDibBuffer = (PBYTE)calloc((bmih.biSizeImage+sizeof(BITMAPINFOHEADER)+1),1);
    if(!pbyteDibBuffer) return NULL;

	// Lock the surface.
    D3DLOCKED_RECT LockedRect;
    pSurface->LockRect(&LockedRect,NULL,D3DLOCK_READONLY);
	
	// Copy the bitmap info header into the dib buffer.
    memcpy(pbyteDibBuffer,&bmih,sizeof(BITMAPINFOHEADER));

    PDWORD lpSrc;
    PBYTE lpDest = pbyteDibBuffer+sizeof(BITMAPINFOHEADER);

    for(int y = dm.Height - 1; y >= 0; y--) 
	{
        lpSrc = (PDWORD)(LockedRect.pBits) + y * dm.Width;
		for(int x = 0; x < (signed)dm.Width; x++) 
		{
			// Store the pixels
            *(DWORD *)(lpDest) = *lpSrc;
            lpSrc++;
            lpDest += 3;
        }
    }

    // we can unlock and release the surface
    pSurface->UnlockRect();
    SAFERELEASE(pSurface);

	return pbyteDibBuffer;
}