void CGenericClassBasedReplay::RecordUpdatedStats() { // Get current stats static RoundStats_t s_curStats; if ( !GetCurrentStats( s_curStats ) ) return; // Go through each stat and see if it's changed for ( int i = 0; i < REPLAY_GAMESTATS_MAX; ++i ) { const int nCurStat = s_curStats.Get( i ); const int nRefStat = m_refStats.Get( i ); if ( nCurStat != nRefStat ) { // Calculate new stat based on reference const int nLifeStat = nCurStat - nRefStat; if ( nLifeStat != m_lifeStats.Get( i ) ) { ConVarRef replay_debug( "replay_debug" ); if ( replay_debug.IsValid() && replay_debug.GetBool() ) { Msg( "REPLAY: Player stat \"%s\" changed from %i to %i.\n", GetStatString( i ), nRefStat, nCurStat ); } // Set the new stat m_lifeStats.Set( i, nLifeStat ); } } } }
//----------------------------------------------------------------------------- // Purpose: takes a screenshot for the replay system //----------------------------------------------------------------------------- void CReplayScreenshotTaker::TakeScreenshot( WriteReplayScreenshotParams_t ¶ms ) { if ( !m_pViewRender ) return; CFastTimer timer; ConVarRef replay_debug( "replay_debug" ); bool bDbg = replay_debug.IsValid() && replay_debug.GetBool(); int width = params.m_nWidth; int height = params.m_nHeight; CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); extern bool g_bRenderingScreenshot; g_bRenderingScreenshot = true; // Push back buffer on the stack with small viewport pRenderContext->PushRenderTargetAndViewport( m_pScreenshotTarget, 0, 0, width, height ); // setup the view to render CViewSetup viewSetup = m_View; viewSetup.x = 0; viewSetup.y = 0; viewSetup.width = width; viewSetup.height = height; viewSetup.fov = ScaleFOVByWidthRatio( m_View.fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) ); viewSetup.m_bRenderToSubrectOfLargerScreen = true; // Setup view origin/angles if ( params.m_pOrigin ) { viewSetup.origin = *params.m_pOrigin; } if ( params.m_pAngles ) { viewSetup.angles = *params.m_pAngles; } timer.Start(); // draw out the scene - don't draw the HUD or the viewmodel m_pViewRender->RenderView( viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 ); timer.End(); if ( bDbg ) Warning( "Screenshot RenderView(): %.4f s\n", timer.GetDuration().GetSeconds() ); timer.Start(); // Get Bits from the material system pRenderContext->ReadPixels( 0, 0, width, height, m_pUnpaddedPixels, IMAGE_FORMAT_RGB888 ); timer.End(); if ( bDbg ) Warning( "Screenshot ReadPixels(): %.4f s\n", timer.GetDuration().GetSeconds() ); // Some stuff to be setup dependent on padded vs. not padded int nSrcWidth, nSrcHeight; unsigned char *pSrcImage; // Setup dimensions as needed int nPaddedWidth = m_aPaddedDims[0]; int nPaddedHeight = m_aPaddedDims[1]; // Allocate unsigned char *pUnpaddedImage = m_pUnpaddedPixels; unsigned char *pPaddedImage = m_pPaddedPixels; timer.Start(); // Copy over each row individually for ( int nRow = 0; nRow < height; ++nRow ) { unsigned char *pDst = pPaddedImage + 3 * ( nRow * nPaddedWidth ); const unsigned char *pSrc = pUnpaddedImage + 3 * ( nRow * width ); V_memcpy( pDst, pSrc, 3 * width ); } timer.End(); if ( bDbg ) Warning( "Screenshot copy image: %.4f s\n", timer.GetDuration().GetSeconds() ); // Setup source data nSrcWidth = nPaddedWidth; nSrcHeight = nPaddedHeight; pSrcImage = pPaddedImage; if ( !m_pVTFTexture ) return; // Copy the image data over to the VTF unsigned char *pDestBits = m_pVTFTexture->ImageData(); int nDstSize = nSrcWidth * nSrcHeight * 3; V_memcpy( pDestBits, pSrcImage, nDstSize ); bool bWriteResult = true; // Reset put m_pBuffer->SeekPut( CUtlBuffer::SEEK_HEAD, 0 ); timer.Start(); // Serialize to the buffer bWriteResult = m_pVTFTexture->Serialize( *m_pBuffer ); timer.End(); if ( bDbg ) Warning( "Screenshot VTF->Serialize(): %.4f s\n", timer.GetDuration().GetSeconds() ); if ( !bWriteResult ) { Warning( "Couldn't write Replay screenshot.\n" ); bWriteResult = false; return; } // async write to disk (this will take ownership of the memory) char szPathedFileName[_MAX_PATH]; Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", params.m_pFilename ); timer.Start(); filesystem->AsyncWrite( szPathedFileName, m_pBuffer->Base(), m_pBuffer->TellPut(), false ); timer.End(); if ( bDbg ) Warning( "Screenshot AsyncWrite(): %.4f s\n", timer.GetDuration().GetSeconds() ); // restore our previous state pRenderContext->PopRenderTargetAndViewport(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); g_bRenderingScreenshot = false; }