//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CReplayScreenshotTaker::CReplayScreenshotTaker( IViewRender *pViewRender, CViewSetup &view )
:	m_pViewRender( pViewRender ),
	m_View( view )
{
	m_pUnpaddedPixels = NULL;
	m_pPaddedPixels = NULL;
	m_pVTFPixels = NULL;

	m_pVTFTexture = NULL;

	m_pBuffer = NULL;

	if ( !m_pScreenshotTarget )
		return;

	m_aPaddedDims[ 0 ] = m_pScreenshotTarget->GetActualWidth();
	m_aPaddedDims[ 1 ] = m_pScreenshotTarget->GetActualHeight();

	g_pClientReplayContext->GetScreenshotManager()->GetUnpaddedScreenshotSize( m_aUnpaddedDims[ 0 ], m_aUnpaddedDims[ 1 ] );

	// Calculate sizes
	int nUnpaddedSize = 3 * m_aUnpaddedDims[ 0 ] * m_aUnpaddedDims[ 1 ];
	int nPaddedSize = 3 * m_aPaddedDims[ 0 ] * m_aPaddedDims[ 1 ];
	
	// Allocate for padded & unpadded pixel data
	m_pUnpaddedPixels = new uint8[ nUnpaddedSize ];
	m_pPaddedPixels = new uint8[ nPaddedSize ];

	// White out the entire padded image
	V_memset( m_pPaddedPixels, 255, nPaddedSize );

	// Create the VTF
#ifndef _X360
	IVTFTexture *pVTFTexture = CreateVTFTexture();
	const int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB;
	if ( !pVTFTexture->Init( m_aPaddedDims[ 0 ], m_aPaddedDims[ 1 ], 1, IMAGE_FORMAT_RGB888, nFlags, 1, 1 ) )
		return;

	m_pVTFTexture = pVTFTexture;
#else
	m_pVTFTexture = NULL;
#endif // _X360

	// Allocate pixels for the output buffer
	int nVTFSize = 1024 + ( 3 * m_aPaddedDims[ 0 ] * m_aPaddedDims[ 1 ] );
	m_pVTFPixels = new uint8[ nVTFSize ];
	m_pBuffer = new CUtlBuffer( m_pVTFPixels, nVTFSize );
}
Пример #2
0
void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/,
												 bool bWriteVTF/*=false*/ )
{
#ifndef _X360
	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->MatrixMode( MATERIAL_PROJECTION );
	pRenderContext->PushMatrix();
	
	pRenderContext->MatrixMode( MATERIAL_VIEW );
	pRenderContext->PushMatrix();

	g_bRenderingScreenshot = true;

	// Push back buffer on the stack with small viewport
	pRenderContext->PushRenderTargetAndViewport( NULL, 0, 0, width, height );

	// render out to the backbuffer
    CViewSetup viewSetup = GetView ( STEREO_EYE_MONO );
	viewSetup.x = 0;
	viewSetup.y = 0;
	viewSetup.width = width;
	viewSetup.height = height;
	viewSetup.fov = ScaleFOVByWidthRatio( viewSetup.fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) );
	viewSetup.m_bRenderToSubrectOfLargerScreen = true;

	// draw out the scene
	// Don't draw the HUD or the viewmodel
	RenderView( viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 );

	// get the data from the backbuffer and save to disk
	// bitmap bits
	unsigned char *pImage = ( unsigned char * )malloc( width * height * 3 );

	// Get Bits from the material system
	pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGB888 );

	// Some stuff to be setup dependent on padded vs. not padded
	int nSrcWidth, nSrcHeight;
	unsigned char *pSrcImage;

	// Create a padded version if necessary
	unsigned char *pPaddedImage = NULL;
	if ( bCreatePowerOf2Padded )
	{
		// Setup dimensions as needed
		int nPaddedWidth = SmallestPowerOfTwoGreaterOrEqual( width );
		int nPaddedHeight = SmallestPowerOfTwoGreaterOrEqual( height );

		// Allocate
		int nPaddedImageSize = nPaddedWidth * nPaddedHeight * 3;
		pPaddedImage = ( unsigned char * )malloc( nPaddedImageSize );
		
		// Zero out the entire thing
		V_memset( pPaddedImage, 255, nPaddedImageSize );

		// Copy over each row individually
		for ( int nRow = 0; nRow < height; ++nRow )
		{
			unsigned char *pDst = pPaddedImage + 3 * ( nRow * nPaddedWidth );
			const unsigned char *pSrc = pImage + 3 * ( nRow * width );
			V_memcpy( pDst, pSrc, 3 * width );
		}

		// Setup source data
		nSrcWidth = nPaddedWidth;
		nSrcHeight = nPaddedHeight;
		pSrcImage = pPaddedImage;
	}
	else
	{
		// Use non-padded info
		nSrcWidth = width;
		nSrcHeight = height;
		pSrcImage = pImage;
	}

	// allocate a buffer to write the tga into
	CUtlBuffer buffer;

	bool bWriteResult;
	if ( bWriteVTF )
	{
		// Create and initialize a VTF texture
		IVTFTexture *pVTFTexture = CreateVTFTexture();
		const int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB;
		if ( pVTFTexture->Init( nSrcWidth, nSrcHeight, 1, IMAGE_FORMAT_RGB888, nFlags, 1, 1 ) )
		{
			// Copy the image data over to the VTF
			unsigned char *pDestBits = pVTFTexture->ImageData();
			int nDstSize = nSrcWidth * nSrcHeight * 3;
			V_memcpy( pDestBits, pSrcImage, nDstSize );

			// Allocate output buffer
			int iMaxVTFSize = 1024 + ( nSrcWidth * nSrcHeight * 3 );
			void *pVTF = malloc( iMaxVTFSize );
			buffer.SetExternalBuffer( pVTF, iMaxVTFSize, 0 );

			// Serialize to the buffer
			bWriteResult = pVTFTexture->Serialize( buffer );
		
			// Free the VTF texture
			DestroyVTFTexture( pVTFTexture );
		}
		else
		{
			bWriteResult = false;
		}
	}
	else
	{
		// Write TGA format to buffer
		int iMaxTGASize = 1024 + ( nSrcWidth * nSrcHeight * 4 );
		void *pTGA = malloc( iMaxTGASize );
		buffer.SetExternalBuffer( pTGA, iMaxTGASize, 0 );

		bWriteResult = TGAWriter::WriteToBuffer( pSrcImage, buffer, nSrcWidth, nSrcHeight, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 );
	}

	if ( !bWriteResult )
	{
		Error( "Couldn't write bitmap data snapshot.\n" );
	}
	
	free( pImage );
	free( pPaddedImage );

	// async write to disk (this will take ownership of the memory)
	char szPathedFileName[_MAX_PATH];
	Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", pFilename );

	filesystem->AsyncWrite( szPathedFileName, buffer.Base(), buffer.TellPut(), true );

	// restore our previous state
	pRenderContext->PopRenderTargetAndViewport();
	
	pRenderContext->MatrixMode( MATERIAL_PROJECTION );
	pRenderContext->PopMatrix();
	
	pRenderContext->MatrixMode( MATERIAL_VIEW );
	pRenderContext->PopMatrix();

	g_bRenderingScreenshot = false;
#endif
}
Пример #3
0
void CreateDefaultCubemaps( bool bHDR )
{
	memset( g_IsCubemapTexData, 0, sizeof(g_IsCubemapTexData) );

	// NOTE: This implementation depends on the fact that all VTF files contain
	// all mipmap levels
	const char *pSkyboxBaseName = FindSkyboxMaterialName();
	char skyboxMaterialName[MAX_PATH];
	Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );

	IVTFTexture *pSrcVTFTextures[6];

	if( !skyboxMaterialName )
	{
		if( s_DefaultCubemapNames.Count() )
		{
			Warning( "This map uses env_cubemap, and you don't have a skybox, so no default env_cubemaps will be generated.\n" );
		}
		return;
	}

	int unionTextureFlags = 0;
	if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) )
	{
		Warning( "Can't load skybox file %s to build the default cubemap!\n", skyboxMaterialName );
		return;
	}
	Msg( "Creating default %scubemaps for env_cubemap using skybox materials:\n%s*.vmt\n"
		"Run buildcubemaps in the engine to get the correct cube maps.\n\n", bHDR ? "HDR " : "", skyboxMaterialName );
			
	// Figure out the mip differences between the two textures
	int iMipLevelOffset = 0;
	int tmp = pSrcVTFTextures[0]->Width();
	while( tmp > DEFAULT_CUBEMAP_SIZE )
	{
		iMipLevelOffset++;
		tmp >>= 1;
	}

	// Create the destination cubemap
	IVTFTexture *pDstCubemap = CreateVTFTexture();
	pDstCubemap->Init( DEFAULT_CUBEMAP_SIZE, DEFAULT_CUBEMAP_SIZE, 1,
		pSrcVTFTextures[0]->Format(), unionTextureFlags | TEXTUREFLAGS_ENVMAP, 
		pSrcVTFTextures[0]->FrameCount() );

	// First iterate over all frames
	for (int iFrame = 0; iFrame < pDstCubemap->FrameCount(); ++iFrame)
	{
		// Next iterate over all normal cube faces (we know there's 6 cause it's an envmap)
		for (int iFace = 0; iFace < 6; ++iFace )
		{
			// Finally, iterate over all mip levels in the *destination*
			for (int iMip = 0; iMip < pDstCubemap->MipCount(); ++iMip )
			{
				// Copy the bits from the source images into the cube faces
				unsigned char *pSrcBits = pSrcVTFTextures[iFace]->ImageData( iFrame, 0, iMip + iMipLevelOffset );
				unsigned char *pDstBits = pDstCubemap->ImageData( iFrame, iFace, iMip );
				int iSize = pDstCubemap->ComputeMipSize( iMip );

				memcpy( pDstBits, pSrcBits, iSize ); 
			}
		}
	}

	ImageFormat originalFormat = pDstCubemap->Format();
	if( !bHDR )
	{
		// Convert the cube to format that we can apply tools to it...
		pDstCubemap->ConvertImageFormat( IMAGE_FORMAT_DEFAULT, false );
	}

	// Fixup the cubemap facing
	pDstCubemap->FixCubemapFaceOrientation();

	// Now that the bits are in place, compute the spheremaps...
	pDstCubemap->GenerateSpheremap();

	if( !bHDR )
	{
		// Convert the cubemap to the final format
		pDstCubemap->ConvertImageFormat( originalFormat, false );
	}

	// Write the puppy out!
	char dstVTFFileName[1024];
	if( bHDR )
	{
		sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.hdr.vtf", mapbase );
	}
	else
	{
		sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.vtf", mapbase );
	}

	CUtlBuffer outputBuf;
	if (!pDstCubemap->Serialize( outputBuf ))
	{
		Warning( "Error serializing default cubemap %s\n", dstVTFFileName );
		return;
	}

	// spit out the default one.
	AddBufferToPack( dstVTFFileName, outputBuf.Base(), outputBuf.TellPut(), false );

	// spit out all of the ones that are attached to world geometry.
	int i;
	for( i = 0; i < s_DefaultCubemapNames.Count(); i++ )
	{
		char vtfName[MAX_PATH];
		VTFNameToHDRVTFName( s_DefaultCubemapNames[i], vtfName, MAX_PATH, bHDR );
		if( FileExistsInPack( vtfName ) )
		{
			continue;
		}
		AddBufferToPack( vtfName, outputBuf.Base(),outputBuf.TellPut(), false );
	}

	// Clean up the textures
	for( i = 0; i < 6; i++ )
	{
		DestroyVTFTexture( pSrcVTFTextures[i] );
	}
	DestroyVTFTexture( pDstCubemap );
}	
Пример #4
0
void CreateDefaultCubemaps( bool bHDR )
{
	memset( g_IsCubemapTexData, 0, sizeof(g_IsCubemapTexData) );

	// NOTE: This implementation depends on the fact that all VTF files contain
	// all mipmap levels
	const char *pSkyboxBaseName = FindSkyboxMaterialName();
	char skyboxMaterialName[MAX_PATH];
	Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );

	IVTFTexture *pSrcVTFTextures[6];

	if( !skyboxMaterialName )
	{
		if( s_DefaultCubemapNames.Count() )
		{
			Warning( "This map uses env_cubemap, and you don't have a skybox, so no default env_cubemaps will be generated.\n" );
		}
		return;
	}

	int unionTextureFlags = 0;
	if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) )
	{
		Warning( "Can't load skybox file %s to build the default cubemap!\n", skyboxMaterialName );
		return;
	}
	Msg( "Creating default %scubemaps for env_cubemap using skybox materials:\n   %s*.vmt\n"
		" ! Run buildcubemaps in the engine to get the correct cube maps.\n", bHDR ? "HDR " : "LDR ", skyboxMaterialName );
			
	// Figure out the mip differences between the two textures
	int iMipLevelOffset = 0;
	int tmp = pSrcVTFTextures[0]->Width();
	while( tmp > DEFAULT_CUBEMAP_SIZE )
	{
		iMipLevelOffset++;
		tmp >>= 1;
	}

	// Create the destination cubemap
	IVTFTexture *pDstCubemap = CreateVTFTexture();
	pDstCubemap->Init( DEFAULT_CUBEMAP_SIZE, DEFAULT_CUBEMAP_SIZE, 1,
		pSrcVTFTextures[0]->Format(), unionTextureFlags | TEXTUREFLAGS_ENVMAP, 
		pSrcVTFTextures[0]->FrameCount() );

	// First iterate over all frames
	for (int iFrame = 0; iFrame < pDstCubemap->FrameCount(); ++iFrame)
	{
		// Next iterate over all normal cube faces (we know there's 6 cause it's an envmap)
		for (int iFace = 0; iFace < 6; ++iFace )
		{
			// Finally, iterate over all mip levels in the *destination*
			for (int iMip = 0; iMip < pDstCubemap->MipCount(); ++iMip )
			{
				// Copy the bits from the source images into the cube faces
				unsigned char *pSrcBits = pSrcVTFTextures[iFace]->ImageData( iFrame, 0, iMip + iMipLevelOffset );
				unsigned char *pDstBits = pDstCubemap->ImageData( iFrame, iFace, iMip );
				int iSize = pDstCubemap->ComputeMipSize( iMip );
				int iSrcMipSize = pSrcVTFTextures[iFace]->ComputeMipSize( iMip + iMipLevelOffset );

				// !!! FIXME: Set this to black until HDR cubemaps are built properly!
				memset( pDstBits, 0, iSize );
				continue;

				if ( ( pSrcVTFTextures[iFace]->Width() == 4 ) && ( pSrcVTFTextures[iFace]->Height() == 4 ) ) // If texture is 4x4 square
				{
					// Force mip level 2 to get the 1x1 face
					unsigned char *pSrcBits = pSrcVTFTextures[iFace]->ImageData( iFrame, 0, 2 );
					int iSrcMipSize = pSrcVTFTextures[iFace]->ComputeMipSize( 2 );

					// Replicate 1x1 mip level across entire face
					//memset( pDstBits, 0, iSize ); 
					for ( int i = 0; i < ( iSize / iSrcMipSize ); i++ )
					{
						memcpy( pDstBits + ( i * iSrcMipSize ), pSrcBits, iSrcMipSize ); 
					}
				}
				else if ( pSrcVTFTextures[iFace]->Width() == pSrcVTFTextures[iFace]->Height() ) // If texture is square
				{
					if ( iSrcMipSize != iSize )
					{
						Warning( "%s - ERROR! Cannot copy square face for default cubemap! iSrcMipSize(%d) != iSize(%d)\n", skyboxMaterialName, iSrcMipSize, iSize );
						memset( pDstBits, 0, iSize );
					}
					else
					{
						// Just copy the mip level
						memcpy( pDstBits, pSrcBits, iSize ); 
					}
				}
				else if ( pSrcVTFTextures[iFace]->Width() == pSrcVTFTextures[iFace]->Height()*2 ) // If texture is rectangle 2x wide
				{
					int iMipWidth, iMipHeight, iMipDepth;
					pDstCubemap->ComputeMipLevelDimensions( iMip, &iMipWidth, &iMipHeight, &iMipDepth );
					if ( ( iMipHeight > 1 ) && ( iSrcMipSize*2 != iSize ) )
					{
						Warning( "%s - ERROR building default cube map! %d*2 != %d\n", skyboxMaterialName, iSrcMipSize, iSize );
						memset( pDstBits, 0, iSize );
					}
					else
					{
						// Copy row at a time and repeat last row
						memcpy( pDstBits, pSrcBits, iSize/2 ); 
						//memcpy( pDstBits + iSize/2, pSrcBits, iSize/2 );
						int nSrcRowSize = pSrcVTFTextures[iFace]->RowSizeInBytes( iMip + iMipLevelOffset );
						int nDstRowSize = pDstCubemap->RowSizeInBytes( iMip );
						if ( nSrcRowSize != nDstRowSize )
						{
							Warning( "%s - ERROR building default cube map! nSrcRowSize(%d) != nDstRowSize(%d)!\n", skyboxMaterialName, nSrcRowSize, nDstRowSize );
							memset( pDstBits, 0, iSize );
						}
						else
						{
							for ( int i = 0; i < ( iSize/2 / nSrcRowSize ); i++ )
							{
								memcpy( pDstBits + iSize/2 + i*nSrcRowSize, pSrcBits + iSrcMipSize - nSrcRowSize, nSrcRowSize );
							}
						}
					}
				}
				else
				{
					// ERROR! This code only supports square and rectangluar 2x wide
					Warning( "%s - Couldn't create default cubemap because texture res is %dx%d\n", skyboxMaterialName, pSrcVTFTextures[iFace]->Width(), pSrcVTFTextures[iFace]->Height() );
					memset( pDstBits, 0, iSize );
					return;
				}
			}
		}
	}

	ImageFormat originalFormat = pDstCubemap->Format();
	if( !bHDR )
	{
		// Convert the cube to format that we can apply tools to it...
		pDstCubemap->ConvertImageFormat( IMAGE_FORMAT_DEFAULT, false );
	}

	// Fixup the cubemap facing
	pDstCubemap->FixCubemapFaceOrientation();

	// Now that the bits are in place, compute the spheremaps...
	pDstCubemap->GenerateSpheremap();

	if( !bHDR )
	{
		// Convert the cubemap to the final format
		pDstCubemap->ConvertImageFormat( originalFormat, false );
	}

	// Write the puppy out!
	char dstVTFFileName[1024];
	if( bHDR )
	{
		sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.hdr.vtf", mapbase );
	}
	else
	{
		sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.vtf", mapbase );
	}

	CUtlBuffer outputBuf;
	if (!pDstCubemap->Serialize( outputBuf ))
	{
		Warning( "Error serializing default cubemap %s\n", dstVTFFileName );
		return;
	}

	IZip *pak = GetPakFile();

	// spit out the default one.
	AddBufferToPak( pak, dstVTFFileName, outputBuf.Base(), outputBuf.TellPut(), false );

	// spit out all of the ones that are attached to world geometry.
	int i;
	for( i = 0; i < s_DefaultCubemapNames.Count(); i++ )
	{
		char vtfName[MAX_PATH];
		VTFNameToHDRVTFName( s_DefaultCubemapNames[i], vtfName, MAX_PATH, bHDR );
		if( FileExistsInPak( pak, vtfName ) )
		{
			continue;
		}
		AddBufferToPak( pak, vtfName, outputBuf.Base(),outputBuf.TellPut(), false );
	}

	// Clean up the textures
	for( i = 0; i < 6; i++ )
	{
		DestroyVTFTexture( pSrcVTFTextures[i] );
	}
	DestroyVTFTexture( pDstCubemap );
}