Пример #1
0
int surface_save(int id, string filename)
{
  draw_batch_flush(batch_flush_deferred);

  get_surfacev(surface,id,-1);
  string ext = enigma::image_get_format(filename);

  LPDIRECT3DSURFACE9 pDestBuffer;
  D3DSURFACE_DESC desc;
  surface.surf->GetDesc(&desc);

  d3ddev->CreateOffscreenPlainSurface( desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &pDestBuffer, NULL );
  d3ddev->GetRenderTargetData(surface.surf, pDestBuffer);

  D3DLOCKED_RECT rect;

  pDestBuffer->LockRect(&rect, NULL, D3DLOCK_READONLY);
  unsigned char* bitmap = static_cast<unsigned char*>(rect.pBits);
  pDestBuffer->UnlockRect();

  int ret = enigma::image_save(filename, bitmap, desc.Width, desc.Height, desc.Width, desc.Height, false);

  pDestBuffer->Release();

  return ret;
}
Пример #2
0
	LPDIRECT3DTEXTURE9 DX9RenderSystem::GetTextureCache( Texture* tex )
	{
		TextureRC*& rc = (TextureRC*&)tex->mCache;
		if( !rc )
			rc = new TextureRC( );

		if( tex->IsDirty( ) )
		{
			if( mCacheCount >= DX9MAXFRAMECACHE )
				return 0;
			mCacheCount++;

			if( FAILED(D3DXCreateTexture( mDevice, tex->GetWidth( ), tex->GetHeight( ), 1, D3DUSAGE_DYNAMIC, (D3DFORMAT)tex->GetFormat( ), D3DPOOL_DEFAULT, &rc->mData )) )
			{
				printf( "Failed to create Texture Cache :: Couldn't create surface\n" );
				return 0;
			}

			LPDIRECT3DSURFACE9 surf;
			rc->mData->GetSurfaceLevel( 0, &surf );
			D3DLOCKED_RECT rect;
			surf->LockRect( &rect, 0, 0 );
			char* data = (char*)rect.pBits;
			memcpy( data, tex->GetBuffer( ), tex->GetBufferSize( ) );
			surf->UnlockRect( );

			D3DXSaveTextureToFile( "c:\\texdebug.png", D3DXIFF_PNG, rc->mData, 0 );

			tex->SetDirty( false );
		}
		return rc->mData;
	};
Пример #3
0
__forceinline bool CDecDXVA2::CopyFrame(LAVFrame *pFrame)
{
  HRESULT hr;
  LPDIRECT3DSURFACE9 pSurface = (LPDIRECT3DSURFACE9)pFrame->data[3];
  pFrame->format = LAVPixFmt_NV12;

  D3DSURFACE_DESC surfaceDesc;
  pSurface->GetDesc(&surfaceDesc);

  D3DLOCKED_RECT LockedRect;
  hr = pSurface->LockRect(&LockedRect, NULL, D3DLOCK_READONLY);
  if (FAILED(hr)) {
    DbgLog((LOG_TRACE, 10, L"pSurface->LockRect failed (hr: %X)", hr));
    return false;
  }

  // Free AVFrame based buffers again
  FreeLAVFrameBuffers(pFrame);
  // Allocate memory buffers
  AllocLAVFrameBuffers(pFrame, LockedRect.Pitch);
  // Copy surface onto memory buffers
  CopyFrameNV12((BYTE *)LockedRect.pBits, pFrame->data[0], pFrame->data[1], surfaceDesc.Height, pFrame->height, LockedRect.Pitch);

  pSurface->UnlockRect();

  return true;
}
Пример #4
0
//==============================================================
// <CImage>이미지를 로드하기:
// 큰 표면을 작성하여 이미지를 로드해,
// 이것을 256x256 픽셀씩 분할하여 텍스쳐 위에 복사함.
// UpdateSurface나 StretchRect는 사용할 수 없으므로
// (D3DPOOL_DEFAULT의 텍스쳐에는 복사할 수 있으나
//  이 클래스에서는 D3DPOOL_MANAGED을 사용하기 때문에)
// LockRect와 memcpy를 사용하여 복사함.
void CImage::LoadFromFile(wstring file_name) {
	LPDIRECT3DSURFACE9 surface;
	D3DLOCKED_RECT slr;
	if (SUCCEEDED(Device->CreateOffscreenPlainSurface(
			XCount*256, YCount*256, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, 
			&surface, NULL))
	) {
		if (SUCCEEDED(D3DXLoadSurfaceFromFile(
				surface, NULL, NULL, file_name.c_str(), NULL, 
				D3DX_FILTER_NONE, 0, NULL)) &&
			SUCCEEDED(surface->LockRect(
				&slr, NULL, D3DLOCK_READONLY))
		) {
			for (int yc=0, i=0; yc<YCount; yc++) {
				for (int xc=0; xc<XCount; xc++, i++) {
					if (!Textures[i]) continue;
					D3DLOCKED_RECT tlr;
					if (SUCCEEDED(Textures[i]->LockRect(0, &tlr, NULL, 0))) {
						int x=xc*256, y=yc*256;
						for (int line=0; line<256; line++) {
							memcpy(
								(char*)tlr.pBits+tlr.Pitch*line, 
								(char*)slr.pBits+x*4+slr.Pitch*(y+line), 
								256*4);
						}
						Textures[i]->UnlockRect(0);
					}
				}
			}
			surface->UnlockRect();
		}
		surface->Release();
	}
}
Пример #5
0
	virtual const char* unlock_framebuffer()
	{
		lpsurface->UnlockRect();
		lpsurface->Release();
		lpsurface = 0;

		return 0;
	}
Пример #6
0
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
void InitGraphics(int width, int height )
{
	InitWindow(width, height);

	D3DPRESENT_PARAMETERS d3dp;
	ZeroMemory(&d3dp, sizeof(d3dp));
	d3dp.BackBufferWidth = width;
	d3dp.BackBufferHeight = height;
	d3dp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dp.BackBufferCount = 1;      
	d3dp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dp.Windowed = TRUE;
	d3dp.hDeviceWindow = (HWND)GetHandle();
	d3dp.EnableAutoDepthStencil = TRUE;
    d3dp.AutoDepthStencilFormat = D3DFMT_D16;

#if __PerformanceCheckMode
	d3dp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
#endif

	g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
	
	g_d3d->CreateDevice( 
		D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		(HWND) GetHandle(),
		D3DCREATE_HARDWARE_VERTEXPROCESSING,
		&d3dp,
		&g_d3d_device );

	
	{// 市松模様の背景画像を作る
		g_d3d_device->CreateOffscreenPlainSurface( width, height, 
			D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &g_d3d_clearing_image, NULL );
		D3DLOCKED_RECT lockedRect;
		g_d3d_clearing_image->LockRect( &lockedRect, NULL, 0 );
		CreateCheckeredPattern( width, height, (uint32_t*)lockedRect.pBits );
		g_d3d_clearing_image->UnlockRect();
	}

	g_renderer = ::EffekseerRendererDX9::Renderer::Create( g_d3d_device, 2000 );
	g_renderer->SetProjectionMatrix( ::Effekseer::Matrix44().PerspectiveFovRH( 90.0f / 180.0f * 3.14f, (float)width / (float)height, 1.0f, 50.0f ) );
	g_renderer->SetDistortingCallback( new DistortingCallback( 
		(EffekseerRendererDX9::Renderer*)g_renderer, g_d3d_device, width, height ) );
	
	g_manager->SetSpriteRenderer( g_renderer->CreateSpriteRenderer() );
	g_manager->SetRibbonRenderer( g_renderer->CreateRibbonRenderer() );
	g_manager->SetRingRenderer( g_renderer->CreateRingRenderer() );
	g_manager->SetModelRenderer( g_renderer->CreateModelRenderer() );
	g_manager->SetTrackRenderer( g_renderer->CreateTrackRenderer() );

	g_manager->SetCoordinateSystem( ::Effekseer::CoordinateSystem::RH );

	g_manager->SetTextureLoader( g_renderer->CreateTextureLoader() );
	g_manager->SetModelLoader( g_renderer->CreateModelLoader() );
}
Пример #7
0
//---------------------------------
IP3DTexture* CP3DRenderer::TakeScreenShotTexture ()
{
	LPDIRECT3DSURFACE9 ScreenShotSurface = NULL;
	if (FAILED(g_pD3DDevice->GetBackBuffer (0, 0, D3DBACKBUFFER_TYPE_MONO, &ScreenShotSurface)))
		return NULL;

	// vytvor texturu
	CP3DTexture* pTex = new CP3DTexture();
	pTex->Create(m_nWidth, m_nHeight, 1, TF_RGB8, false);

	P3DLOCKED_RECT pRect;
	pRect.pBits = NULL;
	// ziskej data
	ScreenShotSurface->LockRect((D3DLOCKED_RECT*)&pRect, NULL, 0);
	if (!pRect.pBits) goto quitHand;

	// ziskej cilova data
	P3DLOCKED_RECT pRectCil;
	pTex->GetSurfaceData(0, &pRectCil);

	// zkopiruj data
	if(pRectCil.Pitch==pRect.Pitch) // pokud se shoduji Pitch, je mozno pouzit rychle memcpy
		memcpy(pRectCil.pBits, pRect.pBits, sizeof(char)*m_nWidth*m_nHeight*4);
	else // pokud se neshoduji Pitch, musi se to udelat timto slozitym zpusobem
	{
		unsigned char* pSurface = static_cast<unsigned char*>(pRect.pBits);
		unsigned char* pTarSurface = static_cast<unsigned char*>(pRectCil.pBits);
		for (unsigned long r = 0; r < (unsigned int)m_nHeight; r++)
		{
			unsigned long dwIndexTar = r * pRectCil.Pitch;
			unsigned long dwIndex = r * pRect.Pitch;
			for (unsigned long c = 0; c < (unsigned int)m_nWidth; c++)
			{
				pTarSurface[dwIndexTar + c*4 + 0] = pSurface[dwIndex + c*4 + 0];
				pTarSurface[dwIndexTar + c*4 + 1] = pSurface[dwIndex + c*4 + 1];
				pTarSurface[dwIndexTar + c*4 + 2] = pSurface[dwIndex + c*4 + 2];
			}
		}
	}

	// uzavri zdroj i cil
	ScreenShotSurface->UnlockRect();
	pTex->SaveSurfaceData();

	SAFE_RELEASE (ScreenShotSurface) // surface uz neni potreba

		return (IP3DTexture*)pTex; // vrat hotovou texturu

quitHand:
	if(pTex) delete pTex;
	return NULL;
}
Пример #8
0
HRESULT VertexObject::CreateTextureFromSurface(LPDIRECT3DSURFACE9 pSurface, RECT* pSrcRect, RECT* pDestRect, LPDIRECT3DTEXTURE9* ppTexture)
{
	int width, height;
	RECT Src;
	D3DSURFACE_DESC surfDesc;
	pSurface->GetDesc(&surfDesc);

	if( !pSrcRect )
	{
		width = surfDesc.Width;
		height = surfDesc.Height;
		Src.left = Src.top = 0;
		Src.right = width;
		Src.bottom = height;
	}
	else
	{
		width = pSrcRect->right - pSrcRect->left; // + 1;
		height = pSrcRect->bottom - pSrcRect->top; // + 1;
		Src = *pSrcRect;
	}

	D3DXCreateTexture(DDevice, width, height, 
	1, 0, surfDesc.Format, D3DPOOL_DEFAULT, ppTexture) ;

	// Retrieve the surface image of the texture.
	LPDIRECT3DSURFACE9 pTexSurface;
	LPDIRECT3DTEXTURE9 pTexture = *ppTexture;
	pTexture->GetLevelDesc(0, &surfDesc);
	pTexture->GetSurfaceLevel(0, &pTexSurface);

	// Create a clean surface to clear the texture with.
	LPDIRECT3DSURFACE9 pCleanSurface;
	D3DLOCKED_RECT lockRect;
	DDevice->CreateOffscreenPlainSurface(
	surfDesc.Width, surfDesc.Height, surfDesc.Format, D3DPOOL_DEFAULT, &pCleanSurface, NULL);
	pCleanSurface->LockRect(&lockRect, NULL, 0) ;
	memset((BYTE*)lockRect.pBits, 0, surfDesc.Height * lockRect.Pitch);
	pCleanSurface->UnlockRect() ;

	DDevice->UpdateSurface(pCleanSurface, NULL, pTexSurface, NULL);
	pCleanSurface->Release();

	// Copy the image to the texture.
	POINT destPoint = { 0, 0 };
	DDevice->UpdateSurface(pSurface, &Src, pTexSurface, &destPoint);
	pTexSurface->Release();

	return S_OK;
}
Пример #9
0
bool EC_WidgetCanvas::Blit(const QImage &source, Ogre::TexturePtr destination)
{
#if defined(DIRECTX_ENABLED) && defined(WIN32)
    Ogre::HardwarePixelBufferSharedPtr pb = destination->getBuffer();
    Ogre::D3D9HardwarePixelBuffer *pixelBuffer = dynamic_cast<Ogre::D3D9HardwarePixelBuffer*>(pb.get());
    if (!pixelBuffer)
        return false;

    LPDIRECT3DSURFACE9 surface = pixelBuffer->getSurface(Ogre::D3D9RenderSystem::getActiveD3D9Device());
    if (surface)
    {
        D3DSURFACE_DESC desc;
        HRESULT hr = surface->GetDesc(&desc);
        if (SUCCEEDED(hr))
        {
            D3DLOCKED_RECT lock;
            HRESULT hr = surface->LockRect(&lock, 0, 0);
            if (SUCCEEDED(hr))
            {
                const int bytesPerPixel = 4; ///\todo Count from Ogre::PixelFormat!
                const int sourceStride = bytesPerPixel * source.width();
                if (lock.Pitch == sourceStride)
                    memcpy(lock.pBits, source.bits(), sourceStride * source.height());
                else
                    for(int y = 0; y < source.height(); ++y)
                        memcpy((u8*)lock.pBits + lock.Pitch * y, source.bits() + sourceStride * y, sourceStride);
                surface->UnlockRect();
            }
        }
    }
#else
    if (!destination->getBuffer().isNull())
    {
        Ogre::Box update_box(0, 0, source.width(), source.height());
        Ogre::PixelBox pixel_box(update_box, Ogre::PF_A8R8G8B8, (void*)source.bits());
        destination->getBuffer()->blitFromMemory(pixel_box, update_box);
    }
#endif

    return true;
}
Пример #10
0
HRESULT CDxtexDoc::LoadVolumeSliceFromSurface(LPDIRECT3DVOLUME9 pVolume, UINT iSlice, LPDIRECT3DSURFACE9 psurf)
{
    HRESULT hr;
    D3DSURFACE_DESC sd;
    D3DVOLUME_DESC vd;
    D3DLOCKED_RECT lr;
    D3DBOX boxSrc;
    D3DBOX boxDest;

    psurf->GetDesc(&sd);
    pVolume->GetDesc(&vd);

    boxSrc.Left = 0;
    boxSrc.Right = sd.Width;
    boxSrc.Top = 0;
    boxSrc.Bottom = sd.Height;
    boxSrc.Front = 0;
    boxSrc.Back = 1;

    boxDest.Left = 0;
    boxDest.Right = vd.Width;
    boxDest.Top = 0;
    boxDest.Bottom = vd.Height;
    boxDest.Front = iSlice;
    boxDest.Back = iSlice + 1;

    hr = psurf->LockRect(&lr, NULL, 0);
    if (FAILED(hr))
        return hr;

    hr = D3DXLoadVolumeFromMemory(pVolume, NULL, &boxDest, lr.pBits, sd.Format, lr.Pitch, 
        0, NULL, &boxSrc, D3DX_DEFAULT, 0);

    psurf->UnlockRect();

    return hr;
}
Пример #11
0
int surface_getpixel_alpha(int id, int x, int y)
{
  get_surfacev(surface,id,-1);
  if (x < 0) x = 0;
  if (y < 0) y = 0;
  if (x > surface->width || y > surface->height) return 0;

  d3dmgr->EndShapesBatching();
  LPDIRECT3DSURFACE9 pBuffer = surface->surf;
  d3dmgr->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
  D3DSURFACE_DESC desc;
  pBackBuffer->GetDesc(&desc);

  D3DLOCKED_RECT rect;

  pBuffer->LockRect(&rect, NULL, D3DLOCK_READONLY);
  unsigned char* bitmap = static_cast<unsigned char*>(rect.pBits);
  unsigned offset = y * rect.Pitch + x * 4;
  int ret = bitmap[offset];
  pBuffer->UnlockRect();
  delete[] bitmap;

  return ret;
}
Пример #12
0
    // process and render media data
    int render()
    {
        try
        {
            if (m_shutdown)
                return 0;

            // capture user input once
            MODE mode = (m_mode == MODE_GPU_NV12) ? MODE_GPU_RGBA : m_mode;

            HRESULT r;
            LPDIRECT3DSURFACE9 pSurface;

            r = get_surface(&pSurface);
            if (FAILED(r))
            {
                return -1;
            }

            m_timer.start();

            switch (mode)
            {
                case MODE_CPU:
                {
                    // process video frame on CPU
                    D3DLOCKED_RECT memDesc = { 0, NULL };
                    RECT rc = { 0, 0, m_width, m_height };

                    r = pSurface->LockRect(&memDesc, &rc, 0);
                    if (FAILED(r))
                    {
                        return -1;
                    }

                    cv::Mat m(m_height, m_width, CV_8UC4, memDesc.pBits, memDesc.Pitch);

                    if (m_demo_processing)
                    {
                        // blur D3D9 surface with OpenCV on CPU
                        cv::blur(m, m, cv::Size(15, 15), cv::Point(-7, -7));
                    }

                    r = pSurface->UnlockRect();
                    if (FAILED(r))
                    {
                        return -1;
                    }

                    break;
                }

                case MODE_GPU_RGBA:
                {
                    // process video frame on GPU
                    cv::UMat u;

                    cv::directx::convertFromDirect3DSurface9(pSurface, u);

                    if (m_demo_processing)
                    {
                        // blur D3D9 surface with OpenCV on GPU with OpenCL
                        cv::blur(u, u, cv::Size(15, 15), cv::Point(-7, -7));
                    }

                    cv::directx::convertToDirect3DSurface9(u, pSurface);

                    break;
                }

            } // switch

            m_timer.stop();

            print_info(pSurface, mode, m_timer.time(Timer::UNITS::MSEC), m_oclDevName);

            // traditional DX render pipeline:
            //   BitBlt surface to backBuffer and flip backBuffer to frontBuffer
            r = m_pD3D9Dev->StretchRect(pSurface, NULL, m_pBackBuffer, NULL, D3DTEXF_NONE);
            if (FAILED(r))
            {
                return -1;
            }

            // present the back buffer contents to the display
            r = m_pD3D9Dev->Present(NULL, NULL, NULL, NULL);
            if (FAILED(r))
            {
                return -1;
            }
        }  // try

        catch (cv::Exception& e)
        {
            std::cerr << "Exception: " << e.what() << std::endl;
            return 10;
        }

        return 0;
    } // render()
Пример #13
0
HRESULT KG3DSelector::OnRender()
{
	HRESULT hRetCode = E_FAIL;
	HRESULT hResult = E_FAIL;
	D3DLOCKED_RECT Rect;
	LPDIRECT3DSURFACE9 pResultColor = NULL;
	LPDIRECT3DSURFACE9 pStencilRT = NULL;
	D3DVIEWPORT9 vp;
	D3DVIEWPORT9 vpNew;
	KG3DRenderState RenderState;
	DWORD dwSelectIndex = 0xff;
	g_pd3dDevice->GetViewport(&vp);
		
	vpNew = vp;
	vpNew.X /= m_nScale;
	vpNew.Y /= m_nScale;
	vpNew.Width /= m_nScale;
	vpNew.Height /= m_nScale;
	
	m_dwIndex = 0;//Stencil Index清零
	KG_PROCESS_SUCCESS(!m_vecModels.size());
		
	hResult = g_pd3dDevice->GetRenderTarget(0, &m_pRTSave);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = g_pd3dDevice->GetDepthStencilSurface(&m_pDepthSave);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = m_pStencilRT->GetSurfaceLevel(0, &pStencilRT);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = g_pd3dDevice->SetRenderTarget(0, pStencilRT);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = g_pd3dDevice->SetDepthStencilSurface(m_pStencilDepth);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 1L);
	KG_COM_PROCESS_ERROR(hResult);
	
	g_pd3dDevice->SetViewport(&vpNew);

	RenderModelList();
	
	if (0)
	{
		D3DXSaveTextureToFile("d:\\test.tga", D3DXIFF_TGA, m_pStencilRT, NULL);
	}

	hResult = g_pd3dDevice->SetTexture(0, m_pStencilRT);
	KG_COM_PROCESS_ERROR(hResult);

	g_pd3dDevice->SetTexture(1, NULL);

	hResult = g_pd3dDevice->SetDepthStencilSurface(NULL);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = g_pd3dDevice->SetRenderTarget(0, m_pRT);
	KG_COM_PROCESS_ERROR(hResult);
	
	RenderState.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);

	float fU = float(m_MousePoint.x) / m_nWidth ;
	float fV = float(m_MousePoint.y) / m_nHeight;

	ScreenRect[0].vec2UV = D3DXVECTOR2(fU, fV);
	ScreenRect[1].vec2UV = D3DXVECTOR2(fU, fV);
	ScreenRect[2].vec2UV = D3DXVECTOR2(fU, fV);
	ScreenRect[3].vec2UV = D3DXVECTOR2(fU, fV);

	hResult = g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0xffffffff, 1.0f, 1L);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = g_pd3dDevice->SetFVF(SelectorVertex::dwFVF);
	KG_COM_PROCESS_ERROR(hResult);

	RenderState.SetRenderState(D3DRS_FOGENABLE, FALSE);
	RenderState.SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
	RenderState.SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
	RenderState.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
	RenderState.SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);

	hResult = g_pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, ScreenRect, sizeof(SelectorVertex));
	KG_COM_PROCESS_ERROR(hResult);

	hResult = m_pResult->GetSurfaceLevel(0, &pResultColor);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = g_pd3dDevice->GetRenderTargetData(m_pRT, pResultColor);
	KG_COM_PROCESS_ERROR(hResult);

	hResult = pResultColor->LockRect(&Rect, NULL, 0);
	KG_COM_PROCESS_ERROR(hResult);

	BYTE *pBit = (BYTE*)Rect.pBits;
	dwSelectIndex = *(pBit + 2);

	pResultColor->UnlockRect();
	KG_COM_PROCESS_ERROR(hResult);

	if (dwSelectIndex != 0xff)
	{
		_ASSERTE(dwSelectIndex < m_vecModels.size());
		m_pSelectedModel = m_vecModels[dwSelectIndex];
	}
	else
	{
		//模糊选择, 在所有的模型都没有精确选中的时候, 选中离镜头最近的那一个
		D3DXVECTOR3 vec3CamPos;
		float fNear = 9999999999.f;
		DWORD dwNear = 0xffffffff;
		g_cGraphicsTool.GetCamera()->GetPosition(&vec3CamPos);
		for (size_t i = 0; i < m_vecModels.size(); i++)
		{
			D3DXVECTOR3 vec3Length = vec3CamPos - D3DXVECTOR3(m_vecModels[i]->m_matWorld._41, 
				m_vecModels[i]->m_matWorld._42, 
				m_vecModels[i]->m_matWorld._43);
			
			float fLength = vec3Length.x * vec3Length.x + vec3Length.y * vec3Length.y + vec3Length.z * vec3Length.z;
			if (fLength < fNear)
			{
				fNear = fLength;
				dwNear = static_cast<DWORD>(i);
			}
		}
		m_pSelectedModel = m_vecModels[dwNear];
	}

	m_bSelected = TRUE;

Exit1:
	hRetCode = S_OK;
Exit0:
	
	if (!m_bSelected)
	{
		m_pSelectedModel = NULL;
	}
		
	m_vecModels.clear();
	SAFE_RELEASE(pStencilRT);
	SAFE_RELEASE(pResultColor);
	if (m_pRTSave)
	{
		g_pd3dDevice->SetRenderTarget(0, m_pRTSave);
	}
	if (m_pDepthSave)
	{
		g_pd3dDevice->SetDepthStencilSurface(m_pDepthSave);
		g_pd3dDevice->SetViewport(&vp);
	}
	
	SAFE_RELEASE(pResultColor);
	SAFE_RELEASE(m_pRTSave);
	SAFE_RELEASE(m_pDepthSave);
	return hRetCode;
}
Пример #14
0
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetDeviceCursor
// Desc: Gives the D3D device a cursor with image and hotspot from hCursor.
//-----------------------------------------------------------------------------
HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE9 pd3dDevice, HCURSOR hCursor,
                                 BOOL bAddWatermark )
{
    HRESULT hr = E_FAIL;
    ICONINFO iconinfo;
    BOOL bBWCursor;
    LPDIRECT3DSURFACE9 pCursorSurface = NULL;
    HDC hdcColor = NULL;
    HDC hdcMask = NULL;
    HDC hdcScreen = NULL;
    BITMAP bm;
    DWORD dwWidth;
    DWORD dwHeightSrc;
    DWORD dwHeightDest;
    COLORREF crColor;
    COLORREF crMask;
    UINT x;
    UINT y;
    BITMAPINFO bmi;
    COLORREF* pcrArrayColor = NULL;
    COLORREF* pcrArrayMask = NULL;
    DWORD* pBitmap;
    HGDIOBJ hgdiobjOld;

    ZeroMemory( &iconinfo, sizeof(iconinfo) );
    if( !GetIconInfo( hCursor, &iconinfo ) )
        goto End;

    if (0 == GetObject((HGDIOBJ)iconinfo.hbmMask, sizeof(BITMAP), (LPVOID)&bm))
        goto End;
    dwWidth = bm.bmWidth;
    dwHeightSrc = bm.bmHeight;

    if( iconinfo.hbmColor == NULL )
    {
        bBWCursor = TRUE;
        dwHeightDest = dwHeightSrc / 2;
    }
    else 
    {
        bBWCursor = FALSE;
        dwHeightDest = dwHeightSrc;
    }

    // Create a surface for the fullscreen cursor
    if( FAILED( hr = pd3dDevice->CreateOffscreenPlainSurface( dwWidth, dwHeightDest, 
        D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pCursorSurface, 0 ) ) )
    {
        goto End;
    }

    pcrArrayMask = new DWORD[dwWidth * dwHeightSrc];

    ZeroMemory(&bmi, sizeof(bmi));
    bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
    bmi.bmiHeader.biWidth = dwWidth;
    bmi.bmiHeader.biHeight = dwHeightSrc;
    bmi.bmiHeader.biPlanes = 1;
    bmi.bmiHeader.biBitCount = 32;
    bmi.bmiHeader.biCompression = BI_RGB;

    hdcScreen = GetDC( NULL );
    hdcMask = CreateCompatibleDC( hdcScreen );
    if( hdcMask == NULL )
    {
        hr = E_FAIL;
        goto End;
    }
    hgdiobjOld = SelectObject(hdcMask, iconinfo.hbmMask);
    GetDIBits(hdcMask, iconinfo.hbmMask, 0, dwHeightSrc, 
        pcrArrayMask, &bmi, DIB_RGB_COLORS);
    SelectObject(hdcMask, hgdiobjOld);

    if (!bBWCursor)
    {
        pcrArrayColor = new DWORD[dwWidth * dwHeightDest];
        hdcColor = CreateCompatibleDC( hdcScreen );
        if( hdcColor == NULL )
        {
            hr = E_FAIL;
            goto End;
        }
        SelectObject(hdcColor, iconinfo.hbmColor);
        GetDIBits(hdcColor, iconinfo.hbmColor, 0, dwHeightDest, 
            pcrArrayColor, &bmi, DIB_RGB_COLORS);
    }

    // Transfer cursor image into the surface
    D3DLOCKED_RECT lr;
    pCursorSurface->LockRect( &lr, NULL, 0 );
    pBitmap = (DWORD*)lr.pBits;
    for( y = 0; y < dwHeightDest; y++ )
    {
        for( x = 0; x < dwWidth; x++ )
        {
            if (bBWCursor)
            {
                crColor = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
                crMask = pcrArrayMask[dwWidth*(dwHeightSrc-1-y) + x];
            }
            else
            {
                crColor = pcrArrayColor[dwWidth*(dwHeightDest-1-y) + x];
                crMask = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
            }
            if (crMask == 0)
                pBitmap[dwWidth*y + x] = 0xff000000 | crColor;
            else
                pBitmap[dwWidth*y + x] = 0x00000000;

            // It may be helpful to make the D3D cursor look slightly 
            // different from the Windows cursor so you can distinguish 
            // between the two when developing/testing code.  When
            // bAddWatermark is TRUE, the following code adds some
            // small grey "D3D" characters to the upper-left corner of
            // the D3D cursor image.
            if( bAddWatermark && x < 12 && y < 5 )
            {
                // 11.. 11.. 11.. .... CCC0
                // 1.1. ..1. 1.1. .... A2A0
                // 1.1. .1.. 1.1. .... A4A0
                // 1.1. ..1. 1.1. .... A2A0
                // 11.. 11.. 11.. .... CCC0

                const WORD wMask[5] = { 0xccc0, 0xa2a0, 0xa4a0, 0xa2a0, 0xccc0 };
                if( wMask[y] & (1 << (15 - x)) )
                {
                    pBitmap[dwWidth*y + x] |= 0xff808080;
                }
            }
        }
    }
    pCursorSurface->UnlockRect();

    // Set the device cursor
    if( FAILED( hr = pd3dDevice->SetCursorProperties( iconinfo.xHotspot, 
        iconinfo.yHotspot, pCursorSurface ) ) )
    {
        goto End;
    }

    hr = S_OK;

End:
    if( iconinfo.hbmMask != NULL )
        DeleteObject( iconinfo.hbmMask );
    if( iconinfo.hbmColor != NULL )
        DeleteObject( iconinfo.hbmColor );
    if( hdcScreen != NULL )
        ReleaseDC( NULL, hdcScreen );
    if( hdcColor != NULL )
        DeleteDC( hdcColor );
    if( hdcMask != NULL )
        DeleteDC( hdcMask );
    SAFE_DELETE_ARRAY( pcrArrayColor );
    SAFE_DELETE_ARRAY( pcrArrayMask );
    SAFE_RELEASE( pCursorSurface );
    return hr;
}
Пример #15
0
/// Load a texture from a proper DDSFile instance.
bool GFXD3D9TextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
{
   PROFILE_SCOPE(GFXD3D9TextureManager_loadTextureDDS);

   GFXD3D9TextureObject *texture = static_cast<GFXD3D9TextureObject*>(aTexture);

   // Fill the texture...
   for( int i = 0; i < aTexture->mMipLevels; i++ )
   {
      PROFILE_SCOPE(GFXD3DTexMan_loadSurface);

      LPDIRECT3DSURFACE9 surf = NULL;
      D3D9Assert(texture->get2DTex()->GetSurfaceLevel( i, &surf ), "Failed to get surface");

#if defined(TORQUE_OS_XENON)
      XGTEXTURE_DESC surfDesc;
      dMemset(&surfDesc, 0, sizeof(XGTEXTURE_DESC));
      XGGetSurfaceDesc(surf, &surfDesc);

      RECT srcRect;
      srcRect.top = srcRect.left = 0;
      srcRect.bottom = dds->getHeight(i);
      srcRect.right = dds->getWidth(i);

      D3DXLoadSurfaceFromMemory(surf, NULL, NULL, dds->mSurfaces[0]->mMips[i],
         (D3DFORMAT)MAKELINFMT(GFXD3D9TextureFormat[dds->mFormat]), dds->getSurfacePitch(i), 
         NULL, &srcRect, false, 0, 0, D3DX_FILTER_NONE, 0);
#else

      GFXD3D9Device* dev = static_cast<GFXD3D9Device *>(GFX);

      if (dev->isD3D9Ex())
      {
         RECT r;
         r.top = r.left = 0;
         r.bottom = dds->getHeight(i);
         r.right = dds->getWidth(i);
         D3DXLoadSurfaceFromMemory(surf, NULL, NULL, dds->mSurfaces[0]->mMips[i], GFXD3D9TextureFormat[dds->mFormat], dds->getSurfacePitch(i), NULL, &r, D3DX_DEFAULT, 0);
      }
      else
      {
         D3DLOCKED_RECT lockedRect;
         D3D9Assert( surf->LockRect( &lockedRect, NULL, 0 ), "Failed to lock surface level for load" );

         AssertFatal( dds->mSurfaces.size() > 0, "Assumption failed. DDSFile has no surfaces." );

         if ( dds->getSurfacePitch( i ) != lockedRect.Pitch )
         {
            // Do a row-by-row copy.
            U32 srcPitch = dds->getSurfacePitch( i );
            U32 srcHeight = dds->getHeight();
            U8* srcBytes = dds->mSurfaces[0]->mMips[i];
            U8* dstBytes = (U8*)lockedRect.pBits;
            for (U32 i = 0; i<srcHeight; i++)          
            {
               dMemcpy( dstBytes, srcBytes, srcPitch );
               dstBytes += lockedRect.Pitch;
               srcBytes += srcPitch;
            }           
            surf->UnlockRect();
            surf->Release();

            return true;
         }

         dMemcpy( lockedRect.pBits, dds->mSurfaces[0]->mMips[i], dds->getSurfaceSize(i) );

         surf->UnlockRect();
      }
#endif

      surf->Release();
   }

   return true;
}
Пример #16
0
//-----------------------------------------------------------------------------
// loadTexture - GBitmap
//-----------------------------------------------------------------------------
bool GFXD3D9TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
{
   PROFILE_SCOPE(GFXD3D9TextureManager_loadTexture);

   GFXD3D9TextureObject *texture = static_cast<GFXD3D9TextureObject*>(aTexture);

#ifdef TORQUE_OS_XENON
   // If the texture is currently bound, it needs to be unbound before modifying it
   if( texture->getTex() && texture->getTex()->IsSet( mD3DDevice ) )
   {
      mD3DDevice->SetTexture( 0, NULL );
      mD3DDevice->SetTexture( 1, NULL );
      mD3DDevice->SetTexture( 2, NULL );
      mD3DDevice->SetTexture( 3, NULL );
      mD3DDevice->SetTexture( 4, NULL );
      mD3DDevice->SetTexture( 5, NULL );
      mD3DDevice->SetTexture( 6, NULL );
      mD3DDevice->SetTexture( 7, NULL );
   }
#endif

   // Check with profiler to see if we can do automatic mipmap generation.
   const bool supportsAutoMips = GFX->getCardProfiler()->queryProfile("autoMipMapLevel", true);

   // Helper bool
   const bool isCompressedTexFmt = aTexture->mFormat >= GFXFormatDXT1 && aTexture->mFormat <= GFXFormatDXT5;

   GFXD3D9Device* dev = static_cast<GFXD3D9Device *>(GFX);

   // Settings for mipmap generation
   U32 maxDownloadMip = pDL->getNumMipLevels();
   U32 nbMipMapLevel  = pDL->getNumMipLevels();

   if( supportsAutoMips && !isCompressedTexFmt )
   {
      maxDownloadMip = 1;
      nbMipMapLevel  = aTexture->mMipLevels;
   }

   // Fill the texture...
   for( int i = 0; i < maxDownloadMip; i++ )
   {
      LPDIRECT3DSURFACE9 surf = NULL;
      D3D9Assert(texture->get2DTex()->GetSurfaceLevel( i, &surf ), "Failed to get surface");

      D3DLOCKED_RECT lockedRect;

#ifdef TORQUE_OS_XENON
      // On the 360, doing a LockRect doesn't work like it does with untiled memory
      // so instead swizzle into some temporary memory, and then later use D3DX
      // to do the upload properly.
      FrameTemp<U8> swizzleMem(pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
      lockedRect.pBits = (void*)~swizzleMem;
#else
      U32 waterMark = 0;
      if (!dev->isD3D9Ex())
         surf->LockRect( &lockedRect, NULL, 0 );
      else
      {
         waterMark = FrameAllocator::getWaterMark();
         lockedRect.pBits = static_cast<void*>(FrameAllocator::alloc(pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel()));
      }
#endif
      
      switch( texture->mFormat )
      {
      case GFXFormatR8G8B8:
         {
            PROFILE_SCOPE(Swizzle24_Upload);
            AssertFatal( pDL->getFormat() == GFXFormatR8G8B8, "Assumption failed" );
            GFX->getDeviceSwizzle24()->ToBuffer( lockedRect.pBits, pDL->getBits(i), 
               pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel() );
         }
         break;

      case GFXFormatR8G8B8A8:
      case GFXFormatR8G8B8X8:
         {
            PROFILE_SCOPE(Swizzle32_Upload);
            GFX->getDeviceSwizzle32()->ToBuffer( lockedRect.pBits, pDL->getBits(i), 
               pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel() );
         }
         break;

      default:
         {
            // Just copy the bits in no swizzle or padding
            PROFILE_SCOPE(SwizzleNull_Upload);
            AssertFatal( pDL->getFormat() == texture->mFormat, "Format mismatch" );
            dMemcpy( lockedRect.pBits, pDL->getBits(i), 
               pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel() );
         }
      }

#ifdef TORQUE_OS_XENON
      RECT srcRect;
      srcRect.bottom = pDL->getHeight(i);
      srcRect.top = 0;
      srcRect.left = 0;
      srcRect.right = pDL->getWidth(i);

      D3DXLoadSurfaceFromMemory(surf, NULL, NULL, ~swizzleMem, (D3DFORMAT)MAKELINFMT(GFXD3D9TextureFormat[pDL->getFormat()]),
         pDL->getWidth(i) * pDL->getBytesPerPixel(), NULL, &srcRect, false, 0, 0, D3DX_FILTER_NONE, 0);
#else
      if (!dev->isD3D9Ex())
         surf->UnlockRect();
      else
      {
         RECT srcRect;
         srcRect.top = 0;
         srcRect.left = 0;
         srcRect.right = pDL->getWidth(i);
         srcRect.bottom = pDL->getHeight(i);
         D3DXLoadSurfaceFromMemory(surf, NULL, NULL, lockedRect.pBits, GFXD3D9TextureFormat[pDL->getFormat()], pDL->getBytesPerPixel() * pDL->getWidth(i), NULL, &srcRect, D3DX_DEFAULT, 0);
         FrameAllocator::setWaterMark(waterMark);
      }
#endif
      
      surf->Release();
   }

   return true;          
}
Пример #17
0
bool CScreenshotSurface::capture()
{

#ifdef HAS_DX
  LPDIRECT3DSURFACE9 lpSurface = NULL, lpBackbuffer = NULL;
  g_graphicsContext.Lock();
  if (g_application.IsPlayingVideo())
  {
#ifdef HAS_VIDEO_PLAYBACK
    g_renderManager.SetupScreenshot();
#endif
  }
  g_application.RenderNoPresent();

  if (FAILED(g_Windowing.Get3DDevice()->CreateOffscreenPlainSurface(g_Windowing.GetWidth(), g_Windowing.GetHeight(), D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &lpSurface, NULL)))
    return false;

  if (FAILED(g_Windowing.Get3DDevice()->GetRenderTarget(0, &lpBackbuffer)))
    return false;

  // now take screenshot
  if (SUCCEEDED(g_Windowing.Get3DDevice()->GetRenderTargetData(lpBackbuffer, lpSurface)))
  {
    D3DLOCKED_RECT lr;
    D3DSURFACE_DESC desc;
    lpSurface->GetDesc(&desc);
    if (SUCCEEDED(lpSurface->LockRect(&lr, NULL, D3DLOCK_READONLY)))
    {
      m_width = desc.Width;
      m_height = desc.Height;
      m_stride = lr.Pitch;
      m_buffer = new unsigned char[m_height * m_stride];
      memcpy(m_buffer, lr.pBits, m_height * m_stride);
      lpSurface->UnlockRect();
    }
    else
    {
      CLog::Log(LOGERROR, "%s LockRect failed", __FUNCTION__);
    }
  }
  else
  {
    CLog::Log(LOGERROR, "%s GetBackBuffer failed", __FUNCTION__);
  }
  lpSurface->Release();
  lpBackbuffer->Release();

  g_graphicsContext.Unlock();

#elif defined(HAS_GL) || defined(HAS_GLES)

  g_graphicsContext.BeginPaint();
  if (g_application.IsPlayingVideo())
  {
#ifdef HAS_VIDEO_PLAYBACK
    g_renderManager.SetupScreenshot();
#endif
  }
  g_application.RenderNoPresent();
#ifndef HAS_GLES
  glReadBuffer(GL_BACK);
#endif
  //get current viewport
  GLint viewport[4];
  glGetIntegerv(GL_VIEWPORT, viewport);

  m_width  = viewport[2] - viewport[0];
  m_height = viewport[3] - viewport[1];
  m_stride = m_width * 4;
  unsigned char* surface = new unsigned char[m_stride * m_height];

  //read pixels from the backbuffer
#if HAS_GLES == 2
  glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)surface);
#else
  glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)surface);
#endif
  g_graphicsContext.EndPaint();

  //make a new buffer and copy the read image to it with the Y axis inverted
  m_buffer = new unsigned char[m_stride * m_height];
  for (int y = 0; y < m_height; y++)
  {
#ifdef HAS_GLES
    // we need to save in BGRA order so XOR Swap RGBA -> BGRA
    unsigned char* swap_pixels = surface + (m_height - y - 1) * m_stride;
    for (int x = 0; x < m_width; x++, swap_pixels+=4)
    {
      std::swap(swap_pixels[0], swap_pixels[2]);
    }   
#endif
    memcpy(m_buffer + y * m_stride, surface + (m_height - y - 1) *m_stride, m_stride);
  }

  delete [] surface;

#else
  //nothing to take a screenshot from
  return false;
#endif

  return true;
}
Пример #18
0
STDMETHODIMP CLAVSubtitleConsumer::ProcessFrame(LAVFrame *pFrame)
{
  CheckPointer(m_pProvider, E_FAIL);
  HRESULT hr = S_OK;
  LPDIRECT3DSURFACE9 pSurface = nullptr;

  // Wait for the requested frame
  m_evFrame.Wait();

  if (m_SubtitleFrame != nullptr) {
    int count = 0;
    if (FAILED(m_SubtitleFrame->GetBitmapCount(&count))) {
      count = 0;
    }

    if (count == 0) {
      SafeRelease(&m_SubtitleFrame);
      return S_FALSE;
    }

    BYTE *data[4] = {0};
    ptrdiff_t stride[4] = {0};
    LAVPixelFormat format = pFrame->format;
    int bpp = pFrame->bpp;

    if (pFrame->format == LAVPixFmt_DXVA2) {
      // Copy the surface, if required
      if (!(pFrame->flags & LAV_FRAME_FLAG_BUFFER_MODIFY)) {
        IMediaSample *pOrigSample = (IMediaSample *)pFrame->data[0];
        LPDIRECT3DSURFACE9 pOrigSurface = (LPDIRECT3DSURFACE9)pFrame->data[3];

        hr = m_pLAVVideo->GetD3DBuffer(pFrame);
        if (FAILED(hr)) {
          DbgLog((LOG_TRACE, 10, L"CLAVSubtitleConsumer::ProcessFrame: getting a new D3D buffer failed"));
        } else {
          IMediaSample *pNewSample = (IMediaSample *)pFrame->data[0];
          pSurface = (LPDIRECT3DSURFACE9)pFrame->data[3];
          IDirect3DDevice9 *pDevice = nullptr;
          if (SUCCEEDED(hr = pSurface->GetDevice(&pDevice))) {
            hr = pDevice->StretchRect(pOrigSurface, nullptr, pSurface, nullptr, D3DTEXF_NONE);
            if (SUCCEEDED(hr)) {
              pFrame->flags |= LAV_FRAME_FLAG_BUFFER_MODIFY|LAV_FRAME_FLAG_DXVA_NOADDREF;
              pOrigSurface = nullptr;

              // Release the surface, we only want to hold a ref on the media buffer
              pSurface->Release();
            }
            SafeRelease(&pDevice);
          }
          if (FAILED(hr)) {
            DbgLog((LOG_TRACE, 10, L"CLAVSubtitleConsumer::ProcessFrame: processing d3d buffer failed, restoring previous buffer"));
            pNewSample->Release();
            pSurface->Release();
            pFrame->data[0] = (BYTE *)pOrigSample;
            pFrame->data[3] = (BYTE *)pOrigSurface;
          }
        }
      }
      pSurface = (LPDIRECT3DSURFACE9)pFrame->data[3];

      D3DSURFACE_DESC surfaceDesc;
      pSurface->GetDesc(&surfaceDesc);

      D3DLOCKED_RECT LockedRect;
      hr = pSurface->LockRect(&LockedRect, nullptr, 0);
      if (FAILED(hr)) {
        DbgLog((LOG_TRACE, 10, L"pSurface->LockRect failed (hr: %X)", hr));
        SafeRelease(&m_SubtitleFrame);
        return E_FAIL;
      }

      data[0] = (BYTE *)LockedRect.pBits;
      data[1] = data[0] + (surfaceDesc.Height * LockedRect.Pitch);
      stride[0] = LockedRect.Pitch;
      stride[1] = LockedRect.Pitch;

      format = LAVPixFmt_NV12;
      bpp = 8;
    } else {
      if (!(pFrame->flags & LAV_FRAME_FLAG_BUFFER_MODIFY)) {
        CopyLAVFrameInPlace(pFrame);
      }
      memcpy(&data, &pFrame->data, sizeof(pFrame->data));
      memcpy(&stride, &pFrame->stride, sizeof(pFrame->stride));
    }

    RECT videoRect;
    ::SetRect(&videoRect, 0, 0, pFrame->width, pFrame->height);

    RECT subRect;
    m_SubtitleFrame->GetOutputRect(&subRect);

    ULONGLONG id;
    POINT position;
    SIZE size;
    const uint8_t *rgbData;
    int pitch;
    for (int i = 0; i < count; i++) {
      if (FAILED(m_SubtitleFrame->GetBitmap(i, &id, &position, &size, (LPCVOID *)&rgbData, &pitch))) {
        DbgLog((LOG_TRACE, 10, L"GetBitmap() failed on index %d", i));
        break;
      }
      ProcessSubtitleBitmap(format, bpp, videoRect, data, stride, subRect, position, size, rgbData, pitch);
    }

    if (pSurface)
      pSurface->UnlockRect();

    SafeRelease(&m_SubtitleFrame);
    return S_OK;
  }

  return S_FALSE;
}
Пример #19
0
int Lines::draw(LPDIRECT3DSURFACE9 pBackSurf) {
	HRESULT hr;
	D3DLOCKED_RECT LockedRect;//locked area of display memory(buffer really) we are drawing to
	DWORD* pData;

	int dx, dy, sx, sy, err, e2, i, iend;

	//lock the back buffer, so we can edit the pixels
	hr = pBackSurf->LockRect(&LockedRect, NULL, 0);
	if (FAILED(hr)) {
		Errors::SetError(TEXT("Lines::draw Could not lock the back buffer"));
	}
	pData = (DWORD*)(LockedRect.pBits);

	//line from (100, 100)
	//       to (200, 400)
	for (auto& line : lines) {
		i = line->x + line->y * LockedRect.Pitch / 4; //starting point
		iend = i + line->dx + line->dy * LockedRect.Pitch / 4; //ending point
		dx = abs(line->dx);     // pixels travelled in x
		dy = abs(line->dy);     // pixels traveled in y
		sx = line->dx > 0 ? 1 : -1; // +1 if going right, -1 if going left or vertical
		sy = line->dy > 0 ? 1 : -1; // +1 if going up, -1 if going down or horizontal
		err = (dx>dy ? dx : -dy) / 2;// TODO: figure out what's going on.

		for (;;) {
			pData[i] = colorFinal;
			if (i == iend) //below the pixel assignment to ensure both endpoints get colored.
				break;
			e2 = err;
			if (e2 > -dx) { 
				err -= dy; 
				i += sx; 
			}
			if (e2 < dy) { 
				err += dx; 
				i += sy * LockedRect.Pitch / 4; 
			}
		}
	}

	if (tempLine != NULL) {
		i = tempLine->x + tempLine->y * LockedRect.Pitch / 4; //starting point
		iend = i + tempLine->dx + tempLine->dy * LockedRect.Pitch / 4; //ending point
		dx = abs(tempLine->dx);     // pixels travelled in x
		dy = abs(tempLine->dy);     // pixels traveled in y
		sx = tempLine->dx > 0 ? 1 : -1; // +1 if going right, -1 if going left or vertical
		sy = tempLine->dy > 0 ? 1 : -1; // +1 if going up, -1 if going down or horizontal
		err = (dx>dy ? dx : -dy) / 2;// TODO: figure out what's going on.

		for (;;) {
			pData[i] = colorTemp;
			if (i == iend) //below the pixel assignment to ensure both endpoints get colored.
				break;
			e2 = err;
			if (e2 > -dx) {
				err -= dy;
				i += sx;
			}
			if (e2 < dy) {
				err += dx;
				i += sy * LockedRect.Pitch / 4;
			}
		}
	}

	pBackSurf->UnlockRect();
	pData = 0;

	return S_OK;
}
Пример #20
0
bool Lighting::CreateNormalizationCubeMap(LPDIRECT3DDEVICE9 Device, 
										  unsigned long Size)
{
    HRESULT				Hr;
	unsigned long		i,x,y;
    LPDIRECT3DSURFACE9  CubeMapFace;
	D3DXVECTOR3			N;
    float				W,H;
	unsigned long		*Pixel;
    D3DLOCKED_RECT		Lock;


    if(FAILED(Hr = Device->CreateCubeTexture(Size,1,0,D3DFMT_X8R8G8B8, 
                                             D3DPOOL_MANAGED,&m_CubeNormal,NULL)))
	{
		return(false);
	}
    

    for(i=0; i < 6; i++)
    {
        m_CubeNormal->GetCubeMapSurface((D3DCUBEMAP_FACES)i,0,&CubeMapFace);

		Hr = CubeMapFace->LockRect(&Lock,NULL,0);

		if(FAILED(Hr))
		{
			return(false);
		}

        Pixel = (unsigned long *)Lock.pBits;

        for(y = 0; y < Size; y++)
        {
			H  = (float)y / (float)(Size - 1);			
			H  = (H * 2.0f) - 1.0f;					
            
			for(x = 0; x < Size; x++)
			{
				W = (float)x / (float)(Size - 1);		
				W = (W * 2.0f) - 1.0f;					

				switch(i)
                {
                    case D3DCUBEMAP_FACE_POSITIVE_X:    
							N.x = +1.0f;
							N.y = -H;
							N.z = -W;
							break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_X:    
							N.x = -1.0f;
							N.y = -H;
							N.z = +W;
							break;
                        
                    case D3DCUBEMAP_FACE_POSITIVE_Y:    
							N.x = +W;
							N.y = +1.0f;
							N.z = +H;
							break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_Y:    
							N.x = +W;
							N.y = -1.0f;
							N.z = -H;
							break;
                        
                    case D3DCUBEMAP_FACE_POSITIVE_Z:    
							N.x = +W;
							N.y = -H;
							N.z = +1.0f;
							break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_Z:    
							N.x = -W;
							N.y = -H;
							N.z = -1.0f;
							break;
                }

                D3DXVec3Normalize(&N,&N);

                *Pixel++ = VectorToRGBA(&N);

            }

        }
        

        CubeMapFace->UnlockRect();
        CubeMapFace->Release();
    }

    return(true);

}
Пример #21
0
void VideoCompressor::AddFrame(LPDIRECT3DSURFACE9 Surface, const Vec2i &Start, double TimeInSeconds)
#endif
{
    if(_Clock != NULL)
    {
        TimeInSeconds = _Clock->Elapsed();
    }
    _Sample->SetSampleTime( LONGLONG( TimeInSeconds * 10000000.0 ) );
        
    BYTE *BufferData;
    HRESULT hr = _Buffer->Lock(&BufferData, NULL, NULL);
    PersistentAssert(SUCCEEDED(hr), "_Buffer->Lock failed");

    D3DSURFACE_DESC Desc;
    D3DLOCKED_RECT LockedRect;
    D3DAlwaysValidate(Surface->GetDesc(&Desc), "GetDesc");
    PersistentAssert(Desc.Format == D3DFMT_A8R8G8B8 ||
                     Desc.Format == D3DFMT_X8R8G8B8, "Invalid surface format");
    D3DAlwaysValidate(Surface->LockRect(&LockedRect, NULL, 0), "LockRect");
    
    
    const UINT VideoWidth = _Width;
    const UINT VideoHeight = _Height;
    const UINT BufferPitch = sizeof(RGBColor) * VideoWidth;

    Vec2i CorrectedStart = Start;
    if(CorrectedStart.x < 0)
    {
        CorrectedStart.x = 0;
    }
    if(CorrectedStart.x + VideoWidth > Desc.Width)
    {
        CorrectedStart.x = Desc.Width - VideoWidth;
    }
    if(CorrectedStart.y < 0)
    {
        CorrectedStart.y = 0;
    }
    if(CorrectedStart.y + VideoHeight > Desc.Height)
    {
        CorrectedStart.y = Desc.Height - VideoHeight;
    }
    bool SizingCorrect = (CorrectedStart.x >= 0 && CorrectedStart.x + VideoWidth  <= Desc.Width ) &&
                         (CorrectedStart.y >= 0 && CorrectedStart.y + VideoHeight <= Desc.Height);
    if(!SizingCorrect)
    {
        for(UINT y = 0; y < VideoHeight; y++)
        {
            memset(BufferData + y * BufferPitch, 0, BufferPitch);
        }
    }
    else if(Desc.Format == D3DFMT_A8R8G8B8 || Desc.Format == D3DFMT_X8R8G8B8)
    {
        for(UINT y = 0; y < VideoHeight; y++)
        {
            RGBColor *RowStart = (RGBColor *)((BYTE*)LockedRect.pBits +  (y + CorrectedStart.y) * LockedRect.Pitch);
            memcpy(BufferData + (VideoHeight - 1 - y) * BufferPitch, RowStart + CorrectedStart.x, BufferPitch);
            //for(UINT x = 0; x < _Width; x++)
            //{
            //    (*this)[y][x] = RowStart[x];
            //}
        }
    }
    D3DAlwaysValidate(Surface->UnlockRect(), "UnlockRect");

    _Buffer->Unlock();

    hr = _Writer->WriteSample(0, _Sample);
    PersistentAssert(SUCCEEDED(hr), "WriteSample failed");
}
Пример #22
0
HRESULT CDxtexDoc::LoadAlphaIntoSurface(CString& strPath, LPDIRECT3DSURFACE9 psurf)
{
    HRESULT hr;
    D3DSURFACE_DESC sd;
    LPDIRECT3DDEVICE9 pd3ddev = PDxtexApp()->Pd3ddev();
    LPDIRECT3DTEXTURE9 ptexAlpha;
    LPDIRECT3DSURFACE9 psurfAlpha;
    LPDIRECT3DSURFACE9 psurfTarget;

    psurf->GetDesc(&sd);

    // Load the alpha BMP into psurfAlpha, a new A8R8G8B8 surface
    hr = D3DXCreateTextureFromFileEx(pd3ddev, strPath, sd.Width, sd.Height, 1, 0, 
        D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, 
        D3DX_DEFAULT, 0, NULL, NULL, &ptexAlpha);
    hr = ptexAlpha->GetSurfaceLevel(0, &psurfAlpha);

    // Copy the target surface into an A8R8G8B8 surface
    hr = pd3ddev->CreateOffscreenPlainSurface(sd.Width, sd.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &psurfTarget, NULL);
    hr = D3DXLoadSurfaceFromSurface(psurfTarget, NULL, NULL, psurf, NULL, NULL, 
        D3DX_DEFAULT, 0);

    // Fill in the alpha channels of psurfTarget based on the blue channel of psurfAlpha
    D3DLOCKED_RECT lrSrc;
    D3DLOCKED_RECT lrDest;

    hr = psurfAlpha->LockRect(&lrSrc, NULL, D3DLOCK_READONLY);
    hr = psurfTarget->LockRect(&lrDest, NULL, 0);

    DWORD xp;
    DWORD yp;
    DWORD* pdwRowSrc = (DWORD*)lrSrc.pBits;
    DWORD* pdwRowDest = (DWORD*)lrDest.pBits;
    DWORD* pdwSrc;
    DWORD* pdwDest;
    DWORD dwAlpha;
    LONG dataBytesPerRow = 4 * sd.Width;

    for (yp = 0; yp < sd.Height; yp++)
    {
        pdwSrc = pdwRowSrc;
        pdwDest = pdwRowDest;
        for (xp = 0; xp < sd.Width; xp++)
        {
            dwAlpha = *pdwSrc << 24;
            *pdwDest &= 0x00ffffff;
            *pdwDest |= dwAlpha;

            pdwSrc++;
            pdwDest++;
        }
        pdwRowSrc += lrSrc.Pitch / 4;
        pdwRowDest += lrDest.Pitch / 4;
    }

    psurfAlpha->UnlockRect();
    psurfTarget->UnlockRect();

    // Copy psurfTarget back into real surface
    hr = D3DXLoadSurfaceFromSurface(psurf, NULL, NULL, psurfTarget, NULL, NULL, 
        D3DX_DEFAULT, 0);
    
    // Release allocated interfaces
    ReleasePpo(&psurfTarget);
    ReleasePpo(&psurfAlpha);
    ReleasePpo(&ptexAlpha);

    return S_OK;
}
void* CDX9TextureObject::Read( int level, bool bForceUpdateRead )
{
	ReadyData();

	//level currently ignored, read cannot read mipmaps
	if( m_Texture )
	{
		LPDIRECT3DDEVICE9 pDevice;
		if( !m_Renderer )
		{
			return NULL;
		}
		pDevice = (LPDIRECT3DDEVICE9)m_Renderer->GetAPIDevice();
		if( !pDevice )
		{
			return NULL;
		}

		int iTextureSize = (GetColorDepth() / 8) * GetWidth() * GetHeight();
		// delete the old buffer if our current one is the wrong size
		if (m_pLocalBuffer && (iTextureSize != m_iLocalBufferSize))
		{
			delete[] m_pLocalBuffer;
			m_pLocalBuffer = NULL;
			m_iLocalBufferSize = 0;
		}
		// allocate a new buffer if we don't have one
		if (!m_pLocalBuffer)
		{
			m_pLocalBuffer = new unsigned char[iTextureSize];
			m_iLocalBufferSize = iTextureSize;
		}
		else
		{
			// return current buffer if we aren't forcing a read
			if (!bForceUpdateRead)
				return m_pLocalBuffer;
		}
		//check what kind of a surface it is, we have to get the surface if it's a rendertarget!
		if( !m_bRenderTarget )
		{
			if( m_Compressed )
			{
				LPDIRECT3DSURFACE9 Src = NULL;
				m_Texture->GetSurfaceLevel( 0, &Src );				
				//convert format to argb first
				LPDIRECT3DSURFACE9 tempSurf = NULL;
				HRESULT hr = pDevice->CreateOffscreenPlainSurface( GetWidth(), GetHeight(),
									D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tempSurf, NULL );
				if( hr != D3D_OK ||
					tempSurf == NULL ||
					Src == NULL )
				{
					SAFE_RELEASE( Src );
					SAFE_RELEASE( tempSurf );
					return NULL;
				}

				hr = D3DXLoadSurfaceFromSurface( tempSurf, NULL, NULL, Src, NULL, NULL, D3DX_DEFAULT, 0 );			
				if( hr != D3D_OK )
				{
					return NULL;
				}

				//lock the texture and read the data
				D3DLOCKED_RECT  lockrect;
				hr = tempSurf->LockRect( &lockrect, NULL, D3DLOCK_READONLY );
				if( hr == D3D_OK )
				{
					UINT pixelsize = (GetColorDepth()/8);
					BYTE * srcbits = (BYTE*)lockrect.pBits;
					BYTE * destbits = (BYTE*)m_pLocalBuffer;
					//write the texture to the buffer
					for( UINT i = 0; i < m_Height; i++ )
					{
						memcpy( destbits, srcbits, m_Width*pixelsize );
						//move by pitch
						srcbits  +=  lockrect.Pitch;
						destbits += m_Width*pixelsize;
					}
				}
				tempSurf->UnlockRect();
				SAFE_RELEASE( tempSurf );
				SAFE_RELEASE( Src );
				return m_pLocalBuffer;
			}
			else
			{
				//lock the texture and read the data
				D3DLOCKED_RECT  lockrect;
				HRESULT hr = m_Texture->LockRect( 0, &lockrect, NULL, D3DLOCK_READONLY );
				if( hr == D3D_OK )
				{
					UINT pixelsize = (GetColorDepth()/8);
					BYTE * srcbits = (BYTE*)lockrect.pBits;
					BYTE * destbits = (BYTE*)m_pLocalBuffer;
					//write the texture to the buffer
					for( UINT i = 0; i < m_Height; i++ )
					{
						memcpy( destbits, srcbits, m_Width*pixelsize );
						//move by pitch
						srcbits  +=  lockrect.Pitch;
						destbits += m_Width*pixelsize;
					}
				}
				m_Texture->UnlockRect( 0 );
				return m_pLocalBuffer;
			}
		}else//we are render target, need surface
		{			
			LPDIRECT3DSURFACE9 RenderSurf = NULL;
			LPDIRECT3DSURFACE9 OffSurf = NULL;
			m_Texture->GetSurfaceLevel( 0, &RenderSurf );
			
			if( RenderSurf )
			{
				D3DSURFACE_DESC tDesc;
				m_Texture->GetLevelDesc(0, &tDesc );
				if( FAILED(pDevice->CreateOffscreenPlainSurface( tDesc.Width,
													tDesc.Height,
													tDesc.Format,
													D3DPOOL_SYSTEMMEM,													
													&OffSurf,
													NULL )))
				{
					RenderSurf->Release();
					return NULL;
				}
				if( FAILED( pDevice->GetRenderTargetData( RenderSurf, OffSurf ) ))
				{
					RenderSurf->Release();
					OffSurf->Release();
					return NULL;
				}
				//No need for rendertarget surface anymore
				RenderSurf->Release();
				//lock the texture and read the data
				D3DLOCKED_RECT  lockrect;
				HRESULT hr = OffSurf->LockRect( &lockrect, NULL, D3DLOCK_READONLY );
				if( hr == D3D_OK )
				{
					UINT pixelsize = (GetColorDepth()/8);
					BYTE * srcbits = (BYTE*)lockrect.pBits;
					BYTE * destbits = (BYTE*)m_pLocalBuffer;
					//write the texture to the buffer
					for( UINT i = 0; i < m_Height; i++ )
					{
						memcpy( destbits, srcbits, m_Width*pixelsize );
						//move by pitch
						srcbits  +=  lockrect.Pitch;
						destbits += m_Width*pixelsize;
					}
				}
				OffSurf->UnlockRect();
				OffSurf->Release();
			}
			return m_pLocalBuffer;

		}
	}
	return NULL;
}