96 lines
3.8 KiB
C++
96 lines
3.8 KiB
C++
//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_SAMPLES_FRAMEWORK_INTERNAL_SHOOTER_H_
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#define OZZ_SAMPLES_FRAMEWORK_INTERNAL_SHOOTER_H_
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#include "ozz/base/containers/vector.h"
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#include "framework/image.h"
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namespace ozz {
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namespace sample {
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namespace internal {
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// Implements GL screen shot and video shooter
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class Shooter {
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public:
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Shooter();
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virtual ~Shooter();
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// Resize notification, used to resize memory buffers.
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void Resize(int _width, int _height);
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// Updates shooter (output captured buffers to memory).
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bool Update();
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// Captures current (GL_FRONT or GL_BACK) _buffer to memory.
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bool Capture(int _buffer);
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private:
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// Updates all cooldowns and process terminated shots. Returns false if it
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// fails, true on success or empty stack.
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bool Process();
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// Processes all shots from the stack. Returns false if it fails, true on
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// success or empty stack.
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bool ProcessAll();
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// Defines shot buffer (pbo) and data.
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struct Shot {
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unsigned int pbo;
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int width;
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int height;
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int cooldown; // Shot is processed when cooldown falls to 0.
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Shot() : pbo(0), width(0), height(0), cooldown(0) {}
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};
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// Array of pre-allocated shots, used to allow asynchronous dma transfers of
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// pbos.
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enum {
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kInitialCountDown = 2, // Allows to delay pbo mapping 2 rendering frames.
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kNumShots = kInitialCountDown,
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};
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Shot shots_[kNumShots];
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// Format of pixels to use to glReadPixels calls.
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int gl_shot_format_;
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// Image format that matches GL format.
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image::Format::Value image_format_;
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// Shot number, used to name images.
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int shot_number_;
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// Is the shooter functionality supported.
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bool supported_;
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};
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} // namespace internal
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} // namespace sample
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} // namespace ozz
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#endif // OZZ_SAMPLES_FRAMEWORK_INTERNAL_SHOOTER_H_
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