AnimTestbed/3rdparty/ozz-animation/samples/framework/internal/shooter.h

96 lines
3.8 KiB
C++

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