コード例 #1
0
        public virtual void capture(IRenderingEngine re)
        {
            if (textureId == -1)
            {
                // Texture not yet created... nothing to capture
                return;
            }

            //if (log.DebugEnabled)
            {
                Console.WriteLine(string.Format("GETexture.capture {0}", ToString()));
            }

            prepareBuffer();
            re.bindTexture(textureId);
            re.setTextureFormat(pixelFormat, false);
            re.setPixelStore(bufferWidth, sceDisplay.getPixelFormatBytes(pixelFormat));
            re.getTexImage(0, pixelFormat, pixelFormat, buffer);

            CaptureManager.captureImage(address, 0, buffer, width, height, bufferWidth, pixelFormat, false, 0, true, false);
        }
コード例 #2
0
        public virtual void copyTextureToMemory(IRenderingEngine re)
        {
            if (textureId == -1)
            {
                // Texture not yet created... nothing to copy
                return;
            }

            if (!hasChanged())
            {
                // Texture unchanged... don't copy again
                return;
            }

            //if (log.DebugEnabled)
            {
                Console.WriteLine(string.Format("GETexture.copyTextureToMemory {0}", ToString()));
            }

            Buffer memoryBuffer = Memory.Instance.getBuffer(address, Length);

            prepareBuffer();
            re.bindTexture(textureId);
            re.setTextureFormat(pixelFormat, false);
            re.setPixelStore(bufferWidth, sceDisplay.getPixelFormatBytes(pixelFormat));
            re.getTexImage(0, pixelFormat, pixelFormat, buffer);

            buffer.clear();
            if (buffer is IntBuffer)
            {
                IntBuffer src = (IntBuffer)buffer;
                IntBuffer dst = (IntBuffer)memoryBuffer;
                int       pixelsPerElement = 4 / bytesPerPixel;
                int       copyWidth        = System.Math.Min(width, bufferWidth);
                int       widthLimit       = (copyWidth + pixelsPerElement - 1) / pixelsPerElement;
                int       step             = bufferWidth / pixelsPerElement;
                int       srcOffset        = 0;
                int       dstOffset        = (height - 1) * step;
                // We have received the texture data upside-down, invert it
                for (int y = 0; y < height; y++, srcOffset += step, dstOffset -= step)
                {
                    src.limit(srcOffset + widthLimit);
                    src.position(srcOffset);
                    dst.position(dstOffset);
                    dst.put(src);
                }
            }
            else
            {
                ByteBuffer src        = (ByteBuffer)buffer;
                ByteBuffer dst        = (ByteBuffer)memoryBuffer;
                int        copyWidth  = System.Math.Min(width, bufferWidth);
                int        widthLimit = copyWidth * bytesPerPixel;
                int        step       = bufferWidth * bytesPerPixel;
                int        srcOffset  = 0;
                int        dstOffset  = (height - 1) * step;
                // We have received the texture data upside-down, invert it
                for (int y = 0; y < height; y++, srcOffset += step, dstOffset -= step)
                {
                    src.limit(srcOffset + widthLimit);
                    src.position(srcOffset);
                    dst.position(dstOffset);
                    dst.put(src);
                }
            }

            Changed = false;
        }