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238 lines
6.9 KiB
238 lines
6.9 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsTypes.h"
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#include "plCaptureRender.h"
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#ifndef MF_FRONTBUFF_CAPTURE
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#include "../plGImage/plMipmap.h"
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#include "../plMessage/plCaptureRenderMsg.h"
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#include "plPipeline.h"
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#include "plRenderTarget.h"
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#include "../plScene/plPageTreeMgr.h"
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#include "../plScene/plPostEffectMod.h"
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#include "hsResMgr.h"
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#include "../pnKeyedObject/plUoid.h"
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#include "../pfGameGUIMgr/pfGameGUIMgr.h"
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// CaptureRenderRequest
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//
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void plCaptureRenderRequest::Render(plPipeline* pipe, plPageTreeMgr* pageMgr)
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{
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// If we don't have a render target, something has gone horribly wrong.
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if( !GetRenderTarget() )
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{
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hsAssert(false, "CaptureRenderRequest with no render target");
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return;
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}
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// Set ourselves up like the current pipeline, except with our screen size.
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plViewTransform vt = pipe->GetViewTransform();
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vt.SetViewPort(0, 0, fRenderTarget->GetWidth(), fRenderTarget->GetHeight());
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SetViewTransform(vt);
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SetClearColor(pipe->GetClearColor());
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SetClearDepth(pipe->GetClearDepth());
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// Clear our render target
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// Render the scene
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pipe->PushRenderRequest(this);
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pipe->ClearRenderTarget();
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pageMgr->Render(pipe);
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pipe->PopRenderRequest(this);
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// set up state so we can clear the z-buffer for every gui dialog (and therefore not have it
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// be obscured by other geometry)
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SetRenderState(GetRenderState() & ~plPipeline::kRenderClearColor);
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SetRenderState(GetRenderState() | plPipeline::kRenderClearDepth);
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SetClearDepth(1);
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// render all GUI items
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4 years ago
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pfGameGUIMgr::GetInstance()->SetAspectRatio((float)fRenderTarget->GetWidth() / (float)fRenderTarget->GetHeight());
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std::vector<plPostEffectMod*> guiRenderMods = pfGameGUIMgr::GetInstance()->GetDlgRenderMods();
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for (int i = (int)guiRenderMods.size() - 1; i >= 0; i--) // render in reverse, so dialogs on the bottom get rendered first
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{
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plPageTreeMgr* dlgPageMgr = guiRenderMods[i]->GetPageMgr();
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if (dlgPageMgr)
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{
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SetViewTransform(guiRenderMods[i]->GetViewTransform());
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pipe->PushRenderRequest(this);
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pipe->ClearRenderTarget();
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dlgPageMgr->Render(pipe);
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pipe->PopRenderRequest(this);
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}
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}
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pfGameGUIMgr::GetInstance()->SetAspectRatio((float)pipe->Width() / (float)pipe->Height());
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4 years ago
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// Callback on plCaptureRender to process the render target into a mipmap
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// and send it back to the requester.
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plCaptureRender::IProcess(pipe, GetAck(), GetRenderTarget());
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delete fRenderTarget;
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fRenderTarget = nil;
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}
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hsTArray<plCaptureRenderMsg*> plCaptureRender::fProcessed;
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// plCaptureRender::Capture
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hsBool plCaptureRender::Capture(const plKey& ack, UInt16 width, UInt16 height)
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{
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// Create our render target
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const UInt16 flags = plRenderTarget::kIsOffscreen;
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const UInt8 bitDepth(32);
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const UInt8 zDepth(-1);
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const UInt8 stencilDepth(-1);
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plRenderTarget* rt = TRACKED_NEW plRenderTarget(flags, width, height, bitDepth, zDepth, stencilDepth);
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static int idx=0;
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char buff[32];
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sprintf(buff, "tRT%d", idx++);
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hsgResMgr::ResMgr()->NewKey(buff, rt, ack->GetUoid().GetLocation());
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// Create a render request and render request message
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plCaptureRenderRequest* req = TRACKED_NEW plCaptureRenderRequest;
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const hsScalar pri(-100.f);
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req->SetPriority(pri);
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req->SetRenderTarget(rt);
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const UInt32 renderState
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= plPipeline::kRenderNormal
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| plPipeline::kRenderClearColor
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| plPipeline::kRenderClearDepth;
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req->SetRenderState(renderState);
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// Set the Ack to be our requestor
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req->RequestAck(ack);
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// Submit
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plRenderRequestMsg* msg = TRACKED_NEW plRenderRequestMsg(ack, req);
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hsRefCnt_SafeUnRef(req);
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msg->Send();
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return true;
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}
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// plCaptureRender::IProcess
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hsBool plCaptureRender::IProcess(plPipeline* pipe, const plKey& ack, plRenderTarget* targ)
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{
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// We've just had a successful render into our render target
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// Copy that into a plMipmap
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plMipmap* mipMap = pipe->ExtractMipMap(targ);
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if( !mipMap )
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return false;
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static int currentCapIndex = 0;
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// Mipmap isn't created with a key so let's give it one now
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char buff[512];
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sprintf(buff, "CaptureRender_%d", currentCapIndex++);
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hsgResMgr::ResMgr()->NewKey(buff, mipMap, plLocation::kGlobalFixedLoc);
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mipMap->Ref();
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// Stash it, and send it off during the update phase.
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plCaptureRenderMsg* msg = TRACKED_NEW plCaptureRenderMsg(ack, mipMap);
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fProcessed.Append(msg);
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return true;
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}
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void plCaptureRender::Update()
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{
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int i;
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for( i = 0; i < fProcessed.GetCount(); i++ )
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{
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fProcessed[i]->Send();
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}
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fProcessed.SetCount(0);
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}
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#else // MF_FRONTBUFF_CAPTURE
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#include "plPipeline.h"
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#include "plgDispatch.h"
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#include "../plMessage/plCaptureRenderMsg.h"
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#include "../plGImage/plMipmap.h"
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hsTArray<plCaptureRender::CapInfo> plCaptureRender::fCapReqs;
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void plCaptureRender::Update(plPipeline* pipe)
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{
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int i;
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for( i = 0; i < fCapReqs.GetCount(); i++ )
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{
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plMipmap* mipmap = TRACKED_NEW plMipmap(fCapReqs[i].fWidth, fCapReqs[i].fHeight, plMipmap::kARGB32Config, 1);
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pipe->CaptureScreen(mipmap, false, fCapReqs[i].fWidth, fCapReqs[i].fHeight);
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plCaptureRenderMsg* msg = TRACKED_NEW plCaptureRenderMsg(fCapReqs[i].fAck, mipmap);
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msg->Send();
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}
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fCapReqs.Reset();
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}
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hsBool plCaptureRender::Capture(const plKey& ack, UInt16 width, UInt16 height)
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{
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CapInfo capInfo;
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capInfo.fAck = ack;
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capInfo.fWidth = width;
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capInfo.fHeight = height;
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fCapReqs.Append(capInfo);
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return true;
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}
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#endif // MF_FRONTBUFF_CAPTURE
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