blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
Dalai Felinto 6b8ca3ccdf patch [#24178] bge.render.makeScreeshot - with help from Campbell(ideasman42)
This patch brings back the old functionality from Blender 2.49.
However we are forcing the format to be PNG only (as we had previously on blenderplayer).

Note: If letterboxing is on, we are recording only the camera area of the canvas (cool hein?).
Note2: I have a feeling that this is faster than what we had in 2.49 (which was really slow imo). Maybe it could be even faster if we disable PNG compression. Maybe an option for the future.

* patch finalized and committed as part of the BlenderPRO 2010 - BGE development workshop :) *
2010-10-09 13:46:34 +00:00

214 lines
4.3 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "KX_BlenderCanvas.h"
#include "DNA_screen_types.h"
#include "stdio.h"
KX_BlenderCanvas::KX_BlenderCanvas(struct wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
m_win(win),
m_frame_rect(rect)
{
// area boundaries needed for mouse coordinates in Letterbox framing mode
m_area_left = ar->winrct.xmin;
m_area_top = ar->winrct.ymax;
}
KX_BlenderCanvas::~KX_BlenderCanvas()
{
}
void KX_BlenderCanvas::Init()
{
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::SwapBuffers()
{
BL_SwapBuffers(m_win);
}
void KX_BlenderCanvas::BeginFrame()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::EndFrame()
{
// this is needed, else blender distorts a lot
glPopAttrib();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_FOG);
}
void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
{
glClearColor(r,g,b,a);
}
void KX_BlenderCanvas::ClearBuffer(int type)
{
int ogltype = 0;
if (type & RAS_ICanvas::COLOR_BUFFER )
ogltype |= GL_COLOR_BUFFER_BIT;
if (type & RAS_ICanvas::DEPTH_BUFFER )
ogltype |= GL_DEPTH_BUFFER_BIT;
glClear(ogltype);
}
int KX_BlenderCanvas::GetWidth(
) const {
return m_frame_rect.GetWidth();
}
int KX_BlenderCanvas::GetHeight(
) const {
return m_frame_rect.GetHeight();
}
int KX_BlenderCanvas::GetMouseX(int x)
{
float left = GetWindowArea().GetLeft();
return float(x - (left - m_area_left));
}
int KX_BlenderCanvas::GetMouseY(int y)
{
float top = GetWindowArea().GetTop();
return float(y - (m_area_top - top));
}
float KX_BlenderCanvas::GetMouseNormalizedX(int x)
{
int can_x = GetMouseX(x);
return float(can_x)/this->GetWidth();
}
float KX_BlenderCanvas::GetMouseNormalizedY(int y)
{
int can_y = GetMouseY(y);
return float(can_y)/this->GetHeight();
}
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
){
return m_area_rect;
}
void
KX_BlenderCanvas::
SetViewPort(
int x1, int y1,
int x2, int y2
){
/* x1 and y1 are the min pixel coordinate (e.g. 0)
x2 and y2 are the max pixel coordinate
the width,height is calculated including both pixels
therefore: max - min + 1
*/
int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;
int minx = m_frame_rect.GetLeft();
int miny = m_frame_rect.GetBottom();
m_area_rect.SetLeft(minx + x1);
m_area_rect.SetBottom(miny + y1);
m_area_rect.SetRight(minx + x2);
m_area_rect.SetTop(miny + y2);
glViewport(minx + x1, miny + y1, vp_width, vp_height);
glScissor(minx + x1, miny + y1, vp_width, vp_height);
}
void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
{
m_mousestate = mousestate;
switch (mousestate)
{
case MOUSE_INVISIBLE:
{
BL_HideMouse(m_win);
break;
}
case MOUSE_WAIT:
{
BL_WaitMouse(m_win);
break;
}
case MOUSE_NORMAL:
{
BL_NormalMouse(m_win);
break;
}
default:
{
}
}
}
// (0,0) is top left, (width,height) is bottom right
void KX_BlenderCanvas::SetMousePosition(int x,int y)
{
int winX = m_frame_rect.GetLeft();
int winY = m_frame_rect.GetBottom();
int winH = m_frame_rect.GetHeight();
BL_warp_pointer(m_win, winX + x, winY + (winH-y));
}
void KX_BlenderCanvas::MakeScreenShot(const char* filename)
{
ScrArea area_dummy= {0};
area_dummy.totrct.xmin = m_frame_rect.GetLeft();
area_dummy.totrct.xmax = m_frame_rect.GetRight();
area_dummy.totrct.ymin = m_frame_rect.GetBottom();
area_dummy.totrct.ymax = m_frame_rect.GetTop();
BL_MakeScreenShot(&area_dummy, filename);
}