blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
Brecht Van Lommel d579ea2901 Fix #34863: bge.render.makeScreenshot from Blender was only saving PNG files,
while the docs said it followed the settings in the Output panel, other file
formats work now.

Benderplayer still only saves PNG now as documented, but I cleaned up the code
there to reuse existing imbuf functions rather than using own libpng code.
2013-04-04 14:00:31 +00:00

262 lines
5.4 KiB
C++

/*
* ***** 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 *****
*/
/** \file gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
* \ingroup blroutines
*/
#include "KX_BlenderCanvas.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include <stdio.h>
#include <assert.h>
KX_BlenderCanvas::KX_BlenderCanvas(struct wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
m_win(win),
m_frame_rect(rect)
{
// initialize area so that it's available for game logic on frame 1 (ImageViewport)
m_area_rect = rect;
// area boundaries needed for mouse coordinates in Letterbox framing mode
m_area_left = ar->winrct.xmin;
m_area_top = ar->winrct.ymax;
glGetIntegerv(GL_VIEWPORT, (GLint *)m_viewport);
}
KX_BlenderCanvas::~KX_BlenderCanvas()
{
}
void KX_BlenderCanvas::Init()
{
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::SwapBuffers()
{
BL_SwapBuffers(m_win);
}
void KX_BlenderCanvas::ResizeWindow(int width, int height)
{
// Not implemented for the embedded player
}
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)
{
int left = GetWindowArea().GetLeft();
return x - (left - m_area_left);
}
int KX_BlenderCanvas::GetMouseY(int y)
{
int top = GetWindowArea().GetTop();
return 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);
m_viewport[0] = minx+x1;
m_viewport[1] = miny+y1;
m_viewport[2] = vp_width;
m_viewport[3] = vp_height;
glViewport(minx + x1, miny + y1, vp_width, vp_height);
glScissor(minx + x1, miny + y1, vp_width, vp_height);
}
void
KX_BlenderCanvas::
UpdateViewPort(
int x1, int y1,
int x2, int y2
) {
m_viewport[0] = x1;
m_viewport[1] = y1;
m_viewport[2] = x2;
m_viewport[3] = y2;
}
const int*
KX_BlenderCanvas::
GetViewPort() {
#ifdef DEBUG
// If we're in a debug build, we might as well make sure our values don't differ
// from what the gpu thinks we have. This could lead to nasty, hard to find bugs.
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
assert(viewport[0] == m_viewport[0]);
assert(viewport[1] == m_viewport[1]);
assert(viewport[2] == m_viewport[2]);
assert(viewport[3] == m_viewport[3]);
#endif
return m_viewport;
}
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(m_win->screen, &area_dummy, filename);
}