blender/source/gameengine/BlenderRoutines/KX_BlenderGL.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

265 lines
5.9 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_BlenderGL.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "BLF_api.h"
#ifdef __cplusplus
}
#endif
/*
* This little block needed for linking to Blender...
*/
#ifdef WIN32
#include <vector>
#include "BLI_winstuff.h"
#endif
#include <stdlib.h>
#include <string.h>
#include "GL/glew.h"
#include "MEM_guardedalloc.h"
#include "BL_Material.h" // MAXTEX
/* Data types encoding the game world: */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_camera_types.h"
#include "DNA_world_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_material_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_bmfont.h"
#include "BKE_image.h"
#include "BLI_path_util.h"
extern "C" {
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm_event_system.h"
#include "wm_cursors.h"
#include "wm_window.h"
}
/* end of blender block */
/* was in drawmesh.c */
void spack(unsigned int ucol)
{
char *cp= (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void BL_warp_pointer(wmWindow *win, int x,int y)
{
WM_cursor_warp(win, x, y);
}
void BL_SwapBuffers(wmWindow *win)
{
wm_window_swap_buffers(win);
}
void DisableForText()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
if(glIsEnabled(GL_LIGHTING)) {
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
if(GLEW_ARB_multitexture) {
for(int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
}
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)
{
/* gl prepping */
DisableForText();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* the actual drawing */
glColor3ub(255, 255, 255);
BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height)
{
/* This is a rather important line :( The gl-mode hasn't been left
* behind quite as neatly as we'd have wanted to. I don't know
* what cause it, though :/ .*/
DisableForText();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* draw in black first*/
glColor3ub(0, 0, 0);
BLF_draw_default(xco+2, height-yco-2, 0.0f, (char *)text);
glColor3ub(255, 255, 255);
BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_HideMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_NONE);
}
void BL_WaitMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_WAIT);
}
void BL_NormalMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_STD);
}
#define MAX_FILE_LENGTH 512
/* get shot from frontbuffer sort of a copy from screendump.c */
static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
{
int x=0, y=0;
unsigned int *dumprect= NULL;
x= curarea->totrct.xmin;
y= curarea->totrct.ymin;
*dumpsx= curarea->totrct.xmax-x;
*dumpsy= curarea->totrct.ymax-y;
if (*dumpsx && *dumpsy) {
dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
glReadBuffer(GL_FRONT);
glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
glFinish();
glReadBuffer(GL_BACK);
}
return dumprect;
}
/* based on screendump.c::screenshot_exec */
void BL_MakeScreenShot(ScrArea *curarea, const char* filename)
{
char path[MAX_FILE_LENGTH];
strcpy(path,filename);
unsigned int *dumprect;
int dumpsx, dumpsy;
dumprect= screenshot(curarea, &dumpsx, &dumpsy);
if(dumprect) {
ImBuf *ibuf;
BLI_path_abs(path, G.sce);
/* BKE_add_image_extension() checks for if extension was already set */
BKE_add_image_extension(path, R_PNG); /* scene->r.imtype */
ibuf= IMB_allocImBuf(dumpsx, dumpsy, 24, 0, 0);
ibuf->rect= dumprect;
ibuf->ftype= PNG;
IMB_saveiff(ibuf, path, IB_rect);
ibuf->rect= NULL;
IMB_freeImBuf(ibuf);
MEM_freeN(dumprect);
}
}