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/*
render/screenshot.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <iomanip>
#include "auxiliary/functions.h"
#include "core/core.h"
#include "core/application.h"
#include "filesystem/filesystem.h"
#include "render/camera.h"
#include "render/draw.h"
#include "render/state.h"
#include "render/screenshot.h"
#include "render/image.h"
#include "render/jpgfile.h"
#include "render/pngfile.h"
#include "render/tgafile.h"
#include "render/gl.h"
#include <SDL/SDL.h>
namespace render
{
core::Cvar *Screenshot::screenshotformat = 0;
core::Cvar *Screenshot::screenshotquality = 0;
int Screenshot::current_number = 0;
int Screenshot::current_date = 0;
void Screenshot::savegameshot(const std::string & filename)
{
// TODO do the actual drawing
// Clear the color and depth buffers.
gl::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set camera transformation
Camera::frame(0.0f);
render::Camera::frustum();
// draw the world
draw(0.0f);
gl::disable(GL_TEXTURE_2D);
gl::disable(GL_BLEND);
// swap GL buffers
SDL_GL_SwapBuffers();
int w = State::width();
int h = State::height();
// round image size down to a multiplier of 16
w -= w % 16;
h -= h % 16;
if ((w > 0) && (h > 0)) {
// read pixels into an image instance
render::Image image(w, h, 3);
glReadPixels(
(GLsizei) ((State::width() - w) / 2),
(GLsizei) ((State::height() - h) / 2),
w,
h,
GL_RGB, GL_UNSIGNED_BYTE, (void *) image.ptr()
);
image.flip_vertical();
con_debug << "Saving " << filename << std::endl;
render::JPG::save(filename.c_str(), image, 85);
}
}
void Screenshot::save()
{
std::string filename;
const int TYPETGA = 0;
const int TYPEPNG = 1;
const int TYPEJPG = 2;
int filetype = TYPETGA;
// make sure the screenshots folder exists
filename.assign(filesystem::writedir());
filename.append("screenshots");
if (!sys::directory_exists(filename)) {
sys::mkdir(filename);
}
filename += '/';
aux::lowercase(screenshotformat->str());
if ((screenshotformat->str().compare("jpg") == 0) || (screenshotformat->str().compare("jpeg") == 0)) {
filetype = TYPEJPG;
if (screenshotquality->value() == 0) {
(*screenshotquality) = 85;
} else if (screenshotquality->value() < 10) {
(*screenshotquality) = 10;
} else if (screenshotquality->value() > 100) {
(*screenshotquality) = 100;
}
} else if (screenshotformat->str().compare("png") == 0) {
filetype = TYPEPNG;
} else if (screenshotformat->str().compare("tga") == 0) {
filetype = TYPETGA;
} else {
filetype = TYPETGA;
(*screenshotformat) = "tga";
}
// check if the date has changed since the previous screenshot;
std::stringstream filenamestr;
int day, month, year, hour, min, sec, msec;
bool available = false;
do {
sys::get_localtime(year, month, day, hour, min, sec, msec);
std::stringstream filenamestr;
// screenshots directory
filenamestr << filesystem::writedir() << "screenshots/";
// date
filenamestr << std::setw(4) << std::setfill('0') << year << '-';
filenamestr << std::setw(2) << month << '-';
filenamestr << std::setw(2) << day << '-';
//time
filenamestr << std::setw(2) << hour << '-';
filenamestr << std::setw(2) << min << '-';
filenamestr << std::setw(2) << sec << '-';
filenamestr << std::setw(2) << msec / 10;
// extension
filenamestr << "." << screenshotformat->str();
// try to open the file
filename.assign(filenamestr.str().c_str());
FILE *handle = fopen(filename.c_str(), "r");
if (handle) {
fclose(handle);
} else {
available = true;
}
} while (!available);
render::Image image(State::width(), State::height(), 3);
glReadPixels(0, 0, (GLsizei) State::width(), (GLsizei) State::height(),
GL_RGB, GL_UNSIGNED_BYTE, (void *) image.ptr());
image.flip_vertical();
if (filetype == TYPEPNG) {
render::PNG::save(filename.c_str(), image);
} else if (filetype == TYPEJPG) {
render::JPG::save(filename.c_str(), image, (int) screenshotquality->value());
} else if (filetype == TYPETGA) {
render::TGA::save(filename.c_str(), image);
}
// send a notification
std::string message;
message.assign("Wrote ");
message.append(filename);
core::application()->notify_message(core::Message::Info, message);
}
} // namsepace render
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