589 lines
18 KiB
C++
589 lines
18 KiB
C++
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/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2010 Warzone 2100 Project
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Warzone 2100 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 2 of the License, or
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(at your option) any later version.
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Warzone 2100 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 Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* Screen.c
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*
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* Basic double buffered display using direct draw.
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*
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*/
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#include <GLee.h>
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#include "lib/framework/frame.h"
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#include "lib/exceptionhandler/dumpinfo.h"
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#include <SDL.h>
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#include <physfs.h>
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#include <png.h>
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#include "lib/ivis_common/png_util.h"
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#include "lib/ivis_common/tex.h"
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#include "lib/framework/frameint.h"
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#include "lib/ivis_common/textdraw.h"
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#include "lib/ivis_common/piestate.h"
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#include "lib/ivis_common/pieblitfunc.h"
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#include "lib/ivis_common/pieclip.h"
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#include "screen.h"
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#include "src/console.h"
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#include "src/levels.h"
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/* The Current screen size and bit depth */
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UDWORD screenWidth = 0;
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UDWORD screenHeight = 0;
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UDWORD screenDepth = 0;
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/* global used to indicate preferred internal OpenGL format */
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int wz_texture_compression;
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static SDL_Surface *screen = NULL;
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static BOOL bBackDrop = false;
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static char screendump_filename[PATH_MAX];
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static BOOL screendump_required = false;
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static GLuint backDropTexture = ~0;
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static int preview_width = 0, preview_height = 0;
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static Vector2i player_pos[MAX_PLAYERS];
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static BOOL mappreview = false;
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static char mapname[256];
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/* Initialise the double buffered display */
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bool screenInitialise(
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UDWORD width, // Display width
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UDWORD height, // Display height
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UDWORD bitDepth, // Display bit depth
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unsigned int fsaa, // FSAA anti aliasing level
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bool fullScreen, // Whether to start windowed
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// or full screen
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bool vsync) // If to sync to vblank or not
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{
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int video_flags = 0;
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int bpp = 0, value;
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char buf[512];
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GLint glMaxTUs;
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// Fetch the video info.
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const SDL_VideoInfo* video_info = SDL_GetVideoInfo();
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if (width == 0 || height == 0)
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{
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pie_SetVideoBufferWidth(width = screenWidth = video_info->current_w);
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pie_SetVideoBufferHeight(height = screenHeight = video_info->current_h);
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pie_SetVideoBufferDepth(bitDepth = screenDepth = video_info->vfmt->BitsPerPixel);
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}
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else
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{
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screenWidth = width;
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screenHeight = height;
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screenDepth = bitDepth;
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}
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screenWidth = MAX(screenWidth, 640);
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screenHeight = MAX(screenHeight, 480);
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if (!video_info)
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{
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return false;
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}
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// The flags to pass to SDL_SetVideoMode.
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video_flags = SDL_OPENGL; // Enable OpenGL in SDL.
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video_flags |= SDL_ANYFORMAT; // Don't emulate requested BPP if not available.
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if (fullScreen)
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{
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video_flags |= SDL_FULLSCREEN;
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}
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// Set the double buffer OpenGL attribute.
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Enable vsync if requested by the user
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync);
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// Enable FSAA anti-aliasing if and at the level requested by the user
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if (fsaa)
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{
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
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}
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bpp = SDL_VideoModeOK(width, height, bitDepth, video_flags);
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if (!bpp)
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{
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debug(LOG_ERROR, "Video mode %dx%d@%dbpp is not supported!", width, height, bitDepth);
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return false;
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}
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switch (bpp)
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{
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case 32:
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case 24:
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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break;
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case 16:
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info("Using colour depth of %i instead of %i.", bpp, screenDepth);
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info("You will experience graphics glitches!");
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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break;
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case 8:
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debug(LOG_FATAL, "You don't want to play Warzone with a bit depth of %i, do you?", bpp);
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exit(1);
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break;
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default:
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debug(LOG_FATAL, "Unsupported bit depth: %i", bpp);
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exit(1);
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break;
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}
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screen = SDL_SetVideoMode(width, height, bpp, video_flags);
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if (!screen)
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{
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debug(LOG_ERROR, "SDL_SetVideoMode failed (%s).", SDL_GetError());
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return false;
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}
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if ( SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value) == -1)
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{
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debug( LOG_FATAL, "OpenGL initialization did not give double buffering!" );
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debug( LOG_FATAL, "Double buffering is required for this game!");
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exit(1);
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}
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/* Dump general information about OpenGL implementation to the console and the dump file */
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ssprintf(buf, "OpenGL Vendor : %s", glGetString(GL_VENDOR));
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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ssprintf(buf, "OpenGL Renderer : %s", glGetString(GL_RENDERER));
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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ssprintf(buf, "OpenGL Version : %s", glGetString(GL_VERSION));
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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ssprintf(buf, "Video Mode %d x %d (%d bpp) (%s)", width, height, bpp, fullScreen ? "fullscreen" : "window");
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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/* Dump extended information about OpenGL implementation to the console */
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debug(LOG_3D, "OpenGL Extensions : %s", glGetString(GL_EXTENSIONS)); // FIXME This is too much for MAX_LEN_LOG_LINE
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debug(LOG_3D, "Supported OpenGL extensions:");
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debug(LOG_3D, " * OpenGL 1.2 %s supported!", GLEE_VERSION_1_2 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.3 %s supported!", GLEE_VERSION_1_3 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.4 %s supported!", GLEE_VERSION_1_4 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.5 %s supported!", GLEE_VERSION_1_5 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.0 %s supported!", GLEE_VERSION_2_0 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.1 %s supported!", GLEE_VERSION_2_1 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 3.0 %s supported!", GLEE_VERSION_3_0 ? "is" : "is NOT");
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debug(LOG_3D, " * Texture compression %s supported.", GLEE_ARB_texture_compression ? "is" : "is NOT");
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debug(LOG_3D, " * Two side stencil %s supported.", GLEE_EXT_stencil_two_side ? "is" : "is NOT");
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debug(LOG_3D, " * ATI separate stencil is%s supported.", GLEE_ATI_separate_stencil ? "" : " NOT");
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debug(LOG_3D, " * Stencil wrap %s supported.", GLEE_EXT_stencil_wrap ? "is" : "is NOT");
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debug(LOG_3D, " * Anisotropic filtering %s supported.", GLEE_EXT_texture_filter_anisotropic ? "is" : "is NOT");
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debug(LOG_3D, " * Rectangular texture %s supported.", GLEE_ARB_texture_rectangle ? "is" : "is NOT");
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debug(LOG_3D, " * FrameBuffer Object (FBO) %s supported.", GLEE_EXT_framebuffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * Vertex Buffer Object (VBO) %s supported.", GLEE_ARB_vertex_buffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * NPOT %s supported.", GLEE_ARB_texture_non_power_of_two ? "is" : "is NOT");
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debug(LOG_3D, " * texture cube_map %s supported.", GLEE_ARB_texture_cube_map ? "is" : "is NOT");
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glMaxTUs);
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debug(LOG_3D, " * Total number of Texture Units (TUs) supported is %d.", (int) glMaxTUs);
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if (!GLEE_VERSION_1_4)
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{
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debug(LOG_FATAL, "OpenGL 1.4 + VBO extension is required for this game!");
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exit(1);
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}
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#ifndef WZ_OS_MAC
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// Make OpenGL's VBO functions available under the core names for
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// implementations that have them only as extensions, namely Mesa.
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if (!GLEE_VERSION_1_5)
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{
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if (GLEE_ARB_vertex_buffer_object)
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{
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info("Using VBO extension functions under the core names.");
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GLeeFuncPtr_glBindBuffer = GLeeFuncPtr_glBindBufferARB;
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GLeeFuncPtr_glDeleteBuffers = GLeeFuncPtr_glDeleteBuffersARB;
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GLeeFuncPtr_glGenBuffers = GLeeFuncPtr_glGenBuffersARB;
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GLeeFuncPtr_glIsBuffer = GLeeFuncPtr_glIsBufferARB;
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GLeeFuncPtr_glBufferData = GLeeFuncPtr_glBufferDataARB;
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GLeeFuncPtr_glBufferSubData = GLeeFuncPtr_glBufferSubDataARB;
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GLeeFuncPtr_glGetBufferSubData = GLeeFuncPtr_glGetBufferSubDataARB;
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GLeeFuncPtr_glMapBuffer = GLeeFuncPtr_glMapBufferARB;
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GLeeFuncPtr_glUnmapBuffer = GLeeFuncPtr_glUnmapBufferARB;
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GLeeFuncPtr_glGetBufferParameteriv = GLeeFuncPtr_glGetBufferParameterivARB;
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GLeeFuncPtr_glGetBufferPointerv = GLeeFuncPtr_glGetBufferPointervARB;
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}
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else
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{
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debug(LOG_FATAL, "OpenGL 1.4 + VBO extension is required for this game!");
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exit(1);
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}
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debug(LOG_WARNING, "OpenGL 1.5 is not supported by your system! Expect some glitches...");
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}
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#endif
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/* Dump information about OpenGL 2.0+ implementation to the console and the dump file */
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if (GLEE_VERSION_2_0)
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{
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GLint glMaxTIUs;
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debug(LOG_3D, " * OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
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ssprintf(buf, "OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
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addDumpInfo(buf);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &glMaxTIUs);
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debug(LOG_3D, " * Total number of Texture Image Units (TIUs) supported is %d.", (int) glMaxTIUs);
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if (!pie_LoadShaders())
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debug(LOG_INFO, "Can't use shaders, switching back to fixed pipeline.");;
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}
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else
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{
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debug(LOG_POPUP, "OpenGL 2.0 is not supported by your system, current shaders require this.");
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debug(LOG_POPUP, "Team colors will not function correctly on your system.");
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}
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, (double)width, (double)height, 0.0f, 1.0f, -1.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glErrors();
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return true;
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}
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/* Release the DD objects */
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void screenShutDown(void)
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{
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if (screen != NULL)
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glFlush();
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SDL_FreeSurface(screen);
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screen = NULL;
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}
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}
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void screen_SetBackDropFromFile(const char* filename)
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{
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// HACK : We should use a resource handler here!
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const char *extension = strrchr(filename, '.');// determine the filetype
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iV_Image image;
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if(!extension)
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{
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debug(LOG_ERROR, "Image without extension: \"%s\"!", filename);
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return; // filename without extension... don't bother
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}
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// Make sure the current texture page is reloaded after we are finished
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// Otherwise WZ will think it is still loaded and not load it again
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pie_SetTexturePage(TEXPAGE_NONE);
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if( strcmp(extension,".png") == 0 )
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{
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if (iV_loadImage_PNG( filename, &image ) )
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{
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if (~backDropTexture == 0)
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glGenTextures(1, &backDropTexture);
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glBindTexture(GL_TEXTURE_2D, backDropTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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image.width, image.height,
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0, iV_getPixelFormat(&image), GL_UNSIGNED_BYTE, image.bmp);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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iV_unloadImage(&image);
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}
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return;
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}
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else
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debug(LOG_ERROR, "Unknown extension \"%s\" for image \"%s\"!", extension, filename);
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}
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//===================================================================
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void screen_StopBackDrop(void)
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{
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bBackDrop = false; //checking [movie]
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}
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void screen_RestartBackDrop(void)
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{
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bBackDrop = true;
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}
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BOOL screen_GetBackDrop(void)
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{
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return bBackDrop;
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}
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//******************************************************************
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//slight hack to display maps (or whatever) in background.
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//bitmap MUST be (BACKDROP_HACK_WIDTH * BACKDROP_HACK_HEIGHT) for now.
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void screen_Upload(const char *newBackDropBmp, BOOL preview)
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{
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static bool processed = false;
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int x1 = 0, x2 = screenWidth, y1 = 0, y2 = screenHeight, i, scale = 0, w = 0, h = 0;
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float tx = 1, ty = 1;
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const float aspect = screenWidth / (float)screenHeight, backdropAspect = 4 / (float)3;
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if (aspect < backdropAspect)
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{
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int offset = (screenWidth - screenHeight * backdropAspect) / 2;
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x1 += offset;
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x2 -= offset;
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}
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else
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{
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int offset = (screenHeight - screenWidth / backdropAspect) / 2;
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y1 += offset;
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y2 -= offset;
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}
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if(newBackDropBmp != NULL)
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{
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|
if (processed) // lets free a texture when we use a new one.
|
||
|
{
|
||
|
glDeleteTextures( 1, &backDropTexture );
|
||
|
}
|
||
|
|
||
|
glGenTextures(1, &backDropTexture);
|
||
|
pie_SetTexturePage(TEXPAGE_NONE);
|
||
|
glBindTexture(GL_TEXTURE_2D, backDropTexture);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
|
||
|
BACKDROP_HACK_WIDTH, BACKDROP_HACK_HEIGHT,
|
||
|
0, GL_RGB, GL_UNSIGNED_BYTE, newBackDropBmp);
|
||
|
|
||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||
|
processed = true;
|
||
|
}
|
||
|
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
glDepthMask(GL_FALSE);
|
||
|
|
||
|
// Make sure the current texture page is reloaded after we are finished
|
||
|
// Otherwise WZ will think it is still loaded and not load it again
|
||
|
pie_SetTexturePage(TEXPAGE_EXTERN);
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D, backDropTexture);
|
||
|
glColor3f(1, 1, 1);
|
||
|
|
||
|
if (preview)
|
||
|
{
|
||
|
int s1, s2;
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
|
||
|
s1 = screenWidth / preview_width;
|
||
|
s2 = screenHeight / preview_height;
|
||
|
scale = MIN(s1, s2);
|
||
|
|
||
|
w = preview_width * scale;
|
||
|
h = preview_height * scale;
|
||
|
x1 = screenWidth / 2 - w / 2;
|
||
|
x2 = screenWidth / 2 + w / 2;
|
||
|
y1 = screenHeight / 2 - h / 2;
|
||
|
y2 = screenHeight / 2 + h / 2;
|
||
|
|
||
|
tx = preview_width / (float)BACKDROP_HACK_WIDTH;
|
||
|
ty = preview_height / (float)BACKDROP_HACK_HEIGHT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
}
|
||
|
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glTexCoord2f(0, 0);
|
||
|
glVertex2f(x1, y1);
|
||
|
glTexCoord2f(tx, 0);
|
||
|
glVertex2f(x2, y1);
|
||
|
glTexCoord2f(0, ty);
|
||
|
glVertex2f(x1, y2);
|
||
|
glTexCoord2f(tx, ty);
|
||
|
glVertex2f(x2, y2);
|
||
|
glEnd();
|
||
|
|
||
|
if (preview)
|
||
|
{
|
||
|
for (i = 0; i < MAX_PLAYERS; i++)
|
||
|
{
|
||
|
int x = player_pos[i].x;
|
||
|
int y = player_pos[i].y;
|
||
|
char text[5];
|
||
|
|
||
|
if (x == 0x77777777)
|
||
|
continue;
|
||
|
|
||
|
x = screenWidth / 2 - w / 2 + x * scale;
|
||
|
y = screenHeight / 2 - h / 2 + y * scale;
|
||
|
ssprintf(text, "%d", i);
|
||
|
iV_SetFont(font_large);
|
||
|
iV_SetTextColour(WZCOL_BLACK);
|
||
|
iV_DrawText(text, x - 1, y - 1);
|
||
|
iV_DrawText(text, x + 1, y - 1);
|
||
|
iV_DrawText(text, x - 1, y + 1);
|
||
|
iV_DrawText(text, x + 1, y + 1);
|
||
|
iV_SetTextColour(WZCOL_WHITE);
|
||
|
iV_DrawText(text, x, y);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void screen_enableMapPreview(char *name, int width, int height, Vector2i *playerpositions)
|
||
|
{
|
||
|
int i;
|
||
|
mappreview = true;
|
||
|
preview_width = width;
|
||
|
preview_height = height;
|
||
|
sstrcpy(mapname, name);
|
||
|
for (i = 0; i < MAX_PLAYERS; i++)
|
||
|
{
|
||
|
player_pos[i].x = playerpositions[i].x;
|
||
|
player_pos[i].y = playerpositions[i].y;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void screen_disableMapPreview(void)
|
||
|
{
|
||
|
mappreview = false;
|
||
|
sstrcpy(mapname, "none");
|
||
|
}
|
||
|
|
||
|
BOOL screen_getMapPreview(void)
|
||
|
{
|
||
|
return mappreview;
|
||
|
}
|
||
|
|
||
|
/* Swap between windowed and full screen mode */
|
||
|
void screenToggleMode(void)
|
||
|
{
|
||
|
(void) SDL_WM_ToggleFullScreen(screen);
|
||
|
}
|
||
|
|
||
|
// Screenshot code goes below this
|
||
|
static const unsigned int channelsPerPixel = 3;
|
||
|
|
||
|
/** Writes a screenshot of the current frame to file.
|
||
|
*
|
||
|
* Performs the actual work of writing the frame currently displayed on screen
|
||
|
* to the filename specified by screenDumpToDisk().
|
||
|
*
|
||
|
* @NOTE This function will only dump a screenshot to file if it was requested
|
||
|
* by screenDumpToDisk().
|
||
|
*
|
||
|
* \sa screenDumpToDisk()
|
||
|
*/
|
||
|
void screenDoDumpToDiskIfRequired(void)
|
||
|
{
|
||
|
const char* fileName = screendump_filename;
|
||
|
iV_Image image = { 0, 0, 8, NULL };
|
||
|
|
||
|
if (!screendump_required) return;
|
||
|
debug( LOG_3D, "Saving screenshot %s\n", fileName );
|
||
|
|
||
|
// Dump the currently displayed screen in a buffer
|
||
|
// Casting to unsigned int here to prevent GCC from warning about a
|
||
|
// comparison between unsigned and signed integers. Why does SDL use
|
||
|
// a signed integer anyway? When will your screen ever have a negative
|
||
|
// width or height for your screen? Assert it to be sure though. -- Giel
|
||
|
ASSERT(screen->w >= 0 && screen->h >= 0, "Somehow our screen has negative dimensions! Width = %d; Height = %d", screen->w, screen->h);
|
||
|
if (image.width != (unsigned int)screen->w || image.height != (unsigned int)screen->h)
|
||
|
{
|
||
|
if (image.bmp != NULL)
|
||
|
{
|
||
|
free(image.bmp);
|
||
|
}
|
||
|
|
||
|
image.width = screen->w;
|
||
|
image.height = screen->h;
|
||
|
image.bmp = (unsigned char *)malloc(channelsPerPixel * image.width * image.height);
|
||
|
if (image.bmp == NULL)
|
||
|
{
|
||
|
image.width = 0; image.height = 0;
|
||
|
debug(LOG_ERROR, "Couldn't allocate memory");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
glReadPixels(0, 0, image.width, image.height, GL_RGB, GL_UNSIGNED_BYTE, image.bmp);
|
||
|
|
||
|
iV_saveImage_PNG(fileName, &image);
|
||
|
iV_saveImage_JPEG(fileName, &image);
|
||
|
|
||
|
// display message to user about screenshot
|
||
|
snprintf(ConsoleString,sizeof(ConsoleString),"Screenshot %s saved!",fileName);
|
||
|
addConsoleMessage(ConsoleString, LEFT_JUSTIFY,SYSTEM_MESSAGE);
|
||
|
if (image.bmp)
|
||
|
{
|
||
|
free(image.bmp);
|
||
|
}
|
||
|
screendump_required = false;
|
||
|
}
|
||
|
|
||
|
/** Registers the currently displayed frame for making a screen shot.
|
||
|
*
|
||
|
* The filename will be suffixed with a number, such that no files are
|
||
|
* overwritten.
|
||
|
*
|
||
|
* \param path The directory path to save the screenshot in.
|
||
|
*/
|
||
|
void screenDumpToDisk(const char* path)
|
||
|
{
|
||
|
unsigned int screendump_num = 0;
|
||
|
time_t aclock;
|
||
|
struct tm *t;
|
||
|
|
||
|
time(&aclock); /* Get time in seconds */
|
||
|
t = localtime(&aclock); /* Convert time to struct */
|
||
|
|
||
|
ssprintf(screendump_filename, "%s/wz2100-%04d%02d%02d_%02d%02d%02d-%s.png", path, t->tm_year + 1900, t->tm_mon + 1, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, getLevelName());
|
||
|
|
||
|
while (PHYSFS_exists(screendump_filename))
|
||
|
{
|
||
|
ssprintf(screendump_filename, "%s/wz2100-%04d%02d%02d_%02d%02d%02d-%s-%d.png", path, t->tm_year + 1900, t->tm_mon + 1, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, getLevelName(), ++screendump_num);
|
||
|
}
|
||
|
screendump_required = true;
|
||
|
}
|
||
|
|