Reworked Screenshot saving.

Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
This commit is contained in:
Matthew Parlane
2013-11-15 13:00:38 +13:00
parent 2703cae8d3
commit 033ed9477e
10 changed files with 134 additions and 196 deletions

View File

@ -63,10 +63,6 @@
#include "AVIDump.h"
#endif
#if defined(HAVE_WX) && HAVE_WX
#include <wx/image.h>
#endif
// glew1.8 doesn't define KHR_debug
#ifndef GL_DEBUG_OUTPUT
#define GL_DEBUG_OUTPUT 0x92E0
@ -78,18 +74,6 @@ void VideoConfig::UpdateProjectionHack()
::UpdateProjectionHack(g_Config.iPhackvalue, g_Config.sPhackvalue);
}
#if defined(HAVE_WX) && HAVE_WX
// Screenshot thread struct
typedef struct
{
int W, H;
std::string filename;
wxImage *img;
} ScrStrct;
#endif
int OSDInternalW, OSDInternalH;
namespace OGL
@ -1804,69 +1788,21 @@ void Renderer::SetInterlacingMode()
// TODO
}
void Renderer::FlipImageData(u8 *data, int w, int h)
void Renderer::FlipImageData(u8 *data, int w, int h, int pixel_width)
{
// Flip image upside down. Damn OpenGL.
for (int y = 0; y < h / 2; y++)
for (int y = 0; y < h / 2; ++y)
{
for(int x = 0; x < w; x++)
for(int x = 0; x < w; ++x)
{
std::swap(data[(y * w + x) * 3], data[((h - 1 - y) * w + x) * 3]);
std::swap(data[(y * w + x) * 3 + 1], data[((h - 1 - y) * w + x) * 3 + 1]);
std::swap(data[(y * w + x) * 3 + 2], data[((h - 1 - y) * w + x) * 3 + 2]);
for (auto delta = 0; delta < pixel_width; ++delta)
std::swap(data[(y * w + x) * pixel_width + delta], data[((h - 1 - y) * w + x) * pixel_width + delta]);
}
}
}
}
// TODO: remove
extern bool g_aspect_wide;
#if defined(HAVE_WX) && HAVE_WX
void TakeScreenshot(ScrStrct* threadStruct)
{
// These will contain the final image size
float FloatW = (float)threadStruct->W;
float FloatH = (float)threadStruct->H;
// Handle aspect ratio for the final ScrStrct to look exactly like what's on screen.
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
bool use16_9 = g_aspect_wide;
// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;
float Ratio = (FloatW / FloatH) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
// If ratio > 1 the picture is too wide and we have to limit the width.
if (Ratio > 1)
FloatW /= Ratio;
// ratio == 1 or the image is too high, we have to limit the height.
else
FloatH *= Ratio;
// This is a bit expensive on high resolutions
threadStruct->img->Rescale((int)FloatW, (int)FloatH, wxIMAGE_QUALITY_HIGH);
}
// Save the screenshot and finally kill the wxImage object
// This is really expensive when saving to PNG, but not at all when using BMP
threadStruct->img->SaveFile(StrToWxStr(threadStruct->filename),
wxBITMAP_TYPE_PNG);
threadStruct->img->Destroy();
// Show success messages
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", (int)FloatW, (int)FloatH,
threadStruct->filename.c_str()), 2000);
delete threadStruct;
}
#endif
namespace OGL
{
@ -1874,10 +1810,10 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
{
u32 W = back_rc.GetWidth();
u32 H = back_rc.GetHeight();
u8 *data = (u8 *)malloc((sizeof(u8) * 3 * W * H));
u8 *data = (u8 *)malloc((sizeof(u8) * 4 * W * H));
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGB, GL_UNSIGNED_BYTE, data);
glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Show failure message
if (GL_REPORT_ERROR() != GL_NO_ERROR)
@ -1888,34 +1824,9 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
}
// Turn image upside down
FlipImageData(data, W, H);
FlipImageData(data, W, H, 4);
#if defined(HAVE_WX) && HAVE_WX
// Create wxImage
wxImage *a = new wxImage(W, H, data);
if (scrshotThread.joinable())
scrshotThread.join();
ScrStrct *threadStruct = new ScrStrct;
threadStruct->filename = filename;
threadStruct->img = a;
threadStruct->H = H; threadStruct->W = W;
scrshotThread = std::thread(TakeScreenshot, threadStruct);
#ifdef _WIN32
SetThreadPriority(scrshotThread.native_handle(), THREAD_PRIORITY_BELOW_NORMAL);
#endif
bool result = true;
OSD::AddMessage("Saving Screenshot... ", 2000);
#else
bool result = SaveTGA(filename.c_str(), W, H, data);
free(data);
#endif
return result;
return TextureToPng(data, W*4, filename.c_str(), W, H, false);
}
}