Working screenshots for everyone! This may not be the 'best' way to implement it but it's the most compatible, working and least mutually exclusive as possible (works with DC too). More coming soon.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2449 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY
2009-02-27 03:56:34 +00:00
parent 8f303fb63e
commit c19210b641
11 changed files with 110 additions and 71 deletions

View File

@ -52,6 +52,10 @@
#include "OS/Win32.h"
#endif
#if defined(HAVE_WX) && HAVE_WX
#include <wx/image.h>
#endif
#ifdef _WIN32
#include "Win32Window.h" // warning: crapcode
#else
@ -79,6 +83,10 @@ static GLuint s_ZBufferTarget = 0;
static bool s_bATIDrawBuffers = false;
static bool s_bHaveStencilBuffer = false;
static bool s_bScreenshot = false;
static Common::CriticalSection s_criticalScreenshot;
static std::string s_sScreenshotName;
static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
bool g_bBlendSeparate = false;
int frameCount;
@ -1065,6 +1073,21 @@ void Renderer::Swap(const TRectangle& rc)
}
// -------------------------------------
// Take screenshot, if necessary
if(s_bScreenshot) {
s_criticalScreenshot.Enter();
if(SaveRenderTarget(s_sScreenshotName.c_str())) {
char msg[255];
sprintf(msg, "Saved %s\n", s_sScreenshotName.c_str());
OSD::AddMessage(msg, 500);
} else
PanicAlert("Error while capturing screen");
s_sScreenshotName = "";
s_bScreenshot = false;
s_criticalScreenshot.Leave();
}
// Place messages on the picture, then copy it to the screen
SwapBuffers();
@ -1240,28 +1263,57 @@ void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
0, nBackbufferWidth, nBackbufferHeight);
}
bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
void Renderer::SetScreenshot(const char *filename)
{
bool bflip = true;
int nBackbufferHeight = (int)OpenGL_GetHeight();
int nBackbufferWidth = (int)OpenGL_GetWidth();
s_criticalScreenshot.Enter();
s_sScreenshotName = filename;
s_bScreenshot = true;
std::vector<u32> data(nBackbufferWidth * nBackbufferHeight);
glReadPixels(0, 0, nBackbufferWidth, nBackbufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
if (glGetError() != GL_NO_ERROR)
return false;
s_criticalScreenshot.Leave();
}
if (bflip) {
// swap scanlines
std::vector<u32> scanline(nBackbufferWidth);
for (int i = 0; i < nBackbufferHeight/2; ++i) {
memcpy(&scanline[0], &data[i*nBackbufferWidth], nBackbufferWidth*4);
memcpy(&data[i*nBackbufferWidth], &data[(nBackbufferHeight-i-1)*nBackbufferWidth], nBackbufferWidth*4);
memcpy(&data[(nBackbufferHeight-i-1)*nBackbufferWidth], &scanline[0], nBackbufferWidth*4);
}
}
return SaveTGA(filename, nBackbufferWidth, nBackbufferHeight, &data[0]);
bool Renderer::SaveRenderTarget(const char *filename)
{
int w = (int)OpenGL_GetWidth(), h = (int)OpenGL_GetHeight();
bool result = false;
if(!filename)
return false;
u8 *data = (u8 *)malloc(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, data);
if (glGetError() != GL_NO_ERROR)
return false;
// Flip image
for(int y = 0; y < h / 2; y++) {
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]);
}
}
#if defined(HAVE_WX) && HAVE_WX
wxImage a(w, h, data);
a.SaveFile(wxString::FromAscii(filename), wxBITMAP_TYPE_BMP);
result = true;
#else
result = SaveTGA(filename, w, h, data);
free(data);
#endif
return result;
}
//////////////////////////////////////////////////////////////////////////////////////