/* * ***** 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 ***** */ /** \file gameengine/BlenderRoutines/KX_BlenderGL.cpp * \ingroup blroutines */ #include "KX_BlenderGL.h" /* * This little block needed for linking to Blender... */ #ifdef WIN32 #include #include "BLI_winstuff.h" #endif #include #include #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_main.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" #include "BLF_api.h" } /* end of blender block */ 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); } static void DisableForText() { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */ glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); if (GLEW_ARB_multitexture) { for (int i=0; itotrct.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.main->name); /* BKE_add_image_extension() checks for if extension was already set */ BKE_add_image_extension_from_type(path, R_IMF_IMTYPE_PNG); /* scene->r.im_format.imtype */ ibuf= IMB_allocImBuf(dumpsx, dumpsy, 24, 0); ibuf->rect= dumprect; ibuf->ftype= PNG; IMB_saveiff(ibuf, path, IB_rect); ibuf->rect= NULL; IMB_freeImBuf(ibuf); MEM_freeN(dumprect); } }