/* Copyright (C) 1997-2001 Id Software, Inc. 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_misc.c #include "gl_local.h" #include //Heffo - JPEG Screenshots /* ================== R_InitParticleTexture ================== */ void SetParticlePicture (int num, char *name) { r_particletextures[num] = GL_FindImage(name, it_part); if (!r_particletextures[num]) r_particletextures[num] = r_notexture; } byte notexture[8][8] = { { 075, 075, 075, 075, 255, 255, 255, 255 }, { 075, 075, 075, 075, 255, 255, 255, 255 }, { 075, 075, 075, 075, 255, 255, 255, 255 }, { 075, 075, 075, 075, 255, 255, 255, 255 }, { 255, 255, 255, 255, 175, 175, 175, 175 }, { 255, 255, 255, 255, 175, 175, 175, 175 }, { 255, 255, 255, 255, 175, 175, 175, 175 }, { 255, 255, 255, 255, 175, 175, 175, 175 }, }; #define CEL_SIZE 32 const byte celcolors [CEL_SIZE][2] = { //3 (3) 0, 255, 0, 255, 0, 255, //5 (8) 0, 170, 0, 170, 0, 170, 0, 170, 0, 170, //8 (16) 0, 85, 0, 85, 0, 85, 0, 85, 0, 85, 0, 85, 0, 85, 0, 85, //16 (32) 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, }; void R_InitParticleTexture (void) { int x,y; byte no_data[8][8][4]; byte cel_data[CEL_SIZE][CEL_SIZE][4]; byte env_data[256*256*4]; // // also use this for bad textures, but without alpha // for (x=0 ; x<8 ; x++) for (y=0 ; y<8 ; y++) { no_data[y][x][0] = notexture[y][x]; no_data[y][x][1] = notexture[y][x]; no_data[y][x][2] = notexture[y][x]; no_data[y][x][3] = 255; } r_notexture = GL_FindImage("textures/notexture.png", it_part); if (!r_notexture) r_notexture = GL_LoadPic ("***r_notexture***", (byte *)no_data, 8, 8, it_wall, 32); r_particlebeam = GL_FindImage("particles/beam.png", it_part); if (!r_particlebeam) r_particlebeam = r_notexture; for (x=0 ; xtexnum); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ri.SetParticlePics(); } /* ============================================================================== SCREEN SHOTS ============================================================================== */ typedef struct _TargaHeader { unsigned char id_length, colormap_type, image_type; unsigned short colormap_index, colormap_length; unsigned char colormap_size; unsigned short x_origin, y_origin, width, height; unsigned char pixel_size, attributes; } TargaHeader; void GL_ScreenShot_PNG (void); /* ================== GL_ScreenShot_JPG By Robert 'Heffo' Heffernan ================== */ void GL_ScreenShot_JPG (void) { struct jpeg_compress_struct cinfo; struct jpeg_error_mgr jerr; byte *rgbdata; JSAMPROW s[1]; FILE *file; char picname[80], checkname[MAX_OSPATH]; int i, offset; // Create the scrnshots directory if it doesn't exist Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir()); Sys_Mkdir (checkname); for (i=0 ; i<=999 ; i++) { Com_sprintf (picname, sizeof(picname), "quake2max%i%i%i.jpg", (int)(i/100)%10, (int)(i/10)%10, i%10); Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname); file = fopen (checkname, "rb"); if (!file) break; // file doesn't exist fclose (file); } if (i==1000) { ri.Con_Printf (PRINT_ALL, "SCR_JPGScreenShot_f: Couldn't create a file\n"); return; } // Open the file for Binary Output file = fopen(checkname, "wb"); if(!file) { ri.Con_Printf (PRINT_ALL, "SCR_JPGScreenShot_f: Couldn't create a file\n"); return; } // Allocate room for a copy of the framebuffer rgbdata = malloc(vid.width * vid.height * 3); if(!rgbdata) { fclose(file); return; } // Read the framebuffer into our storage qglReadPixels(0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, rgbdata); // Initialise the JPEG compression object cinfo.err = jpeg_std_error(&jerr); jpeg_create_compress(&cinfo); jpeg_stdio_dest(&cinfo, file); // Setup JPEG Parameters cinfo.image_width = vid.width; cinfo.image_height = vid.height; cinfo.in_color_space = JCS_RGB; cinfo.input_components = 3; jpeg_set_defaults(&cinfo); if((gl_screenshot_quality->value > 100) || (gl_screenshot_quality->value <= 0)) ri.Cvar_Set("gl_screenshot_quality", "85"); jpeg_set_quality(&cinfo, gl_screenshot_quality->value, TRUE); // Start Compression jpeg_start_compress(&cinfo, true); // Feed Scanline data offset = (cinfo.image_width * cinfo.image_height * 3) - (cinfo.image_width * 3); while(cinfo.next_scanline < cinfo.image_height) { s[0] = &rgbdata[offset - (cinfo.next_scanline * (cinfo.image_width * 3))]; jpeg_write_scanlines(&cinfo, s, 1); } // Finish Compression jpeg_finish_compress(&cinfo); // Destroy JPEG object jpeg_destroy_compress(&cinfo); // Close File fclose(file); // Free Temp Framebuffer free(rgbdata); // Done! ri.Con_Printf (PRINT_ALL, "Wrote %s\n", picname); } /* ================== GL_ScreenShot_f ================== */ void GL_ScreenShot_f (void) { byte *buffer; char picname[80]; char checkname[MAX_OSPATH]; int i, c, temp; FILE *f; if (ri.Cmd_Argc()>1) { if (!strcmp ("tga", ri.Cmd_Argv(1))) { //now we continue } else if (!strcmp ("png", ri.Cmd_Argv(1))) { GL_ScreenShot_PNG(); return; } else if (!strcmp ("jpg", ri.Cmd_Argv(1))) { GL_ScreenShot_JPG(); return; } else //bad params { return; } } else //default is jpg { GL_ScreenShot_JPG(); return; } // // find a file name to save it to // // create the scrnshots directory if it doesn't exist Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir()); Sys_Mkdir (checkname); for (i=0 ; i<=999 ; i++) { Com_sprintf (picname, sizeof(picname), "quake2max%i%i%i.tga", (int)(i/100)%10, (int)(i/10)%10, i%10); Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname); f = fopen (checkname, "rb"); if (!f) break; // file doesn't exist fclose (f); } if (i==1000) { ri.Con_Printf (PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n"); return; } buffer = malloc(vid.width*vid.height*3 + 18); memset (buffer, 0, 18); buffer[2] = 2; // uncompressed type buffer[12] = vid.width&255; buffer[13] = vid.width>>8; buffer[14] = vid.height&255; buffer[15] = vid.height>>8; buffer[16] = 24; // pixel size qglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 ); // swap rgb to bgr c = 18+vid.width*vid.height*3; for (i=18 ; istring ); GL_TextureAlphaMode( gl_texturealphamode->string ); GL_TextureSolidMode( gl_texturesolidmode->string ); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); GL_BlendFunction (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv( GL_REPLACE ); GL_UpdateSwapInterval(); } void GL_UpdateSwapInterval( void ) { if ( gl_swapinterval->modified ) { gl_swapinterval->modified = false; if ( !gl_state.stereo_enabled ) { #ifdef _WIN32 if ( qwglSwapIntervalEXT ) qwglSwapIntervalEXT( gl_swapinterval->value ); #endif } } }