/* * * OGL video functions. - Added 9/15/99 Matthew Mueller * */ #define DECLARE_VARS #include #include #include #ifdef _MSC_VER #include #endif #if !defined(_MSC_VER) && !defined(macintosh) #include #endif #if !defined(macintosh) #include #include #include #endif #include #include #include "hudmsg.h" #include "game.h" #include "text.h" #include "gr.h" #include "gamefont.h" #include "grdef.h" #include "palette.h" #include "u_mem.h" #include "error.h" #include "inferno.h" #include "screens.h" #include "strutil.h" #include "args.h" #include "key.h" #include "physfsx.h" #include "internal.h" #include "render.h" #include "console.h" #include "config.h" #include "playsave.h" #include "vers_id.h" #include "game.h" #if defined(__APPLE__) && defined(__MACH__) #include #else #ifdef OGLES #include #include #include #include #else #include #endif #endif #ifdef OGLES int sdl_video_flags = 0; #else int sdl_video_flags = SDL_OPENGL; #endif int gr_installed = 0; int gl_initialized=0; int linedotscale=1; // scalar of glLinewidth and glPointSize - only calculated once when resolution changes #ifdef OGLES EGLDisplay eglDisplay; EGLConfig eglConfig; EGLSurface eglSurface; EGLContext eglContext; bool TestEGLError(char* pszLocation) { /* * eglGetError returns the last error that has happened using egl, * not the status of the last called function. The user has to * check after every single egl call or at least once every frame. */ EGLint iErr = eglGetError(); if (iErr != EGL_SUCCESS) { con_printf(CON_URGENT, "%s failed (%d).\n", pszLocation, iErr); return 0; } return 1; } #endif void ogl_swap_buffers_internal(void) { #ifdef OGLES eglSwapBuffers(eglDisplay, eglSurface); #else SDL_GL_SwapBuffers(); #endif } int ogl_init_window(int x, int y) { #ifdef OGLES SDL_SysWMinfo info; Window x11Window = 0; Display* x11Display = 0; EGLint ver_maj, ver_min; EGLint configAttribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; int iConfigs; #endif if (gl_initialized) ogl_smash_texture_list_internal();//if we are or were fullscreen, changing vid mode will invalidate current textures SDL_WM_SetCaption(DESCENT_VERSION, "Descent II"); SDL_WM_SetIcon( SDL_LoadBMP( "d2x-rebirth.bmp" ), NULL ); if (!SDL_SetVideoMode(x, y, GameArg.DbgBpp, sdl_video_flags)) { Error("Could not set %dx%dx%d opengl video mode: %s\n", x, y, GameArg.DbgBpp, SDL_GetError()); } #ifdef OGLES SDL_VERSION(&info.version); if (SDL_GetWMInfo(&info) > 0) { if (info.subsystem == SDL_SYSWM_X11) { x11Display = info.info.x11.display; x11Window = info.info.x11.window; printf ("Display: %p, Window: %i ===\n", x11Display, x11Window); } } eglDisplay = eglGetDisplay((NativeDisplayType)x11Display); if (!eglInitialize(eglDisplay, &ver_maj, &ver_min)) { con_printf(CON_URGENT, "EGL: Error initializing EGL\n"); } else { con_printf(CON_URGENT, "EGL: Initialized, version: major %i minor %i\n", ver_maj, ver_min); } if (!eglChooseConfig(eglDisplay, configAttribs, &eglConfig, 1, &iConfigs) || (iConfigs != 1)) { con_printf(CON_URGENT, "EGL: Error choosing config\n"); } else { con_printf(CON_URGENT, "EGL: Choosed config\n", ver_maj, ver_min); } eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (NativeWindowType)x11Window, NULL); if (!TestEGLError("eglCreateWindowSurface")) { con_printf(CON_URGENT, "EGL: Error creating window surface\n"); } else { con_printf(CON_URGENT, "EGL: Created window surface\n"); } eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, NULL); if (!TestEGLError("eglCreateContext")) { con_printf(CON_URGENT, "EGL: Error creating context\n"); } else { con_printf(CON_URGENT, "EGL: Created context\n"); } eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext); if (!TestEGLError("eglMakeCurrent")) { con_printf(CON_URGENT, "EGL: Error making current\n"); } else { con_printf(CON_URGENT, "EGL: Created current\n"); } #endif linedotscale = ((x/640sc_w, grd_curscreen->sc_h); } // Set the buffer to draw to. 0 is front, 1 is back void gr_set_draw_buffer(int buf) { #ifndef OGLES glDrawBuffer((buf == 0) ? GL_FRONT : GL_BACK); #endif } const char *gl_vendor, *gl_renderer, *gl_version, *gl_extensions; void ogl_get_verinfo(void) { #ifndef OGLES gl_vendor = (const char *) glGetString (GL_VENDOR); gl_renderer = (const char *) glGetString (GL_RENDERER); gl_version = (const char *) glGetString (GL_VERSION); gl_extensions = (const char *) glGetString (GL_EXTENSIONS); con_printf(CON_VERBOSE, "OpenGL: vendor: %s\nOpenGL: renderer: %s\nOpenGL: version: %s\n",gl_vendor,gl_renderer,gl_version); #ifdef _WIN32 dglMultiTexCoord2fARB = (glMultiTexCoord2fARB_fp)wglGetProcAddress("glMultiTexCoord2fARB"); dglActiveTextureARB = (glActiveTextureARB_fp)wglGetProcAddress("glActiveTextureARB"); dglMultiTexCoord2fSGIS = (glMultiTexCoord2fSGIS_fp)wglGetProcAddress("glMultiTexCoord2fSGIS"); dglSelectTextureSGIS = (glSelectTextureSGIS_fp)wglGetProcAddress("glSelectTextureSGIS"); #endif //add driver specific hacks here. whee. if ((stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.0\n")==0 || stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.2\n")==0) && stricmp(gl_version,"1.2 Mesa 3.0")==0) { GameArg.DbgGlIntensity4Ok=0;//ignores alpha, always black background instead of transparent. GameArg.DbgGlReadPixelsOk=0;//either just returns all black, or kills the X server entirely GameArg.DbgGlGetTexLevelParamOk=0;//returns random data.. } if (stricmp(gl_vendor,"Matrox Graphics Inc.")==0) { //displays garbage. reported by // redomen@crcwnet.com (render="Matrox G400" version="1.1.3 5.52.015") // orulz (Matrox G200) GameArg.DbgGlIntensity4Ok=0; } #ifdef macintosh if (stricmp(gl_renderer,"3dfx Voodoo 3")==0) // strangely, includes Voodoo 2 GameArg.DbgGlGetTexLevelParamOk=0; // Always returns 0 #endif #ifndef NDEBUG con_printf(CON_VERBOSE,"gl_intensity4:%i gl_luminance4_alpha4:%i gl_rgba2:%i gl_readpixels:%i gl_gettexlevelparam:%i\n",GameArg.DbgGlIntensity4Ok,GameArg.DbgGlLuminance4Alpha4Ok,GameArg.DbgGlRGBA2Ok,GameArg.DbgGlReadPixelsOk,GameArg.DbgGlGetTexLevelParamOk); #endif if (!stricmp(gl_extensions,"GL_EXT_texture_filter_anisotropic")==0) { glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &ogl_maxanisotropy); con_printf(CON_VERBOSE,"ogl_maxanisotropy:%f\n",ogl_maxanisotropy); } else if (GameCfg.TexFilt >= 3) GameCfg.TexFilt = 2; #endif } // returns possible (fullscreen) resolutions if any. int gr_list_modes( u_int32_t gsmodes[] ) { SDL_Rect** modes; int i = 0, modesnum = 0; #ifdef OGLES int sdl_check_flags = SDL_FULLSCREEN; // always use Fullscreen as lead. #else int sdl_check_flags = SDL_OPENGL | SDL_FULLSCREEN; // always use Fullscreen as lead. #endif modes = SDL_ListModes(NULL, sdl_check_flags); if (modes == (SDL_Rect**)0) // check if we get any modes - if not, return 0 return 0; if (modes == (SDL_Rect**)-1) { return 0; // can obviously use any resolution... strange! } else { for (i = 0; modes[i]; ++i) { if (modes[i]->w > 0xFFF0 || modes[i]->h > 0xFFF0 // resolutions saved in 32bits. so skip bigger ones (unrealistic in 2010) (changed to 0xFFF0 to fix warning) || modes[i]->w < 320 || modes[i]->h < 200) // also skip everything smaller than 320x200 continue; gsmodes[modesnum] = SM(modes[i]->w,modes[i]->h); modesnum++; if (modesnum >= 50) // that really seems to be enough big boy. break; } return modesnum; } } int gr_check_mode(u_int32_t mode) { unsigned int w, h; w=SM_W(mode); h=SM_H(mode); return SDL_VideoModeOK(w, h, GameArg.DbgBpp, sdl_video_flags); } int gr_set_mode(u_int32_t mode) { unsigned int w, h; char *gr_bm_data; if (mode<=0) return 0; w=SM_W(mode); h=SM_H(mode); if (!gr_check_mode(mode)) { con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480\n",w,h); w=640; h=480; Game_screen_mode=mode=SM(w,h); } gr_bm_data=(char *)grd_curscreen->sc_canvas.cv_bitmap.bm_data;//since we use realloc, we want to keep this pointer around. memset( grd_curscreen, 0, sizeof(grs_screen)); grd_curscreen->sc_mode = mode; grd_curscreen->sc_w = w; grd_curscreen->sc_h = h; grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameCfg.AspectX,grd_curscreen->sc_h*GameCfg.AspectY); grd_curscreen->sc_canvas.cv_bitmap.bm_x = 0; grd_curscreen->sc_canvas.cv_bitmap.bm_y = 0; grd_curscreen->sc_canvas.cv_bitmap.bm_w = w; grd_curscreen->sc_canvas.cv_bitmap.bm_h = h; grd_curscreen->sc_canvas.cv_bitmap.bm_rowsize = w; grd_curscreen->sc_canvas.cv_bitmap.bm_type = BM_OGL; grd_curscreen->sc_canvas.cv_bitmap.bm_data = d_realloc(gr_bm_data,w*h); gr_set_current_canvas(NULL); ogl_init_window(w,h);//platform specific code ogl_get_verinfo(); OGL_VIEWPORT(0,0,w,h); ogl_init_state(); gamefont_choose_game_font(w,h); gr_remap_color_fonts(); gr_remap_mono_fonts(); return 0; } #define GLstrcmptestr(a,b) if (stricmp(a,#b)==0 || stricmp(a,"GL_" #b)==0)return GL_ ## b; int ogl_atotexfilti(char *a,int min) { GLstrcmptestr(a,NEAREST); GLstrcmptestr(a,LINEAR); if (min) {//mipmaps are valid only for the min filter GLstrcmptestr(a,NEAREST_MIPMAP_NEAREST); GLstrcmptestr(a,NEAREST_MIPMAP_LINEAR); GLstrcmptestr(a,LINEAR_MIPMAP_NEAREST); GLstrcmptestr(a,LINEAR_MIPMAP_LINEAR); } Error("unknown/invalid texture filter %s\n",a); } #ifdef _WIN32 char *OglLibPath="opengl32.dll"; int ogl_rt_loaded=0; int ogl_init_load_library(void) { int retcode=0; if (!ogl_rt_loaded) { retcode = OpenGL_LoadLibrary(true); if(retcode) { if(!glEnd) { Error("Opengl: Functions not imported\n"); } } else { Error("Opengl: error loading %s\n", OglLibPath); } ogl_rt_loaded=1; } return retcode; } #endif void gr_set_attributes(void) { #ifndef OGLES SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL,GameCfg.VSync); if (GameCfg.Multisample) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); } else { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); } #endif ogl_smash_texture_list_internal(); gr_remap_color_fonts(); gr_remap_mono_fonts(); } int gr_init(int mode) { int retcode; // Only do this function once! if (gr_installed==1) return -1; #ifdef _WIN32 ogl_init_load_library(); #endif if (!GameCfg.WindowMode && !GameArg.SysWindow) sdl_video_flags|=SDL_FULLSCREEN; if (GameArg.SysNoBorders) sdl_video_flags|=SDL_NOFRAME; gr_set_attributes(); ogl_init_texture_list_internal(); MALLOC( grd_curscreen,grs_screen,1 ); memset( grd_curscreen, 0, sizeof(grs_screen)); grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL; // Set the mode. if ((retcode=gr_set_mode(mode))) return retcode; grd_curscreen->sc_canvas.cv_color = 0; grd_curscreen->sc_canvas.cv_drawmode = 0; grd_curscreen->sc_canvas.cv_font = NULL; grd_curscreen->sc_canvas.cv_font_fg_color = 0; grd_curscreen->sc_canvas.cv_font_bg_color = 0; gr_set_current_canvas( &grd_curscreen->sc_canvas ); ogl_init_pixel_buffers(256, 128); // for gamefont_init gr_installed = 1; return 0; } void gr_close() { ogl_brightness_r = ogl_brightness_g = ogl_brightness_b = 0; if (gl_initialized) { ogl_smash_texture_list_internal(); } if (grd_curscreen) { if (grd_curscreen->sc_canvas.cv_bitmap.bm_data) d_free(grd_curscreen->sc_canvas.cv_bitmap.bm_data); d_free(grd_curscreen); } ogl_close_pixel_buffers(); #ifdef _WIN32 if (ogl_rt_loaded) OpenGL_LoadLibrary(false); #endif } extern int r_upixelc; void ogl_upixelc(int x, int y, int c) { GLfloat vertex_array[] = { (x+grd_curcanv->cv_bitmap.bm_x)/(float)last_width, 1.0-(y+grd_curcanv->cv_bitmap.bm_y)/(float)last_height }; GLfloat color_array[] = { CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0 }; r_upixelc++; OGL_DISABLE(TEXTURE_2D); glPointSize(linedotscale); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_POINTS, 0, 1); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } void ogl_urect(int left,int top,int right,int bot) { GLfloat xo, yo, xf, yf, color_r, color_g, color_b, color_a; GLfloat color_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; int c=COLOR; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); xo=(left+grd_curcanv->cv_bitmap.bm_x)/(float)last_width; xf = (right + 1 + grd_curcanv->cv_bitmap.bm_x) / (float)last_width; yo=1.0-(top+grd_curcanv->cv_bitmap.bm_y)/(float)last_height; yf = 1.0 - (bot + 1 + grd_curcanv->cv_bitmap.bm_y) / (float)last_height; OGL_DISABLE(TEXTURE_2D); color_r = CPAL2Tr(c); color_g = CPAL2Tg(c); color_b = CPAL2Tb(c); if (Gr_scanline_darkening_level >= GR_FADE_LEVELS) color_a = 1.0; else color_a = 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0); color_array[0] = color_array[4] = color_array[8] = color_array[12] = color_r; color_array[1] = color_array[5] = color_array[9] = color_array[13] = color_g; color_array[2] = color_array[6] = color_array[10] = color_array[14] = color_b; color_array[3] = color_array[7] = color_array[11] = color_array[15] = color_a; vertex_array[0] = xo; vertex_array[1] = yo; vertex_array[2] = xo; vertex_array[3] = yf; vertex_array[4] = xf; vertex_array[5] = yf; vertex_array[6] = xf; vertex_array[7] = yo; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); } void ogl_ulinec(int left,int top,int right,int bot,int c) { GLfloat xo,yo,xf,yf; GLfloat color_array[] = { CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (Gr_scanline_darkening_level >= GR_FADE_LEVELS)?1.0:1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0), CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (Gr_scanline_darkening_level >= GR_FADE_LEVELS)?1.0:1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0), CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (Gr_scanline_darkening_level >= GR_FADE_LEVELS)?1.0:1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0) }; GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); xo = (left + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width; xf = (right + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width; yo = 1.0 - (top + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height; yf = 1.0 - (bot + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height; OGL_DISABLE(TEXTURE_2D); vertex_array[0] = xo; vertex_array[1] = yo; vertex_array[2] = xf; vertex_array[3] = yf; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_LINES, 0, 2); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } GLfloat last_r=0, last_g=0, last_b=0; int do_pal_step=0; void ogl_do_palfx(void) { GLfloat color_array[] = { last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0 }; GLfloat vertex_array[] = { 0,0,0,1,1,1,1,0 }; OGL_DISABLE(TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); if (do_pal_step) { glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE); } else return; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } int ogl_brightness_ok = 0; int ogl_brightness_r = 0, ogl_brightness_g = 0, ogl_brightness_b = 0; static int old_b_r = 0, old_b_g = 0, old_b_b = 0; void gr_palette_step_up(int r, int g, int b) { old_b_r = ogl_brightness_r; old_b_g = ogl_brightness_g; old_b_b = ogl_brightness_b; ogl_brightness_r = max(r + gr_palette_gamma, 0); ogl_brightness_g = max(g + gr_palette_gamma, 0); ogl_brightness_b = max(b + gr_palette_gamma, 0); if (!ogl_brightness_ok) { last_r = ogl_brightness_r / 63.0; last_g = ogl_brightness_g / 63.0; last_b = ogl_brightness_b / 63.0; do_pal_step = (r || g || b || gr_palette_gamma); } else { do_pal_step = 0; } } #undef min static inline int min(int x, int y) { return x < y ? x : y; } void gr_palette_load( ubyte *pal ) { int i; for (i=0; i<768; i++ ) { gr_current_pal[i] = pal[i]; if (gr_current_pal[i] > 63) gr_current_pal[i] = 63; } gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too. init_computed_colors(); } void gr_palette_read(ubyte * pal) { int i; for (i=0; i<768; i++ ) { pal[i]=gr_current_pal[i]; if (pal[i] > 63) pal[i] = 63; } } #define GL_BGR_EXT 0x80E0 typedef struct { unsigned char TGAheader[12]; unsigned char header[6]; } TGA_header; //writes out an uncompressed RGB .tga file //if we got really spiffy, we could optionally link in libpng or something, and use that. void write_bmp(char *savename,int w,int h,unsigned char *buf) { PHYSFS_file* TGAFile; TGA_header TGA; GLbyte HeightH,HeightL,WidthH,WidthL; #ifdef OGLES unsigned int pixel; unsigned char *rgbaBuf; #endif buf = (unsigned char*)d_calloc(w*h*3,sizeof(unsigned char)); #ifdef OGLES rgbaBuf = (unsigned char*) d_calloc(w * h * 4, sizeof(unsigned char)); glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rgbaBuf); for(pixel = 0; pixel < w * h; pixel++) { *(buf + pixel * 3) = *(rgbaBuf + pixel * 4 + 2); *(buf + pixel * 3 + 1) = *(rgbaBuf + pixel * 4 + 1); *(buf + pixel * 3 + 2) = *(rgbaBuf + pixel * 4); } d_free(rgbaBuf); #else glReadPixels(0,0,w,h,GL_BGR_EXT,GL_UNSIGNED_BYTE,buf); #endif if (!(TGAFile = PHYSFSX_openWriteBuffered(savename))) { con_printf(CON_URGENT,"Could not create TGA file to dump screenshot!"); d_free(buf); return; } HeightH = (GLbyte)(h / 256); HeightL = (GLbyte)(h % 256); WidthH = (GLbyte)(w / 256); WidthL = (GLbyte)(w % 256); // Write TGA Header TGA.TGAheader[0] = 0; TGA.TGAheader[1] = 0; TGA.TGAheader[2] = 2; TGA.TGAheader[3] = 0; TGA.TGAheader[4] = 0; TGA.TGAheader[5] = 0; TGA.TGAheader[6] = 0; TGA.TGAheader[7] = 0; TGA.TGAheader[8] = 0; TGA.TGAheader[9] = 0; TGA.TGAheader[10] = 0; TGA.TGAheader[11] = 0; TGA.header[0] = (GLbyte) WidthL; TGA.header[1] = (GLbyte) WidthH; TGA.header[2] = (GLbyte) HeightL; TGA.header[3] = (GLbyte) HeightH; TGA.header[4] = (GLbyte) 24; TGA.header[5] = 0; PHYSFS_write(TGAFile,&TGA,sizeof(TGA_header),1); PHYSFS_write(TGAFile,buf,w*h*3*sizeof(unsigned char),1); PHYSFS_close(TGAFile); d_free(buf); } void save_screen_shot(int automap_flag) { char message[100]; static int savenum=0; char savename[13+sizeof(SCRNS_DIR)]; unsigned char *buf; if (!GameArg.DbgGlReadPixelsOk){ if (!automap_flag) HUD_init_message(HM_DEFAULT, "glReadPixels not supported on your configuration"); return; } stop_time(); if (!cfexist(SCRNS_DIR)) PHYSFS_mkdir(SCRNS_DIR); //try making directory do { sprintf(savename, "%sscrn%04d.tga",SCRNS_DIR, savenum++); } while (PHYSFS_exists(savename)); sprintf( message, "%s 'scrn%04d.tga'", TXT_DUMPING_SCREEN, savenum-1 ); if (!automap_flag) HUD_init_message(HM_DEFAULT, message); #ifndef OGLES glReadBuffer(GL_FRONT); #endif buf = d_malloc(grd_curscreen->sc_w*grd_curscreen->sc_h*3); write_bmp(savename,grd_curscreen->sc_w,grd_curscreen->sc_h,buf); d_free(buf); key_flush(); start_time(); }