568 lines
14 KiB
C
568 lines
14 KiB
C
// OGL video functions. - Added 9/15/99 Matthew Mueller
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#define DECLARE_VARS
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef __unix__
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#include <sys/types.h>
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#include <sys/stat.h>
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#endif
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#ifdef __WINDOWS__
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#include <windows.h>
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#include <dir.h>
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#endif
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#ifndef macintosh
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#include <unistd.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <fcntl.h>
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#endif
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#include <errno.h>
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#include <limits.h>
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#include "hudmsg.h"
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#include "game.h"
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#include "text.h"
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#include "gr.h"
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#include "gamefont.h"
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#include "grdef.h"
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#include "palette.h"
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#include "u_mem.h"
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#include "error.h"
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#include "inferno.h"
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#include "screens.h"
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#include "strutil.h"
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#include "mono.h"
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#include "args.h"
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#include "key.h"
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#include "u_mem.h"
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#include "gamefont.h"
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#include "render.h"
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#include "ogl_init.h"
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#if defined(__APPLE__) && defined(__MACH__)
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#include <OpenGL/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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int gr_installed = 0;
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void gr_palette_clear(); // Function prototype for gr_init;
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int gl_initialized=0;
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int ogl_fullscreen=0;
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int gr_check_fullscreen(void){
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return ogl_fullscreen;
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}
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void gr_do_fullscreen(int f){
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if (GameArg.OglVoodooHack)
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ogl_fullscreen=1;//force fullscreen mode on voodoos.
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else
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ogl_fullscreen=f;
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if (gl_initialized){
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ogl_do_fullscreen_internal();
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}
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}
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int gr_toggle_fullscreen(void){
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gr_do_fullscreen(!ogl_fullscreen);
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if (gl_initialized && Screen_mode != SCREEN_GAME) // update viewing values for menus
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();//clear matrix
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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return ogl_fullscreen;
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}
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extern void ogl_init_pixel_buffers(int w, int h);
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extern void ogl_close_pixel_buffers(void);
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void ogl_init_state(void){
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/* select clearing (background) color */
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glClearColor(0.0, 0.0, 0.0, 0.0);
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/* initialize viewing values */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();//clear matrix
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gr_palette_step_up(0,0,0);//in case its left over from in game
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ogl_init_pixel_buffers(grd_curscreen->sc_w, grd_curscreen->sc_h);
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}
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void gr_update()
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{
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}
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// Set the buffer to draw to. 0 is front, 1 is back
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void gr_set_draw_buffer(int buf)
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{
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glDrawBuffer((buf == 0) ? GL_FRONT : GL_BACK);
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}
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const char *gl_vendor,*gl_renderer,*gl_version,*gl_extensions;
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void ogl_get_verinfo(void){
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gl_vendor=(const char *)glGetString(GL_VENDOR);
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gl_renderer=(const char *)glGetString(GL_RENDERER);
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gl_version=(const char *)glGetString(GL_VERSION);
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gl_extensions=(const char *)glGetString(GL_EXTENSIONS);
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#ifndef NDEBUG
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printf("gl vendor:%s renderer:%s version:%s extensions:%s\n",gl_vendor,gl_renderer,gl_version,gl_extensions);
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#endif
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#ifdef __WINDOWS__
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dglMultiTexCoord2fARB = (glMultiTexCoord2fARB_fp)wglGetProcAddress("glMultiTexCoord2fARB");
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dglActiveTextureARB = (glActiveTextureARB_fp)wglGetProcAddress("glActiveTextureARB");
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dglMultiTexCoord2fSGIS = (glMultiTexCoord2fSGIS_fp)wglGetProcAddress("glMultiTexCoord2fSGIS");
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dglSelectTextureSGIS = (glSelectTextureSGIS_fp)wglGetProcAddress("glSelectTextureSGIS");
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#endif
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//add driver specific hacks here. whee.
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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){
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GameArg.DbgGlIntensity4Ok=0;//ignores alpha, always black background instead of transparent.
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GameArg.DbgGlReadPixelsOk=0;//either just returns all black, or kills the X server entirely
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GameArg.DbgGlGetTexLevelParamOk=0;//returns random data..
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}
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#ifdef macintosh
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if (stricmp(gl_renderer,"3dfx Voodoo 3")==0){ // strangely, includes Voodoo 2
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GameArg.DbgGlGetTexLevelParamOk=0; // Always returns 0
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}
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#endif
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#ifndef NDEBUG
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printf("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);
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#endif
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}
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int gr_set_mode(u_int32_t mode)
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{
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unsigned int w, h;
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char *gr_bm_data;
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#ifdef NOGRAPH
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return 0;
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#endif
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if (mode<=0)
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return 0;
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w=SM_W(mode);
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h=SM_H(mode);
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gr_bm_data=(char *)grd_curscreen->sc_canvas.cv_bitmap.bm_data;//since we use realloc, we want to keep this pointer around.
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memset( grd_curscreen, 0, sizeof(grs_screen));
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grd_curscreen->sc_mode = mode;
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grd_curscreen->sc_w = w;
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grd_curscreen->sc_h = h;
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grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameArg.GfxAspectX,grd_curscreen->sc_h*GameArg.GfxAspectY);
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grd_curscreen->sc_canvas.cv_bitmap.bm_x = 0;
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grd_curscreen->sc_canvas.cv_bitmap.bm_y = 0;
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grd_curscreen->sc_canvas.cv_bitmap.bm_w = w;
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grd_curscreen->sc_canvas.cv_bitmap.bm_h = h;
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grd_curscreen->sc_canvas.cv_bitmap.bm_rowsize = w;
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grd_curscreen->sc_canvas.cv_bitmap.bm_type = BM_OGL;
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grd_curscreen->sc_canvas.cv_bitmap.bm_data = realloc(gr_bm_data,w*h);
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gr_set_current_canvas(NULL);
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ogl_init_window(w,h);//platform specific code
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ogl_get_verinfo();
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OGL_VIEWPORT(0,0,w,h);
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gamefont_choose_game_font(w,h);
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ogl_init_state();
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gr_update();
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return 0;
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}
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#define GLstrcmptestr(a,b) if (stricmp(a,#b)==0 || stricmp(a,"GL_" #b)==0)return GL_ ## b;
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int ogl_atotexfilti(char *a,int min){
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GLstrcmptestr(a,NEAREST);
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GLstrcmptestr(a,LINEAR);
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if (min){//mipmaps are valid only for the min filter
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GLstrcmptestr(a,NEAREST_MIPMAP_NEAREST);
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GLstrcmptestr(a,NEAREST_MIPMAP_LINEAR);
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GLstrcmptestr(a,LINEAR_MIPMAP_NEAREST);
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GLstrcmptestr(a,LINEAR_MIPMAP_LINEAR);
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}
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Error("unknown/invalid texture filter %s\n",a);
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}
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int ogl_testneedmipmaps(int i){
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switch (i){
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case GL_NEAREST:
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case GL_LINEAR:
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return 0;
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case GL_NEAREST_MIPMAP_NEAREST:
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case GL_NEAREST_MIPMAP_LINEAR:
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case GL_LINEAR_MIPMAP_NEAREST:
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case GL_LINEAR_MIPMAP_LINEAR:
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return 1;
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}
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Error("unknown texture filter %x\n",i);
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}
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#ifdef __WINDOWS__
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char *OglLibPath="opengl32.dll";
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int ogl_rt_loaded=0;
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int ogl_init_load_library(void)
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{
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int retcode=0;
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if (!ogl_rt_loaded){
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retcode = OpenGL_LoadLibrary(true);
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if(retcode)
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{
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mprintf((0,"Opengl loaded ok\n"));
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if(!glEnd)
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{
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Error("Opengl: Functions not imported\n");
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}
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}else{
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Error("Opengl: error loading %s\n",OglLibPath);
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}
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ogl_rt_loaded=1;
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}
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return retcode;
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}
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#endif
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int gr_init(int mode)
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{
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int retcode;
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// Only do this function once!
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if (gr_installed==1)
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return -1;
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#ifdef __WINDOWS__
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ogl_init_load_library();
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#endif
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if (!GameArg.SysWindow || GameArg.OglVoodooHack)
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gr_toggle_fullscreen();
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GL_needmipmaps=ogl_testneedmipmaps(GameArg.OglTexMinFilt);
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mprintf((0,"gr_init: texmagfilt:%x texminfilt:%x needmipmaps=%i\n",GameArg.OglTexMagFilt,GameArg.OglTexMinFilt,GL_needmipmaps));
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ogl_init();//platform specific initialization
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ogl_init_texture_list_internal();
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MALLOC( grd_curscreen,grs_screen,1 );
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memset( grd_curscreen, 0, sizeof(grs_screen));
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grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL;
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// Set the mode.
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if ((retcode=gr_set_mode(mode)))
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{
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return retcode;
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}
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grd_curscreen->sc_canvas.cv_color = 0;
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grd_curscreen->sc_canvas.cv_drawmode = 0;
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grd_curscreen->sc_canvas.cv_font = NULL;
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grd_curscreen->sc_canvas.cv_font_fg_color = 0;
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grd_curscreen->sc_canvas.cv_font_bg_color = 0;
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gr_set_current_canvas( &grd_curscreen->sc_canvas );
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ogl_init_pixel_buffers(256, 128); // for gamefont_init
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gr_installed = 1;
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atexit(gr_close);
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return 0;
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}
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void gr_close()
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{
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ogl_brightness_r = ogl_brightness_g = ogl_brightness_b = 0;
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ogl_close();//platform specific code
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if (grd_curscreen){
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if (grd_curscreen->sc_canvas.cv_bitmap.bm_data)
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free(grd_curscreen->sc_canvas.cv_bitmap.bm_data);
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free(grd_curscreen);
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}
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ogl_close_pixel_buffers();
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#ifdef __WINDOWS__
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if (ogl_rt_loaded)
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OpenGL_LoadLibrary(false);
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#endif
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}
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extern int r_upixelc;
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void ogl_upixelc(int x, int y, int c){
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r_upixelc++;
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OGL_DISABLE(TEXTURE_2D);
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glPointSize(grd_curscreen->sc_w/320);
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glBegin(GL_POINTS);
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glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
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glVertex2f((x+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(y+grd_curcanv->cv_bitmap.bm_y)/(float)last_height);
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glEnd();
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}
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void ogl_urect(int left,int top,int right,int bot){
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GLfloat xo,yo,xf,yf;
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int c=COLOR;
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xo=(left+grd_curcanv->cv_bitmap.bm_x)/(float)last_width;
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xf = (right + 1 + grd_curcanv->cv_bitmap.bm_x) / (float)last_width;
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yo=1.0-(top+grd_curcanv->cv_bitmap.bm_y)/(float)last_height;
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yf = 1.0 - (bot + 1 + grd_curcanv->cv_bitmap.bm_y) / (float)last_height;
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OGL_DISABLE(TEXTURE_2D);
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if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
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glColor3f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c));
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else
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glColor4f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
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glBegin(GL_QUADS);
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glVertex2f(xo,yo);
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glVertex2f(xo,yf);
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glVertex2f(xf,yf);
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glVertex2f(xf,yo);
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glEnd();
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}
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void ogl_ulinec(int left,int top,int right,int bot,int c){
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GLfloat xo,yo,xf,yf;
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xo = (left + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
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xf = (right + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
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yo = 1.0 - (top + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
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yf = 1.0 - (bot + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
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OGL_DISABLE(TEXTURE_2D);
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glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
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glBegin(GL_LINES);
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glVertex2f(xo,yo);
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glVertex2f(xf,yf);
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glEnd();
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}
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GLfloat last_r=0, last_g=0, last_b=0;
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int do_pal_step=0;
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void ogl_do_palfx(void){
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OGL_DISABLE(TEXTURE_2D);
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if (gr_palette_faded_out){
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glColor3f(0,0,0);
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}else{
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if (do_pal_step){
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE,GL_ONE);
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glColor3f(last_r,last_g,last_b);
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}else
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return;
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}
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glBegin(GL_QUADS);
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glVertex2f(0,0);
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glVertex2f(0,1);
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glVertex2f(1,1);
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glVertex2f(1,0);
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glEnd();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void gr_palette_clear()
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{
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gr_palette_faded_out=1;
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}
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int ogl_brightness_ok = 0;
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int ogl_brightness_r = 0, ogl_brightness_g = 0, ogl_brightness_b = 0;
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static int old_b_r = 0, old_b_g = 0, old_b_b = 0;
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void gr_palette_step_up( int r, int g, int b )
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{
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if (gr_palette_faded_out)
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return;
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old_b_r = ogl_brightness_r;
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old_b_g = ogl_brightness_g;
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old_b_b = ogl_brightness_b;
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ogl_brightness_r = max(r + gr_palette_gamma, 0);
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ogl_brightness_g = max(g + gr_palette_gamma, 0);
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ogl_brightness_b = max(b + gr_palette_gamma, 0);
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if (!ogl_brightness_ok)
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{
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last_r = ogl_brightness_r / 63.0;
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last_g = ogl_brightness_g / 63.0;
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last_b = ogl_brightness_b / 63.0;
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do_pal_step = (r || g || b || gr_palette_gamma);
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}
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else
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{
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do_pal_step = 0;
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}
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}
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#undef min
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static inline int min(int x, int y) { return x < y ? x : y; }
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void gr_palette_load( ubyte *pal )
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{
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int i;
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for (i=0; i<768; i++ ) {
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gr_current_pal[i] = pal[i];
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if (gr_current_pal[i] > 63) gr_current_pal[i] = 63;
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}
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gr_palette_faded_out=0;
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gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too.
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init_computed_colors();
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}
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int gr_palette_fade_out(ubyte *pal, int nsteps, int allow_keys)
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{
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gr_palette_faded_out=1;
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return 0;
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}
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int gr_palette_fade_in(ubyte *pal, int nsteps, int allow_keys)
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{
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gr_palette_faded_out=0;
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return 0;
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}
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void gr_palette_read(ubyte * pal)
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{
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int i;
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for (i=0; i<768; i++ ) {
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pal[i]=gr_current_pal[i];
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if (pal[i] > 63) pal[i] = 63;
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}
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}
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#define GL_BGR_EXT 0x80E0
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typedef struct {
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unsigned char TGAheader[12];
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unsigned char header[6];
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} TGA_header;
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//writes out an uncompressed RGB .tga file
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//if we got really spiffy, we could optionally link in libpng or something, and use that.
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void write_bmp(char *savename,int w,int h,unsigned char *buf){ // ZICO - modified for win32
|
|
FILE* TGAFile;
|
|
TGA_header TGA;
|
|
GLbyte HeightH,HeightL,WidthH,WidthL;
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|
|
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buf = (unsigned char*)calloc(w*h*3,sizeof(unsigned char));
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|
|
|
glReadPixels(0,0,w,h,GL_BGR_EXT,GL_UNSIGNED_BYTE,buf);
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|
|
|
TGAFile = fopen(savename, "wb");
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|
|
|
HeightH = (GLbyte)(h / 256);
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|
HeightL = (GLbyte)(h % 256);
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|
WidthH = (GLbyte)(w / 256);
|
|
WidthL = (GLbyte)(w % 256);
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|
// Write TGA Header
|
|
TGA.TGAheader[0] = 0;
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|
TGA.TGAheader[1] = 0;
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|
TGA.TGAheader[2] = 2;
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|
TGA.TGAheader[3] = 0;
|
|
TGA.TGAheader[4] = 0;
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|
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;
|
|
fwrite(&TGA,sizeof(TGA_header),1,TGAFile);
|
|
fwrite(buf,w*h*3*sizeof(unsigned char),1,TGAFile);
|
|
fclose(TGAFile);
|
|
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_message(MSGC_GAME_FEEDBACK,"glReadPixels not supported on your configuration");
|
|
return;
|
|
}
|
|
|
|
stop_time();
|
|
|
|
if (!cfexist(SCRNS_DIR))
|
|
mkdir(SCRNS_DIR
|
|
#ifndef __WINDOWS__
|
|
, 0775
|
|
#endif
|
|
); //try making directory
|
|
|
|
if ( savenum == 9999 )
|
|
savenum = 0;
|
|
sprintf(savename,"%sscrn%04d.tga",SCRNS_DIR,savenum++);
|
|
|
|
while(!access(savename,0))
|
|
{
|
|
if ( savenum == 9999 )
|
|
savenum = 0;
|
|
sprintf(savename,"%sscrn%04d.tga",SCRNS_DIR,savenum++);
|
|
}
|
|
sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
|
|
|
|
if (!automap_flag) {
|
|
hud_message(MSGC_GAME_FEEDBACK,message);
|
|
}
|
|
|
|
if (!automap_flag && GameArg.OglPrShot && Function_mode == FMODE_GAME)
|
|
{
|
|
render_frame(0);
|
|
gr_set_curfont(Gamefonts[GFONT_MEDIUM_2]);
|
|
gr_printf(0x8000,FONTSCALE_Y(10),"DXX-Rebirth\n");
|
|
glReadBuffer(GL_BACK);
|
|
}
|
|
else
|
|
{
|
|
glReadBuffer(GL_FRONT);
|
|
}
|
|
buf = malloc(grd_curscreen->sc_w*grd_curscreen->sc_h*3);
|
|
write_bmp(savename,grd_curscreen->sc_w,grd_curscreen->sc_h,buf);
|
|
free(buf);
|
|
key_flush();
|
|
start_time();
|
|
}
|