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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace 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 3 of the License, or
(at your option) any later version.
AstroMenace 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 AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "RendererInterface.h"
//------------------------------------------------------------------------------------
// делаем скриншот
//------------------------------------------------------------------------------------
int vw_Screenshot(SDL_Surface *screen, char *filename)
{
SDL_Surface *temp;
unsigned char *pixels;
int i;
if (!(screen->flags & SDL_OPENGL))
{
SDL_SaveBMP(screen, filename);
return 0;
}
temp = SDL_CreateRGBSurface(SDL_SWSURFACE,
screen->w, screen->h, 24,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
0x000000FF, 0x0000FF00, 0x00FF0000, 0
#else
0x00FF0000, 0x0000FF00, 0x000000FF, 0
#endif
);
if (temp == NULL) return -1;
pixels = (unsigned char *)malloc(3 * screen->w * screen->h);
if (pixels == NULL) {
SDL_FreeSurface(temp);
return -1;
}
glReadPixels(0, 0, screen->w, screen->h,
GL_RGB, GL_UNSIGNED_BYTE, pixels);
for (i=0; i<screen->h; i++)
memcpy(((char *) temp->pixels) + temp->pitch * i,
pixels + 3*screen->w * (screen->h-i-1),
screen->w*3);
free(pixels);
SDL_SaveBMP(temp, filename);
SDL_FreeSurface(temp);
return 0;
}
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