From db82b7e30a1b58b56fdb4bfc6089b47200ca1da1 Mon Sep 17 00:00:00 2001 From: jaybinks Date: Thu, 20 Sep 2007 06:36:58 +0000 Subject: Ultrastar-DX now compiles in linux (using lazarus) Bass etc is commented out.. but it compiles, and im working through the runtime errors. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@408 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UDisplay.pas | 929 ++++++++++++++++++++++---------------------- 1 file changed, 469 insertions(+), 460 deletions(-) (limited to 'Game/Code/Menu/UDisplay.pas') diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas index ed65d62d..6181fab1 100644 --- a/Game/Code/Menu/UDisplay.pas +++ b/Game/Code/Menu/UDisplay.pas @@ -1,460 +1,469 @@ -unit UDisplay; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -uses Windows, - SDL, - UMenu, - OpenGL12, - SysUtils; - -type - TDisplay = class - ActualScreen: PMenu; - NextScreen: PMenu; - - //fade-to-black-hack - BlackScreen: Boolean; - //popup hack - NextScreenWithCheck: Pmenu; - CheckOK: Boolean; - - h_DC: HDC; - h_RC: HGLRC; - - Fade: Real; - // fade-mod - doFade: Boolean; - canFade: Boolean; - myFade: integer; - lastTime: Cardinal; - pTexData : Pointer; - pTex : array[1..2] of glUInt; - // end - - //FPS Counter - FPSCounter: Cardinal; - LastFPS: Cardinal; - NextFPSSwap:Cardinal; - - //For Debug OSD - OSD_LastError: String; - - function Draw: Boolean; - procedure PrintScreen; - constructor Create; - // fade mod - destructor Destroy; override; - // end - procedure ScreenShot; - - procedure DrawDebugInformation; - end; - -var - Display: TDisplay; - -implementation - -uses - {$IFDEF FPC} - ulazjpeg, - {$ELSE} - JPEG, - {$ENDIF} - graphics, - TextGL, - // UFiles, - UMain, - UTexture, - UIni, - UGraphic, - UTime, - UCommandLine; - -constructor TDisplay.Create; -var i: integer; -begin - inherited Create; - - //popup hack - CheckOK:=False; - NextScreen:=NIL; - NextScreenWithCheck:=NIL; - BlackScreen:=False; - - // fade mod - myfade:=0; - - if Ini.ScreenFade=1 then - doFade:=True - else - doFade:=False; - - canFade:=True; - // generate texture for fading between screens - GetMem(pTexData, 512*512*4); - if pTexData <> NIL then - for i:= 1 to 2 do - begin - glGenTextures(1, pTex[i]); - if glGetError <> GL_NO_ERROR then canFade := False; - glBindTexture(GL_TEXTURE_2D, pTex[i]); - if glGetError <> GL_NO_ERROR then canFade := False; - glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); - if glGetError <> GL_NO_ERROR then canFade := False; - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if glGetError <> GL_NO_ERROR then canFade := False; - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - if glGetError <> GL_NO_ERROR then canFade := False; - end - else - begin - canFade:=False; - end; - FreeMem(pTexData); - // end - - //Set LastError for OSD to No Error - OSD_LastError := 'No Errors'; -end; - -// fade mod -destructor TDisplay.Destroy; -begin - if canFade then - glDeleteTextures(1,@pTex); - inherited Destroy; -end; -// end - -function TDisplay.Draw: Boolean; -var - S: integer; - Col: Real; - // fade mod - myFade2: Real; - currentTime: Cardinal; - glError: glEnum; - glErrorStr: String; - // end -begin - Result := True; - - Col := 1; - {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then - Col := 0; } - - glClearColor(Col, Col, Col , 0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - for S := 1 to Screens do begin - ScreenAct := S; - -// if Screens = 1 then ScreenX := 0; -// if (Screens = 2) and (S = 1) then ScreenX := -1; -// if (Screens = 2) and (S = 2) then ScreenX := 1; - ScreenX := 0; - - if S = 2 then TimeSkip := 0 else; - glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); - - //popup hack - // check was successful... move on - if CheckOK then - if assigned (NextScreenWithCheck)then - begin - NextScreen:=NextScreenWithCheck; - NextScreenWithCheck := NIL; - CheckOk:=False; - end - else - BlackScreen:=True; // end of game - fade to black before exit - //end popup hack - -// ActualScreen.SetAnimationProgress(1); - if (not assigned (NextScreen)) and (not BlackScreen) then begin - ActualScreen.Draw; - //popup mod - if ScreenPopupError <> NIL then if ScreenPopupError.Visible then ScreenPopupError.Draw else - if ScreenPopupCheck <> NIL then if ScreenPopupCheck.Visible then ScreenPopupCheck.Draw; - //popup end - // fade mod - myfade:=0; - if (Ini.ScreenFade=1) and canFade then - doFade:=True - else if Ini.ScreenFade=0 then - doFade:=False; - // end - end - else - begin - // check if we had an initialization error (canfade=false, dofade=true) - if doFade and not canFade then begin - doFade:=False; //disable fading -// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message - end; - if doFade and canFade then - begin - // fade mod - //Create Fading texture if we're just starting - if myfade = 0 then - begin - glViewPort(0, 0, 512, 512); - ActualScreen.Draw; - glBindTexture(GL_TEXTURE_2D, pTex[S]); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0); - glError:=glGetError; - if glError <> GL_NO_ERROR then - begin - canFade := False; - case glError of - GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM'; - GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE'; - GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION'; - GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW'; - GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW'; - GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY'; - else glErrorStr:='unknown error'; - end; -// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message - end; - glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); - // blackscreen-hack - if not BlackScreen then - NextScreen.onShow; - lastTime:=GetTickCount; - if (S=2) or (Screens = 1) then - myfade:=myfade+1; - end; // end texture creation in first fading step - - //do some time-based fading - currentTime:=GetTickCount; - if (currentTime > lastTime+30) and (S=1) then - begin - myfade:=myfade+4; - lastTime:=currentTime; - end; - -// LastFade := Fade; // whatever -// Fade := Fade -0.999; // start fading out - - -// ActualScreen.ShowFinish := false; // no purpose? - -// ActualScreen.SetAnimationProgress(Fade-1); // nop? - - // blackscreen-hack - if not BlackScreen then - NextScreen.Draw // draw next screen - else if ScreenAct=1 then begin - glClearColor(0, 0, 0 , 0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - end; - - // and draw old screen over it... slowly fading out - myfade2:=(myfade*myfade)/10000; - glBindTexture(GL_TEXTURE_2D, pTex[S]); - glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600); - glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0); - glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0); - glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600); - glEnd; - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end - else - // blackscreen hack - if not BlackScreen then - NextScreen.OnShow; - - - if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then begin // fade out complete... - myFade:=0; - ActualScreen.onHide; - ActualScreen.ShowFinish:=False; - ActualScreen:=NextScreen; - NextScreen := nil; - if not blackscreen then - begin - ActualScreen.onShowFinish; - ActualScreen.ShowFinish := true; - end - else - begin - Result:=False; - Break; - end; - // end of fade mod - end; - end; // if - - //Draw OSD only on first Screen if Debug Mode is enabled - if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then - DrawDebugInformation; - - end; // for -// SwapBuffers(h_DC); -end; - -{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8; -begin - Self.FadeIn := FadeIn; - FadeStep := (SizeOf(FadeStep) * $FF) div Steps; - ActualStep := $FF; - Result := $FF div FadeStep; -end;} - -procedure TDisplay.PrintScreen; -var - Bitmap: TBitmap; - Jpeg: TJpegImage; - X, Y: integer; - Num: integer; - FileName: string; -begin - for Num := 1 to 9999 do begin - FileName := IntToStr(Num); - while Length(FileName) < 4 do FileName := '0' + FileName; - FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg'; - if not FileExists(FileName) then break - end; - - glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]); - Bitmap := TBitmap.Create; - Bitmap.Width := ScreenW; - Bitmap.Height := ScreenH; - - for Y := 0 to ScreenH-1 do - for X := 0 to ScreenW-1 do - Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF; - - Jpeg := TJpegImage.Create; - Jpeg.Assign(Bitmap); - Bitmap.Free; - Jpeg.CompressionQuality := 95;//90; - Jpeg.SaveToFile(FileName); - Jpeg.Free; -end; - -procedure TDisplay.ScreenShot; - var F : file; - FileInfo: BITMAPINFOHEADER; - FileHeader : BITMAPFILEHEADER; - pPicData:Pointer; - FileName: String; - Num: Integer; -begin - //bilddatei Suchen - for Num := 1 to 9999 do begin - FileName := IntToStr(Num); - while Length(FileName) < 4 do FileName := '0' + FileName; - FileName := ScreenshotsPath + FileName + '.BMP'; - if not FileExists(FileName) then break - end; - - //Speicher für die Speicherung der Header-Informationen vorbereiten - ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER)); - ZeroMemory(@FileInfo, SizeOf(BITMAPINFOHEADER)); - - //Initialisieren der Daten des Headers - FileHeader.bfType := 19778; //$4D42 = 'BM' - FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER); - - //Schreiben der Bitmap-Informationen - FileInfo.biSize := SizeOf(BITMAPINFOHEADER); - FileInfo.biWidth := ScreenW; - FileInfo.biHeight := ScreenH; - FileInfo.biPlanes := 1; - FileInfo.biBitCount := 32; - FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8); - - //Größenangabe auch in den Header übernehmen - FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage; - - //Speicher für die Bilddaten reservieren - GetMem(pPicData, FileInfo.biSizeImage); - try - //Bilddaten von OpenGL anfordern (siehe oben) - glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData); - - //Und den ganzen Müll in die Datei schieben ;-) - //Moderne Leute nehmen dafür auch Streams ... - AssignFile(f, Filename); - Rewrite( f,1 ); - try - BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER)); - BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER)); - BlockWrite(F, pPicData^, FileInfo.biSizeImage ); - finally - CloseFile(f); - end; - finally - //Und den angeforderten Speicher wieder freigeben ... - FreeMem(pPicData, FileInfo.biSizeImage); - end; -end; - -//------------ -// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen -//------------ -procedure TDisplay.DrawDebugInformation; -var Ticks: Cardinal; -begin - //Some White Background for information - glEnable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - glColor4f(1, 1, 1, 0.5); - glBegin(GL_QUADS); - glVertex2f(690, 44); - glVertex2f(690, 0); - glVertex2f(800, 0); - glVertex2f(800, 44); - glEnd; - glDisable(GL_BLEND); - - //Set Font Specs - SetFontStyle(0); - SetFontSize(7); - SetFontItalic(False); - glColor4f(0, 0, 0, 1); - - //Calculate FPS - Ticks := GetTickCount; - if (Ticks >= NextFPSSwap) then - begin - LastFPS := FPSCounter * 4; - FPSCounter := 0; - NextFPSSwap := Ticks + 250; - end; - - Inc(FPSCounter); - - //Draw Text - - //FPS - SetFontPos(695, 0); - glPrint (PChar('FPS: ' + InttoStr(LastFPS))); - - //RSpeed - SetFontPos(695, 13); - glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid)))); - - //LastError - SetFontPos(695, 26); - glColor4f(1, 0, 0, 1); - glPrint (PChar(OSD_LastError)); - - glColor4f(1, 1, 1, 1); -end; - -end. +unit UDisplay; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +uses {$IFDEF win32} + windows, + {$ELSE} + LCLType, + {$ENDIF} + ucommon, + SDL, + UMenu, + OpenGL12, + SysUtils; + +type + TDisplay = class + ActualScreen: PMenu; + NextScreen: PMenu; + + //fade-to-black-hack + BlackScreen: Boolean; + //popup hack + NextScreenWithCheck: Pmenu; + CheckOK: Boolean; + + h_DC: HDC; + h_RC: HGLRC; + + Fade: Real; + // fade-mod + doFade: Boolean; + canFade: Boolean; + myFade: integer; + lastTime: Cardinal; + pTexData : Pointer; + pTex : array[1..2] of glUInt; + // end + + //FPS Counter + FPSCounter: Cardinal; + LastFPS: Cardinal; + NextFPSSwap:Cardinal; + + //For Debug OSD + OSD_LastError: String; + + function Draw: Boolean; + procedure PrintScreen; + constructor Create; + // fade mod + destructor Destroy; override; + // end + procedure ScreenShot; + + procedure DrawDebugInformation; + end; + +var + Display: TDisplay; + +implementation + +uses + {$IFDEF FPC} + ulazjpeg, + {$ELSE} + JPEG, + {$ENDIF} + {$IFNDEF win32} + lclintf, + {$ENDIF} + graphics, + TextGL, + // UFiles, + UMain, + UTexture, + UIni, + UGraphic, + UTime, + UCommandLine; + +constructor TDisplay.Create; +var i: integer; +begin + inherited Create; + + //popup hack + CheckOK:=False; + NextScreen:=NIL; + NextScreenWithCheck:=NIL; + BlackScreen:=False; + + // fade mod + myfade:=0; + + if Ini.ScreenFade=1 then + doFade:=True + else + doFade:=False; + + canFade:=True; + // generate texture for fading between screens + GetMem(pTexData, 512*512*4); + if pTexData <> NIL then + for i:= 1 to 2 do + begin + glGenTextures(1, pTex[i]); + if glGetError <> GL_NO_ERROR then canFade := False; + glBindTexture(GL_TEXTURE_2D, pTex[i]); + if glGetError <> GL_NO_ERROR then canFade := False; + glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); + if glGetError <> GL_NO_ERROR then canFade := False; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + if glGetError <> GL_NO_ERROR then canFade := False; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + if glGetError <> GL_NO_ERROR then canFade := False; + end + else + begin + canFade:=False; + end; + FreeMem(pTexData); + // end + + //Set LastError for OSD to No Error + OSD_LastError := 'No Errors'; +end; + +// fade mod +destructor TDisplay.Destroy; +begin + if canFade then + glDeleteTextures(1,@pTex); + inherited Destroy; +end; +// end + +function TDisplay.Draw: Boolean; +var + S: integer; + Col: Real; + // fade mod + myFade2: Real; + currentTime: Cardinal; + glError: glEnum; + glErrorStr: String; + // end +begin + Result := True; + + Col := 1; + {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then + Col := 0; } + + glClearColor(Col, Col, Col , 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + for S := 1 to Screens do begin + ScreenAct := S; + +// if Screens = 1 then ScreenX := 0; +// if (Screens = 2) and (S = 1) then ScreenX := -1; +// if (Screens = 2) and (S = 2) then ScreenX := 1; + ScreenX := 0; + + if S = 2 then TimeSkip := 0 else; + glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); + + //popup hack + // check was successful... move on + if CheckOK then + if assigned (NextScreenWithCheck)then + begin + NextScreen:=NextScreenWithCheck; + NextScreenWithCheck := NIL; + CheckOk:=False; + end + else + BlackScreen:=True; // end of game - fade to black before exit + //end popup hack + +// ActualScreen.SetAnimationProgress(1); + if (not assigned (NextScreen)) and (not BlackScreen) then begin + ActualScreen.Draw; + //popup mod + if ScreenPopupError <> NIL then if ScreenPopupError.Visible then ScreenPopupError.Draw else + if ScreenPopupCheck <> NIL then if ScreenPopupCheck.Visible then ScreenPopupCheck.Draw; + //popup end + // fade mod + myfade:=0; + if (Ini.ScreenFade=1) and canFade then + doFade:=True + else if Ini.ScreenFade=0 then + doFade:=False; + // end + end + else + begin + // check if we had an initialization error (canfade=false, dofade=true) + if doFade and not canFade then begin + doFade:=False; //disable fading +// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message + end; + if doFade and canFade then + begin + // fade mod + //Create Fading texture if we're just starting + if myfade = 0 then + begin + glViewPort(0, 0, 512, 512); + ActualScreen.Draw; + glBindTexture(GL_TEXTURE_2D, pTex[S]); + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0); + glError:=glGetError; + if glError <> GL_NO_ERROR then + begin + canFade := False; + case glError of + GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM'; + GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE'; + GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION'; + GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW'; + GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW'; + GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY'; + else glErrorStr:='unknown error'; + end; +// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message + end; + glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); + // blackscreen-hack + if not BlackScreen then + NextScreen.onShow; + + lastTime:=GetTickCount; + if (S=2) or (Screens = 1) then + myfade:=myfade+1; + end; // end texture creation in first fading step + + //do some time-based fading + currentTime:=GetTickCount; + if (currentTime > lastTime+30) and (S=1) then + begin + myfade:=myfade+4; + lastTime:=currentTime; + end; + +// LastFade := Fade; // whatever +// Fade := Fade -0.999; // start fading out + + +// ActualScreen.ShowFinish := false; // no purpose? + +// ActualScreen.SetAnimationProgress(Fade-1); // nop? + + // blackscreen-hack + if not BlackScreen then + NextScreen.Draw // draw next screen + else if ScreenAct=1 then begin + glClearColor(0, 0, 0 , 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end; + + // and draw old screen over it... slowly fading out + myfade2:=(myfade*myfade)/10000; + glBindTexture(GL_TEXTURE_2D, pTex[S]); + glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600); + glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0); + glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0); + glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600); + glEnd; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end + else + // blackscreen hack + if not BlackScreen then + NextScreen.OnShow; + + + if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then begin // fade out complete... + myFade:=0; + ActualScreen.onHide; + ActualScreen.ShowFinish:=False; + ActualScreen:=NextScreen; + NextScreen := nil; + if not blackscreen then + begin + ActualScreen.onShowFinish; + ActualScreen.ShowFinish := true; + end + else + begin + Result:=False; + Break; + end; + // end of fade mod + end; + end; // if + + //Draw OSD only on first Screen if Debug Mode is enabled + if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then + DrawDebugInformation; + + end; // for +// SwapBuffers(h_DC); +end; + +{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8; +begin + Self.FadeIn := FadeIn; + FadeStep := (SizeOf(FadeStep) * $FF) div Steps; + ActualStep := $FF; + Result := $FF div FadeStep; +end;} + +procedure TDisplay.PrintScreen; +var + Bitmap: TBitmap; + Jpeg: TJpegImage; + X, Y: integer; + Num: integer; + FileName: string; +begin + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg'; + if not FileExists(FileName) then break + end; + + glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]); + Bitmap := TBitmap.Create; + Bitmap.Width := ScreenW; + Bitmap.Height := ScreenH; + + for Y := 0 to ScreenH-1 do + for X := 0 to ScreenW-1 do + Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF; + + Jpeg := TJpegImage.Create; + Jpeg.Assign(Bitmap); + Bitmap.Free; + Jpeg.CompressionQuality := 95;//90; + Jpeg.SaveToFile(FileName); + Jpeg.Free; +end; + +procedure TDisplay.ScreenShot; + var F : file; + FileInfo: BITMAPINFOHEADER; + FileHeader : BITMAPFILEHEADER; + pPicData:Pointer; + FileName: String; + Num: Integer; +begin + //bilddatei Suchen + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := ScreenshotsPath + FileName + '.BMP'; + if not FileExists(FileName) then break + end; + + //Speicher für die Speicherung der Header-Informationen vorbereiten + ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER)); + ZeroMemory(@FileInfo , SizeOf(BITMAPINFOHEADER)); + + //Initialisieren der Daten des Headers + FileHeader.bfType := 19778; //$4D42 = 'BM' + FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER); + + //Schreiben der Bitmap-Informationen + FileInfo.biSize := SizeOf(BITMAPINFOHEADER); + FileInfo.biWidth := ScreenW; + FileInfo.biHeight := ScreenH; + FileInfo.biPlanes := 1; + FileInfo.biBitCount := 32; + FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8); + + //Größenangabe auch in den Header übernehmen + FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage; + + //Speicher für die Bilddaten reservieren + GetMem(pPicData, FileInfo.biSizeImage); + try + //Bilddaten von OpenGL anfordern (siehe oben) + glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData); + + //Und den ganzen Müll in die Datei schieben ;-) + //Moderne Leute nehmen dafür auch Streams ... + AssignFile(f, Filename); + Rewrite( f,1 ); + try + BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER)); + BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER)); + BlockWrite(F, pPicData^, FileInfo.biSizeImage ); + finally + CloseFile(f); + end; + finally + //Und den angeforderten Speicher wieder freigeben ... + FreeMem(pPicData, FileInfo.biSizeImage); + end; +end; + +//------------ +// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen +//------------ +procedure TDisplay.DrawDebugInformation; +var Ticks: Cardinal; +begin + //Some White Background for information + glEnable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 0.5); + glBegin(GL_QUADS); + glVertex2f(690, 44); + glVertex2f(690, 0); + glVertex2f(800, 0); + glVertex2f(800, 44); + glEnd; + glDisable(GL_BLEND); + + //Set Font Specs + SetFontStyle(0); + SetFontSize(7); + SetFontItalic(False); + glColor4f(0, 0, 0, 1); + + //Calculate FPS + Ticks := GetTickCount; + if (Ticks >= NextFPSSwap) then + begin + LastFPS := FPSCounter * 4; + FPSCounter := 0; + NextFPSSwap := Ticks + 250; + end; + + Inc(FPSCounter); + + //Draw Text + + //FPS + SetFontPos(695, 0); + glPrint (PChar('FPS: ' + InttoStr(LastFPS))); + + //RSpeed + SetFontPos(695, 13); + glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid)))); + + //LastError + SetFontPos(695, 26); + glColor4f(1, 0, 0, 1); + glPrint (PChar(OSD_LastError)); + + glColor4f(1, 1, 1, 1); +end; + +end. -- cgit v1.2.3