Ykkrosh
2c71c22045
* Included FFmpeg library for video encoding. (LGPL, dynamically linked.) * Added 'record' button to cinematics - plays the selected track at a fixed framerate, and saves the output to a video file (preferably MPEG4). Slightly lacking in reliability and features (fixed at 640x480, no choice of codec, probably crashes horribly if any problems occur while encoding, etc). * Moved icon bitmaps out of mods directory. Added 'record' icon. This was SVN commit r4676.
86 lines
2.0 KiB
C++
86 lines
2.0 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../MessagePasserImpl.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/Util.h"
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#include "ps/Game.h"
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#include "renderer/Renderer.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "../GameLoop.h"
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extern void (*Atlas_GLSwapBuffers)(void* context);
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namespace AtlasMessage {
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MESSAGEHANDLER(MessageTrace)
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{
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((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable);
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}
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MESSAGEHANDLER(Screenshot)
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{
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// TODO: allow non-big screenshots too
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WriteBigScreenshot("bmp", msg->tiles);
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}
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QUERYHANDLER(CinemaRecord)
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{
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CCinemaManager* manager = g_Game->GetView()->GetCinema();
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manager->SetCurrentTrack(*msg->track, false, false, false);
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const int w = 640, h = 480;
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{
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g_Renderer.Resize(w, h);
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SViewPort vp = { 0, 0, w, h };
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g_Game->GetView()->GetCamera()->SetViewPort(&vp);
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g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
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}
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unsigned char* img = new unsigned char [w*h*3];
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int num_frames = msg->framerate * msg->duration;
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for (int frame = 0; frame < num_frames; ++frame)
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{
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manager->MoveToPointAbsolute((float)frame/msg->framerate);
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Render();
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Atlas_GLSwapBuffers((void*)g_GameLoop->glContext);
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glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img);
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// Swap the rows around, else the image will be upside down
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char temp[w*3];
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for (int y = 0; y < h/2; ++y)
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{
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memcpy2(temp, &img[y*w*3], w*3);
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memcpy2(&img[y*w*3], &img[(h-1-y)*w*3], w*3);
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memcpy2(&img[(h-1-y)*w*3], temp, w*3);
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}
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// Call the user-supplied function with this data, so they can
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// store it as a video
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sCinemaRecordCB cbdata = { img };
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msg->cb.Call(cbdata);
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}
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delete[] img;
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// Restore viewport
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{
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g_Renderer.Resize(g_xres, g_yres);
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Game->GetView()->GetCamera()->SetViewPort(&vp);
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g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
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}
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}
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QUERYHANDLER(Ping)
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{
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UNUSED2(msg);
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}
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}
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