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0ad/source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp
Ykkrosh 2c71c22045 # Added basic video recording.
* 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.
2006-12-05 02:35:00 +00:00

86 lines
2.0 KiB
C++

#include "precompiled.h"
#include "MessageHandler.h"
#include "../MessagePasserImpl.h"
#include "ps/GameSetup/Config.h"
#include "ps/Util.h"
#include "ps/Game.h"
#include "renderer/Renderer.h"
#include "ps/GameSetup/GameSetup.h"
#include "../GameLoop.h"
extern void (*Atlas_GLSwapBuffers)(void* context);
namespace AtlasMessage {
MESSAGEHANDLER(MessageTrace)
{
((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable);
}
MESSAGEHANDLER(Screenshot)
{
// TODO: allow non-big screenshots too
WriteBigScreenshot("bmp", msg->tiles);
}
QUERYHANDLER(CinemaRecord)
{
CCinemaManager* manager = g_Game->GetView()->GetCinema();
manager->SetCurrentTrack(*msg->track, false, false, false);
const int w = 640, h = 480;
{
g_Renderer.Resize(w, h);
SViewPort vp = { 0, 0, w, h };
g_Game->GetView()->GetCamera()->SetViewPort(&vp);
g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
}
unsigned char* img = new unsigned char [w*h*3];
int num_frames = msg->framerate * msg->duration;
for (int frame = 0; frame < num_frames; ++frame)
{
manager->MoveToPointAbsolute((float)frame/msg->framerate);
Render();
Atlas_GLSwapBuffers((void*)g_GameLoop->glContext);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img);
// Swap the rows around, else the image will be upside down
char temp[w*3];
for (int y = 0; y < h/2; ++y)
{
memcpy2(temp, &img[y*w*3], w*3);
memcpy2(&img[y*w*3], &img[(h-1-y)*w*3], w*3);
memcpy2(&img[(h-1-y)*w*3], temp, w*3);
}
// Call the user-supplied function with this data, so they can
// store it as a video
sCinemaRecordCB cbdata = { img };
msg->cb.Call(cbdata);
}
delete[] img;
// Restore viewport
{
g_Renderer.Resize(g_xres, g_yres);
SViewPort vp = { 0, 0, g_xres, g_yres };
g_Game->GetView()->GetCamera()->SetViewPort(&vp);
g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
}
}
QUERYHANDLER(Ping)
{
UNUSED2(msg);
}
}