174 lines
4.0 KiB
C++
174 lines
4.0 KiB
C++
#include "SaveRenderer.h"
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#include "client/GameSave.h"
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#include "graphics/Graphics.h"
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#include "Simulation.h"
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#include "graphics/Renderer.h"
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#include "gui/search/Thumbnail.h"
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SaveRenderer::SaveRenderer(){
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g = new Graphics();
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sim = new Simulation();
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ren = new Renderer(g, sim);
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ren->decorations_enable = true;
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ren->blackDecorations = true;
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#if defined(OGLR) || defined(OGLI)
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &fboTex);
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glBindTexture(GL_TEXTURE_2D, fboTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, XRES, YRES, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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//FBO
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glEnable(GL_BLEND);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Reset framebuffer binding
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glDisable(GL_TEXTURE_2D);
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#endif
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}
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VideoBuffer * SaveRenderer::Render(GameSave * save, bool decorations, bool fire)
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{
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int width, height;
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VideoBuffer * tempThumb;
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width = save->blockWidth;
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height = save->blockHeight;
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bool doCollapse = save->Collapsed();
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g->Acquire();
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g->Clear();
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sim->clear_sim();
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if(!sim->Load(save))
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{
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ren->decorations_enable = true;
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ren->blackDecorations = !decorations;
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#if defined(OGLR) || defined(OGLI)
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pixel * pData = NULL;
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unsigned char * texData = NULL;
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glTranslated(0, MENUSIZE, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ren->clearScreen(1.0f);
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ren->ClearAccumulation();
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#ifdef OGLR
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ren->RenderBegin();
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ren->RenderEnd();
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#else
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if (fire)
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{
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int frame = 15;
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while(frame)
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{
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frame--;
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ren->render_parts();
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ren->render_fire();
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ren->clearScreen(1.0f);
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}
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}
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ren->RenderBegin();
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ren->RenderEnd();
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#endif
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glTranslated(0, -MENUSIZE, 0);
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glEnable( GL_TEXTURE_2D );
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glBindTexture(GL_TEXTURE_2D, fboTex);
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pData = new pixel[XRES*YRES];
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texData = new unsigned char[(XRES*YRES)*PIXELSIZE];
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std::fill(texData, texData+(XRES*YRES)*PIXELSIZE, 0xDD);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
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glDisable(GL_TEXTURE_2D);
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for(int x = 0; x < width*CELL; x++)
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{
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for(int y = 0; y < height*CELL; y++)
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{
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unsigned char red = texData[((((YRES-1-y)*XRES)+x)*4)];
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unsigned char green = texData[((((YRES-1-y)*XRES)+x)*4)+1];
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unsigned char blue = texData[((((YRES-1-y)*XRES)+x)*4)+2];
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pData[(y*(width*CELL))+x] = PIXRGBA(red, green, blue, 255);
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}
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}
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tempThumb = new VideoBuffer(pData, width*CELL, height*CELL);
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delete[] pData;
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delete[] texData;
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pData = NULL;
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#else
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pixel * pData = NULL;
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pixel * dst;
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pixel * src = g->vid;
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ren->ClearAccumulation();
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if (fire)
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{
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int frame = 15;
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while(frame)
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{
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frame--;
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ren->render_parts();
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ren->render_fire();
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ren->clearScreen(1.0f);
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}
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}
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ren->RenderBegin();
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ren->RenderEnd();
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pData = (pixel *)malloc(PIXELSIZE * ((width*CELL)*(height*CELL)));
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dst = pData;
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for(int i = 0; i < height*CELL; i++)
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{
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memcpy(dst, src, (width*CELL)*PIXELSIZE);
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dst+=(width*CELL);///PIXELSIZE;
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src+=XRES+BARSIZE;
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}
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tempThumb = new VideoBuffer(pData, width*CELL, height*CELL);
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if(pData)
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free(pData);
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#endif
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}
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if(doCollapse)
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save->Collapse();
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g->Release();
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return tempThumb;
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}
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VideoBuffer * SaveRenderer::Render(unsigned char * saveData, int dataSize, bool decorations, bool fire)
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{
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GameSave * tempSave;
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try {
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tempSave = new GameSave((char*)saveData, dataSize);
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} catch (std::exception & e) {
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//Todo: make this look a little less shit
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VideoBuffer * buffer = new VideoBuffer(64, 64);
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buffer->BlendCharacter(32, 32, 'x', 255, 255, 255, 255);
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return buffer;
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}
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VideoBuffer * thumb = Render(tempSave, decorations, fire);
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delete tempSave;
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return thumb;
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}
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SaveRenderer::~SaveRenderer() {
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}
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