IMAGE: Move bitmap writing code out of OpenGLGraphicsManager
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fd1162cb71
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8ae17b481a
3 changed files with 68 additions and 30 deletions
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@ -46,6 +46,8 @@
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#ifdef USE_PNG
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#include "image/png.h"
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#else
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#include "image/bmp.h"
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#endif
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namespace OpenGL {
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@ -1212,41 +1214,13 @@ bool OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const
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pixels.resize(lineSize * height);
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GL_CALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, &pixels.front()));
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#ifdef USE_PNG
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const Graphics::PixelFormat format(3, 8, 8, 8, 0, 16, 8, 0, 0);
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Graphics::Surface data;
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data.init(width, height, lineSize, &pixels.front(), format);
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#ifdef USE_PNG
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return Image::writePNG(out, data, true);
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#else
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// BMP stores as BGR. Since we can't assume that GL_BGR is supported we
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// will swap the components from the RGB we read to BGR on our own.
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for (uint y = height; y-- > 0;) {
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uint8 *line = &pixels.front() + y * lineSize;
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for (uint x = width; x > 0; --x, line += 3) {
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SWAP(line[0], line[2]);
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}
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}
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out.writeByte('B');
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out.writeByte('M');
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out.writeUint32LE(height * lineSize + 54);
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out.writeUint32LE(0);
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out.writeUint32LE(54);
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out.writeUint32LE(40);
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out.writeUint32LE(width);
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out.writeUint32LE(height);
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out.writeUint16LE(1);
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out.writeUint16LE(24);
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out.writeUint32LE(0);
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out.writeUint32LE(0);
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out.writeUint32LE(0);
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out.writeUint32LE(0);
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out.writeUint32LE(0);
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out.writeUint32LE(0);
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out.write(&pixels.front(), pixels.size());
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return true;
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return Image::writeBMP(out, data, true);
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#endif
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}
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