Continued work to clean up the hires screen shot code and move it back towards
a working state. I still see an anomoly when taking a screen shot from inside a 3d cockpit, but external (chase/tower) views seem to work well. I also added a property to control how many screen-res tiles are generated in the output. Theoretically, you can now generate unlimited resolution screen shots, or limited only by your disk space and patience. Today I successfully generated a 20*1024 x 20*768 (20480x15360) resolution screen shot. If you rendered that at 100 dpi it would cover a poster of about 17 feet by 12.8 feet. Good luck trying to display something that big or convert it to anything useful on a typical PC. :-)
This commit is contained in:
parent
600384d5c7
commit
41e217fb9a
4 changed files with 57 additions and 175 deletions
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@ -57,9 +57,9 @@ extern int gui_menu_on;
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extern void saveFlight(puObject *);
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extern void loadFlight(puObject *);
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extern void reInit(puObject *);
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extern void dumpSnapShot(puObject *);
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extern void fgDumpSnapShotWrapper(puObject *);
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#ifdef TR_HIRES_SNAP
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extern void dumpHiResSnapShot(puObject *);
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extern void fgHiResDumpWrapper(puObject *);
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extern void fgHiResDump();
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#endif
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#if defined( WIN32 ) && !defined( __CYGWIN__) && !defined(__MINGW32__)
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@ -138,9 +138,9 @@ const __fg_gui_fn_t __fg_gui_fn[] = {
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{"loadFlight", loadFlight},
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{"reInit", reInit},
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#ifdef TR_HIRES_SNAP
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{"dumpHiResSnapShot", dumpHiResSnapShot},
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{"dumpHiResSnapShot", fgHiResDumpWrapper},
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#endif
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{"dumpSnapShot", dumpSnapShot},
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{"dumpSnapShot", fgDumpSnapShotWrapper},
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#if defined( WIN32 ) && !defined( __CYGWIN__) && !defined(__MINGW32__)
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{"printScreen", printScreen},
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#endif
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@ -528,9 +528,10 @@ void fgHiResDump()
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fgSetBool("/sim/freeze/master", true);
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}
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TurnCursorOff();
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if ( !puCursorIsHidden() ) {
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show_pu_cursor = true;
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puHideCursor();
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show_pu_cursor = true;
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puHideCursor();
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}
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FGRenderer *renderer = globals->get_renderer();
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@ -541,22 +542,9 @@ void fgHiResDump()
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// we need two render frames here to clear the menu and cursor
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// ... not sure why but doing an extra fgRenderFrame() shouldn't
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// hurt anything
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renderer->update();
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renderer->update();
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renderer->update( true );
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renderer->update( true );
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// Make sure we have SSG projection primed for current view
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() );
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ssgSetFOV( globals->get_current_view()->get_h_fov(),
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globals->get_current_view()->get_v_fov() );
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cout << "FOV = " << globals->get_current_view()->get_h_fov()
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<< ", " << globals->get_current_view()->get_v_fov() << endl;
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// ssgSetNearFar( 10.0f, 120000.0f );
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ssgSetNearFar( 0.5f, 1200000.0f );
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// This ImageSize stuff is a temporary hack
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// should probably use 128x128 tile size and
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// support any image size
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@ -636,7 +624,7 @@ void fgHiResDump()
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trBeginTile(tr);
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int curColumn = trGet(tr, TR_CURRENT_COLUMN);
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int curRow = trGet(tr, TR_CURRENT_ROW);
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renderer->screendump();
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renderer->update( false );
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if ( do_hud )
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fgUpdateHUD( curColumn*hud_col_step, curRow*hud_row_step,
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(curColumn+1)*hud_col_step, (curRow+1)*hud_row_step );
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@ -696,6 +684,8 @@ void fgHiResDump()
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puShowCursor();
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}
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TurnCursorOn();
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if ( !freeze ) {
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fgSetBool("/sim/freeze/master", false);
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}
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@ -729,7 +719,7 @@ GLubyte *hiResScreenCapture( int multiplier )
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globals->get_renderer()->resize( cur_width, cur_height );
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// pan to tile
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rotateView( 0, (y*fov)-((multiplier-1)*fov/2), (x*fov)-((multiplier-1)*fov/2) );
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globals->get_renderer()->update();
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globals->get_renderer()->update( false );
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// restore view
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GlBitmap b2;
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b1->copyBitmap( &b2, cur_width*x, cur_height*y );
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@ -755,7 +745,7 @@ void printScreen ( puObject *obj ) {
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int cur_width = fgGetInt("/sim/startup/xsize");
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int cur_height = fgGetInt("/sim/startup/ysize");
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p.Begin( "FlightGear", cur_width*3, cur_height*3 );
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p.End( hiResScreenCapture(3) );
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p.End( hiResScreenCapture(3) );
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// BusyCursor(1);
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if ( show_pu_cursor ) {
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@ -766,12 +756,12 @@ void printScreen ( puObject *obj ) {
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#endif // #ifdef WIN32
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void dumpSnapShot ( puObject *obj ) {
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void fgDumpSnapShotWrapper ( puObject *obj ) {
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fgDumpSnapShot();
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}
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void dumpHiResSnapShot ( puObject *obj ) {
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void fgHiResDumpWrapper ( puObject *obj ) {
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fgHiResDump();
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}
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@ -805,8 +795,8 @@ void fgDumpSnapShot () {
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// we need two render frames here to clear the menu and cursor
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// ... not sure why but doing an extra fgRenderFrame() shouldn't
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// hurt anything
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renderer->update();
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renderer->update();
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renderer->update( true );
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renderer->update( true );
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while (count < 1000) {
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FILE *fp;
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@ -212,132 +212,9 @@ FGRenderer::init( void ) {
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}
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// For HiRes screen Dumps using Brian Pauls TR Library
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void
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FGRenderer::screendump( void ) {
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
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!SGCloudLayer::enable_bump_mapping; // ugly artefact now
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#else
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bool multi_pass_clouds = false;
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#endif
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bool draw_clouds = fgGetBool("/environment/clouds/status");
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if ( fgPanelVisible() ) {
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GLfloat height = fgGetInt("/sim/startup/ysize");
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GLfloat view_h =
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(globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
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* (height / 768.0) + 1;
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glTranslatef( 0.0, view_h, 0.0 );
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}
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static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
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l->adj_fog_color()[2], l->adj_fog_color()[3]);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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// set the opengl state to known default values
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default_state->force();
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glEnable( GL_FOG );
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glFogf ( GL_FOG_DENSITY, fog_exp2_density);
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glFogi ( GL_FOG_MODE, GL_EXP2 );
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glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
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// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
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// we only update GL_AMBIENT for our lights we will never get
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// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
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// explicitely to black.
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
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glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
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ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
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// texture parameters
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// we need a white diffuse light for the phase of the moon
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
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fog_exp2_density );
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// draw the ssg scene
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// return to the desired diffuse color
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
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glEnable( GL_DEPTH_TEST );
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ssgSetNearFar( scene_nearplane, scene_farplane );
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if ( draw_clouds ) {
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// Draw the terrain
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FGTileMgr::set_tile_filter( true );
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sgSetModelFilter( false );
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globals->get_aircraft_model()->select( false );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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// Disable depth buffer update, draw the clouds
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glDepthMask( GL_FALSE );
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thesky->drawUpperClouds();
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if ( multi_pass_clouds ) {
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thesky->drawLowerClouds();
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}
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glDepthMask( GL_TRUE );
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if ( multi_pass_clouds ) {
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// Draw the objects except the aircraft
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// and update the stencil buffer with 1
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glEnable( GL_STENCIL_TEST );
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glStencilFunc( GL_ALWAYS, 1, 1 );
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glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
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}
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FGTileMgr::set_tile_filter( false );
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sgSetModelFilter( true );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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} else {
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FGTileMgr::set_tile_filter( true );
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sgSetModelFilter( true );
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globals->get_aircraft_model()->select( false );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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}
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// draw the lights
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glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
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ssgSetNearFar( scene_nearplane, scene_farplane );
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ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
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ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
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ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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if ( draw_clouds ) {
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if ( multi_pass_clouds ) {
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// Disable depth buffer update, draw the clouds where the
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// objects overwrite the already drawn clouds, by testing
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// the stencil buffer against 1
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glDepthMask( GL_FALSE );
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glStencilFunc( GL_EQUAL, 1, 1 );
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glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
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thesky->drawUpperClouds();
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thesky->drawLowerClouds();
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glDepthMask( GL_TRUE );
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glDisable( GL_STENCIL_TEST );
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} else {
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glDepthMask( GL_FALSE );
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thesky->drawLowerClouds();
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glDepthMask( GL_TRUE );
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}
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}
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globals->get_aircraft_model()->select( true );
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globals->get_model_mgr()->draw();
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globals->get_aircraft_model()->draw();
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}
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// Update all Visuals (redraws anything graphics related)
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void
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FGRenderer::update() {
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FGRenderer::update( bool refresh_camera_settings ) {
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bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
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bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
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bool skyblend = fgGetBool("/sim/rendering/skyblend");
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// update fog params
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double actual_visibility;
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if (fgGetBool("/environment/clouds/status"))
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if (fgGetBool("/environment/clouds/status")) {
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actual_visibility = thesky->get_visibility();
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else
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} else {
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actual_visibility = fgGetDouble("/environment/visibility-m");
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}
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if ( actual_visibility != last_visibility ) {
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last_visibility = actual_visibility;
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// calculate our current position in cartesian space
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globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
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// update view port
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resize( fgGetInt("/sim/startup/xsize"),
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fgGetInt("/sim/startup/ysize") );
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if ( refresh_camera_settings ) {
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// update view port
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resize( fgGetInt("/sim/startup/xsize"),
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fgGetInt("/sim/startup/ysize") );
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// Tell GL we are switching to model view parameters
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
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}
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if ( fgGetBool("/sim/rendering/clouds3d") ) {
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
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}
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glClear( clear_mask );
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// Tell GL we are switching to model view parameters
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// I really should create a derived ssg node or use a call
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// back or something so that I can draw the sky within the
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// ssgCullAndDraw() function, but for now I just mimic what
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// ssg does to set up the model view matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
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// set the opengl state to known default values
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default_state->force();
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// glMatrixMode( GL_PROJECTION );
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// glLoadIdentity();
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ssgSetFOV( current__view->get_h_fov(),
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current__view->get_v_fov() );
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double agl =
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current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
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- globals->get_scenery()->get_cur_elev();
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}
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// For HiRes screen Dumps using Brian Pauls TR Library
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//
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// Curt writes: Unfortunately, if the jpeg image server code is
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// compiled into simgear and flightgear, this function get's called
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// from simgear which is not the direction we want our dependencies to
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// go, but it's the way things are right now.
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//
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// If I had to guess, I would speculate that this code probably
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// doesn't work, at least not 100% correctly, but I don't have time
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// right now to sort this one out. Also the jpeg server was very
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// experimental and was extremely limited in the resolution images it
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// could serve out for some never debugged reason. It's a novel
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// feature, but I wouldn't be entirely opposed to seeing it go away
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// unless someone wants to fix it so it works right and robustly and
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// can serve full resolution images without crashing ourselves.
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void trRenderFrame( void ) {
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
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@ -1041,4 +928,5 @@ void trRenderFrame( void ) {
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globals->get_aircraft_model()->draw();
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}
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// end of renderer.cxx
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@ -22,11 +22,15 @@ public:
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~FGRenderer() {}
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void init();
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static void update();
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void build_states();
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static void resize(int width, int height );
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void screendump();
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void build_states();
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// calling update( refresh_camera_settings = false ) will not
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// touch window or camera settings. This is useful for the tiled
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// renderer which needs to set the view frustum itself.
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static void update( bool refresh_camera_settings );
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inline static void update() { update( true ); }
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};
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#endif
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Loading…
Reference in a new issue