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