- Screenshots work properly.
- Alpha works properly
- New screen clear function, so we don't throw away things we need.
{
View view(doc, bounds, c);
Screen scr;
{
View view(doc, bounds, c);
Screen scr;
scr.Present();
sleep(5);
scr.ScreenShot(output);
scr.Present();
sleep(5);
scr.ScreenShot(output);
while (scr.PumpEvents())
{
while (scr.PumpEvents())
{
view.Render();
scr.Present();
}
view.Render();
scr.Present();
}
m_gl_context = SDL_GL_CreateContext(m_window);
m_gl_context = SDL_GL_CreateContext(m_window);
- glClearColor(1.f,1.f,1.f,1.f);
- glClear(GL_COLOR_BUFFER_BIT);
+ ResizeViewport(800, 600);
+
+ Clear();
- ResizeViewport(800, 600);
+void Screen::Clear(float r, float g, float b, float a)
+{
+ glClearColor(r,g,b,a);
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
void Screen::ResizeViewport(int width, int height)
{
glViewport(0, 0, width, height);
void Screen::ResizeViewport(int width, int height)
{
glViewport(0, 0, width, height);
if (pixels == NULL)
Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
if (pixels == NULL)
Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
- glReadPixels(0,0,w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ for (int y = 0; y < h; ++y)
+ {
+ glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
+ }
- SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0,0,0,0);
+#if SDL_BYTEORDER == SDL_LIL_ENDIAN
+ SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
+#else
+ SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
+#endif
if (surf == NULL)
Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
if (surf == NULL)
Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
// Returns 'false' if the program should quit.
bool PumpEvents();
// Returns 'false' if the program should quit.
bool PumpEvents();
+ // Clears the screen to a given colour.
+ void Clear(float r=1.0, float g=1.0, float b=1.0, float a=1.0);
+
// Finishes rendering a frame, and presents it on the screen.
void Present();
// Finishes rendering a frame, and presents it on the screen.
void Present();
debug_output_done = true;
}
debug_output_done = true;
}
- glClearColor(1.f,1.f,1.f,1.f);
- glClear(GL_COLOR_BUFFER_BIT);
//DrawGrid(); // Draw the gridlines
//DrawGrid(); // Draw the gridlines
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+ if (m_colour.a < 1.0f)
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
glBegin(GL_QUADS);
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
glBegin(GL_QUADS);
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+ if (m_colour.a < 1.0f)
+ {
+ glDisable(GL_BLEND);
+ }
+