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Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp40
1 files changed, 22 insertions, 18 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index a595d076db..fc27270648 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -28,6 +28,7 @@
#include "backends/graphics/opengl/pipelines/shader.h"
#include "backends/graphics/opengl/shader.h"
+#include "common/array.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "common/algorithm.h"
@@ -43,6 +44,10 @@
#include "graphics/font.h"
#endif
+#ifdef USE_PNG
+#include "image/png.h"
+#endif
+
namespace OpenGL {
OpenGLGraphicsManager::OpenGLGraphicsManager()
@@ -1311,33 +1316,35 @@ bool OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const
// Since we use a 3 byte per pixel mode, we can use width % 4 here, since
// it is equal to 4 - (width * 3) % 4. (4 - (width * Bpp) % 4, is the
// usual way of computing the padding bytes required).
+ // GL_PACK_ALIGNMENT is 4, so this line padding is required for PNG too
const uint linePaddingSize = width % 4;
const uint lineSize = width * 3 + linePaddingSize;
- // Allocate memory for screenshot
- uint8 *pixels = new uint8[lineSize * height];
+ Common::DumpFile out;
+ if (!out.open(filename)) {
+ return false;
+ }
- // Get pixel data from OpenGL buffer
- GL_CALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels));
+ Common::Array<uint8> pixels;
+ pixels.resize(lineSize * height);
+ GL_CALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, &pixels.front()));
+#ifdef USE_PNG
+ const Graphics::PixelFormat format(3, 8, 8, 8, 0, 16, 8, 0, 0);
+ Graphics::Surface data;
+ data.init(width, height, lineSize, &pixels.front(), format);
+ return Image::writePNG(out, data, true);
+#else
// BMP stores as BGR. Since we can't assume that GL_BGR is supported we
// will swap the components from the RGB we read to BGR on our own.
for (uint y = height; y-- > 0;) {
- uint8 *line = pixels + y * lineSize;
+ uint8 *line = &pixels.front() + y * lineSize;
for (uint x = width; x > 0; --x, line += 3) {
SWAP(line[0], line[2]);
}
}
- // Open file
- Common::DumpFile out;
- if (!out.open(filename)) {
- delete[] pixels;
- return false;
- }
-
- // Write BMP header
out.writeByte('B');
out.writeByte('M');
out.writeUint32LE(height * lineSize + 54);
@@ -1354,13 +1361,10 @@ bool OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
+ out.write(&pixels.front(), pixels.size());
- // Write pixel data to BMP
- out.write(pixels, lineSize * height);
-
- // Free allocated memory
- delete[] pixels;
return true;
+#endif
}
} // End of namespace OpenGL