281 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			281 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file gameengine/BlenderRoutines/KX_BlenderGL.cpp
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 *  \ingroup blroutines
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 */
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#include "KX_BlenderGL.h"
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/* 
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 * This little block needed for linking to Blender... 
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 */
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#ifdef WIN32
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#include <vector>
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#include "BLI_winstuff.h"
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "GL/glew.h"
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#include "MEM_guardedalloc.h"
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#include "BL_Material.h" // MAXTEX
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/* Data types encoding the game world: */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_world_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_bmfont.h"
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#include "BKE_image.h"
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#include "BLI_path_util.h"
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extern "C" {
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm_event_system.h"
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#include "wm_cursors.h"
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#include "wm_window.h"
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#include "BLF_api.h"
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}
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/* end of blender block */
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void BL_warp_pointer(wmWindow *win, int x,int y)
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{
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	WM_cursor_warp(win, x, y);
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}
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void BL_SwapBuffers(wmWindow *win)
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{
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	wm_window_swap_buffers(win);
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}
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void DisableForText()
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{
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	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
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	if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
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	if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
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	if(glIsEnabled(GL_LIGHTING)) {
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		glDisable(GL_LIGHTING);
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		glDisable(GL_COLOR_MATERIAL);
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	}
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	if(GLEW_ARB_multitexture) {
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		for(int i=0; i<MAXTEX; i++) {
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			glActiveTextureARB(GL_TEXTURE0_ARB+i);
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			if(GLEW_ARB_texture_cube_map)
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				if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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					glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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			if(glIsEnabled(GL_TEXTURE_2D))
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				glDisable(GL_TEXTURE_2D);
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		}
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		glActiveTextureARB(GL_TEXTURE0_ARB);
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	}
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	else {
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		if(GLEW_ARB_texture_cube_map)
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			if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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				glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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		if(glIsEnabled(GL_TEXTURE_2D))
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			glDisable(GL_TEXTURE_2D);
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	}
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}
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/* Print 3D text */
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void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect)
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{
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	/* gl prepping */
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	DisableForText();
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	/* the actual drawing */
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	glColor4fv(color);
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	/* multiply the text matrix by the object matrix */
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	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
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	BLF_matrix(fontid, mat);
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	/* aspect is the inverse scale that allows you to increase */
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	/* your resolution without sizing the final text size      */
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	/* the bigger the size, the smaller the aspect	           */
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	BLF_aspect(fontid, aspect, aspect, aspect);
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	BLF_size(fontid, size, dpi);
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	BLF_position(fontid, 0, 0, 0);
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	BLF_draw(fontid, (char *)text, strlen(text));
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	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
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}
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void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)
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{	
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	/* gl prepping */
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	DisableForText();
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	glDisable(GL_DEPTH_TEST);
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	glMatrixMode(GL_PROJECTION);
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	glPushMatrix();
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	glLoadIdentity();
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	glOrtho(0, width, 0, height, -100, 100);
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	glMatrixMode(GL_MODELVIEW);
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	glPushMatrix();
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	glLoadIdentity();
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	/* the actual drawing */
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	glColor3ub(255, 255, 255);
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	BLF_draw_default((float)xco, (float)(height-yco), 0.0f, (char *)text, 65535); /* XXX, use real len */
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	glMatrixMode(GL_PROJECTION);
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	glPopMatrix();
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	glMatrixMode(GL_MODELVIEW);
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	glPopMatrix();
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	glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height)
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{
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	/* This is a rather important line :( The gl-mode hasn't been left
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	 * behind quite as neatly as we'd have wanted to. I don't know
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	 * what cause it, though :/ .*/
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	DisableForText();
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	glDisable(GL_DEPTH_TEST);
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	glMatrixMode(GL_PROJECTION);
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	glPushMatrix();
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	glLoadIdentity();
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	glOrtho(0, width, 0, height, -100, 100);
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	glMatrixMode(GL_MODELVIEW);
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	glPushMatrix();
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	glLoadIdentity();
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	/* draw in black first*/
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	glColor3ub(0, 0, 0);
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	BLF_draw_default((float)(xco+2), (float)(height-yco-2), 0.0f, text, 65535); /* XXX, use real len */
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	glColor3ub(255, 255, 255);
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	BLF_draw_default((float)xco, (float)(height-yco), 0.0f, text, 65535); /* XXX, use real len */
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	glMatrixMode(GL_PROJECTION);
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	glPopMatrix();
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	glMatrixMode(GL_MODELVIEW);
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	glPopMatrix();
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	glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse(wmWindow *win)
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{
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	WM_cursor_set(win, CURSOR_NONE);
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}
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void BL_WaitMouse(wmWindow *win)
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{
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	WM_cursor_set(win, CURSOR_WAIT);
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}
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void BL_NormalMouse(wmWindow *win)
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{
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	WM_cursor_set(win, CURSOR_STD);
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}
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#define MAX_FILE_LENGTH 512
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/* get shot from frontbuffer sort of a copy from screendump.c */
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static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
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{
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	int x=0, y=0;
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	unsigned int *dumprect= NULL;
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	x= curarea->totrct.xmin;
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	y= curarea->totrct.ymin;
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	*dumpsx= curarea->totrct.xmax-x;
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	*dumpsy= curarea->totrct.ymax-y;
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	if (*dumpsx && *dumpsy) {
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		dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
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		glReadBuffer(GL_FRONT);
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		glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
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		glFinish();
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		glReadBuffer(GL_BACK);
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	}
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	return dumprect;
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}
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/* based on screendump.c::screenshot_exec */
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void BL_MakeScreenShot(ScrArea *curarea, const char* filename)
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{
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	char path[MAX_FILE_LENGTH];
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	strcpy(path,filename);
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	unsigned int *dumprect;
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	int dumpsx, dumpsy;
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	dumprect= screenshot(curarea, &dumpsx, &dumpsy);
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	if(dumprect) {
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		ImBuf *ibuf;
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		BLI_path_abs(path, G.main->name);
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		/* BKE_add_image_extension() checks for if extension was already set */
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		BKE_add_image_extension(path, R_IMF_IMTYPE_PNG); /* scene->r.im_format.imtype */
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		ibuf= IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
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		ibuf->rect= dumprect;
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		ibuf->ftype= PNG;
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		IMB_saveiff(ibuf, path, IB_rect);
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		ibuf->rect= NULL;
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		IMB_freeImBuf(ibuf);
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		MEM_freeN(dumprect);
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	}
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}
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