Fix Screen::ScreenShot
[ipdf/code.git] / src / screen.cpp
index 6293fab..5f32f0d 100644 (file)
@@ -18,6 +18,10 @@ Screen::Screen()
        }
 
        m_gl_context = SDL_GL_CreateContext(m_window);
+
+       glClearColor(1.f,1.f,1.f,1.f);
+       glClear(GL_COLOR_BUFFER_BIT);
+       Present();
        
        ResizeViewport(800, 600);
 
@@ -122,47 +126,89 @@ void Screen::Present()
 void Screen::ScreenShot(const char * filename) const
 {
        Debug("Attempting to save BMP to file %s", filename);
-       SDL_Surface * info = SDL_GetWindowSurface(m_window);
-       if (info == NULL)
-       {
-               Fatal("Failed to create info surface from m_window - %s", SDL_GetError());
-       }
-       
-       unsigned num_pix = info->w * info->h * info->format->BytesPerPixel;
-       unsigned char * pixels = new unsigned char[num_pix];
+
+       int w = ViewportWidth();
+       int h = ViewportHeight();
+       unsigned char * pixels = new unsigned char[w*h*4];
        if (pixels == NULL)
-       {
-               Fatal("Failed to allocate %u pixel array - %s", num_pix, strerror(errno));
-       }
+               Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
 
-       SDL_Renderer * renderer = SDL_GetRenderer(m_window);
-       if (renderer == NULL)
-       {
-               Fatal("Couldn't get renderer from m_window - %s", SDL_GetError());
-       }
-       if (SDL_RenderReadPixels(renderer, &(info->clip_rect), info->format->format, pixels, info->w * info->format->BytesPerPixel) != 0)
-       {
-               Fatal("SDL_RenderReadPixels failed - %s", SDL_GetError());
-       }
 
-       // This line is disgusting
-       SDL_Surface * save = SDL_CreateRGBSurfaceFrom(pixels, info->w, info->h, info->format->BitsPerPixel, info->w * info->format->BytesPerPixel, 
-                                                                                       info->format->Rmask, info->format->Gmask, info->format->Bmask, info->format->Amask);
-       if (save == NULL)
-       {
-               Fatal("Couldn't create SDL_Surface from renderer pixel data - %s", SDL_GetError());
-       }
-       if (SDL_SaveBMP(save, filename) != 0)
+       glReadBuffer(GL_FRONT);
+       glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+       glReadPixels(0,0,w, h, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
+
+       SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0,0,0,0);
+       if (surf == NULL)
+               Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
+
+       GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
+       Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", surf->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
+
+       if (SDL_SaveBMP(surf, filename) != 0)
+               Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
+       
+       SDL_FreeSurface(surf);
+       delete [] pixels;
+       Debug("Succeeded!");
+}
+
+/**
+ * Render a BMP
+ * NOT PART OF THE DOCUMENT FORMAT
+ */
+void Screen::RenderBMP(const char * filename) const
+{
+       SDL_Surface * bmp = SDL_LoadBMP(filename);
+       if (bmp == NULL)
+               Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
+
+       int w = bmp->w;
+       int h = bmp->h;
+
+       GLenum texture_format; 
+       switch (bmp->format->BytesPerPixel)
        {
-               Fatal("SDL_SaveBMP to %s failed - %s", filename, SDL_GetError());
+               case 4: //contains alpha
+                       texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
+                       break;
+               case 3: //does not contain alpha
+                       texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;  
+                       break;
+               default:
+                       Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
+                       break;  
        }
 
-       //SDL_DestroyRenderer(renderer);
-       SDL_FreeSurface(save);
-       SDL_FreeSurface(info);
-       delete [] pixels;
+       //Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
 
-       Debug("Succeeded!");
 
+       GLuint texID;
+       glEnable(GL_TEXTURE_2D);
+       glGenTextures(1, &texID);
+       glBindTexture(GL_TEXTURE_2D, texID);
+
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+       glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
+
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+
+       glBegin(GL_QUADS);
+               glTexCoord2i(0,0); glVertex2f(0,0);
+               glTexCoord2i(1,0); glVertex2f(1,0);
+               glTexCoord2i(1,1); glVertex2f(1,1);
+               glTexCoord2i(0,1); glVertex2f(0,1);
+       glEnd();
 
+       glDisable(GL_TEXTURE_2D);
+       SDL_FreeSurface(bmp);   
 }

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