Fix colour in ScreenShot
[ipdf/code.git] / src / screen.cpp
index 9ee15b4..683da4a 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);
 
@@ -80,6 +84,16 @@ bool Screen::PumpEvents()
                                m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y);
                        }
                        break;
+               case SDL_KEYDOWN:
+               {
+                       Debug("Key %c down", (char)evt.key.keysym.sym);
+                       if (isalnum((char)evt.key.keysym.sym))
+                       {
+                               char filename[] = "0.bmp";
+                               filename[0] = (char)evt.key.keysym.sym;
+                               ScreenShot(filename);
+                       }
+               }
                default:
                        break;
                }
@@ -109,3 +123,88 @@ void Screen::Present()
        SDL_GL_SwapWindow(m_window);
 }
 
+void Screen::ScreenShot(const char * filename) const
+{
+       Debug("Attempting to save BMP to file %s", filename);
+
+       int w = ViewportWidth();
+       int h = ViewportHeight();
+       unsigned char * pixels = new unsigned char[w*h*3];
+       if (pixels == NULL)
+               Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*3);
+
+       glReadPixels(0,0,w, h, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
+
+       SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*3, w*3, 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)
+       {
+               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;  
+       }
+
+       //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);
+
+
+       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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