X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fscreen.cpp;h=5f32f0d3bc546acf5c61dd1fee34ea097caa242f;hp=624e55dd138243d87600d24ec8f362ab3880da57;hb=4f0feb025e48aaaa0ffe0226c5135e116d1cb986;hpb=07db15ca49833542130f7c29c6a6dc7560fab59d diff --git a/src/screen.cpp b/src/screen.cpp index 624e55d..5f32f0d 100644 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -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); @@ -129,12 +133,19 @@ void Screen::ScreenShot(const char * filename) const 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); + + 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()); @@ -169,28 +180,35 @@ void Screen::RenderBMP(const char * filename) const 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); + //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; + 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); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, texID); + 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(-0.5f*w, -0.5f*h); - glTexCoord2i(1,0); glVertex2f(0.5f*w, -0.5f*h); - glTexCoord2i(1,1); glVertex2f(0.5f*w, 0.5f*h); - glTexCoord2i(0,1); glVertex2f(-0.5*w,0.5*h); + 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); + SDL_FreeSurface(bmp); }