X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fscreen.cpp;h=5f32f0d3bc546acf5c61dd1fee34ea097caa242f;hp=6293fab19b9934597bda23680b4b977ff1a85949;hb=4f0feb025e48aaaa0ffe0226c5135e116d1cb986;hpb=d1f4d742e6634fda7c8a1e018b4f9c8ec0f4e51c diff --git a/src/screen.cpp b/src/screen.cpp index 6293fab..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); @@ -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); }