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-rw-r--r--tests/OffscreenContext.cc125
1 files changed, 125 insertions, 0 deletions
diff --git a/tests/OffscreenContext.cc b/tests/OffscreenContext.cc
new file mode 100644
index 0000000..f2a7e9c
--- /dev/null
+++ b/tests/OffscreenContext.cc
@@ -0,0 +1,125 @@
+#include "OffscreenContext.h"
+
+#include <GL/gl.h>
+#include <GL/glu.h> // for gluCheckExtension
+#include <SDL.h>
+
+// Simple error reporting macros to help keep the sample code clean
+#define REPORT_ERROR_AND_EXIT(desc) { std::cout << desc << "\n"; return false; }
+#define NULL_ERROR_EXIT(test, desc) { if (!test) REPORT_ERROR_AND_EXIT(desc); }
+
+struct OffscreenContext
+{
+ int width;
+ int height;
+ GLuint fbo;
+ GLuint colorbo;
+ GLuint depthbo;
+};
+
+
+OffscreenContext *create_offscreen_context(int w, int h)
+{
+ OffscreenContext *ctx = new OffscreenContext;
+ ctx->width = w;
+ ctx->height = h;
+
+ // dummy window
+ SDL_Init(SDL_INIT_VIDEO);
+ SDL_SetVideoMode(10,10,32,SDL_OPENGL);
+
+ /*
+ * Test if framebuffer objects are supported
+ */
+ const GLubyte* strExt = glGetString(GL_EXTENSIONS);
+ GLboolean fboSupported = gluCheckExtension((const GLubyte*)"GL_EXT_framebuffer_object", strExt);
+ if (!fboSupported)
+ REPORT_ERROR_AND_EXIT("Your system does not support framebuffer extension - unable to render scene");
+ /*
+ * Create an FBO
+ */
+ GLuint renderBuffer = 0;
+ GLuint depthBuffer = 0;
+ // Depth buffer to use for depth testing - optional if you're not using depth testing
+ glGenRenderbuffersEXT(1, &depthBuffer);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, w, h);
+ REPORTGLERROR("creating depth render buffer");
+
+ // Render buffer to use for imaging
+ glGenRenderbuffersEXT(1, &renderBuffer);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderBuffer);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h);
+ REPORTGLERROR("creating color render buffer");
+ ctx->fbo = 0;
+ glGenFramebuffersEXT(1, &ctx->fbo);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->fbo);
+ REPORTGLERROR("binding framebuffer");
+
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_RENDERBUFFER_EXT, renderBuffer);
+ REPORTGLERROR("specifying color render buffer");
+
+ if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) !=
+ GL_FRAMEBUFFER_COMPLETE_EXT)
+ REPORT_ERROR_AND_EXIT("Problem with OpenGL framebuffer after specifying color render buffer.");
+
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT, depthBuffer);
+ REPORTGLERROR("specifying depth render buffer");
+
+ if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) !=
+ GL_FRAMEBUFFER_COMPLETE_EXT)
+ REPORT_ERROR_AND_EXIT("Problem with OpenGL framebuffer after specifying depth render buffer.");
+
+ return ctx;
+}
+
+bool teardown_offscreen_context(OffscreenContext *ctx)
+{
+ // "un"bind my FBO
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ /*
+ * Cleanup
+ */
+ return true;
+}
+
+void write_targa(const char *filename, GLubyte *pixels, int width, int height)
+{
+ FILE *f = fopen( filename, "w" );
+ int y;
+ if (f) {
+ GLubyte header[] = {
+ 00,00,02, 00,00,00, 00,00,00, 00,00,00,
+ 0xff & width, 0xff & width >> 8,
+ 0xff & height, 0xff & height >> 8,
+ 32, 0x20 }; // next-to-last = bit depth
+ fwrite( header, sizeof(header), 1, f);
+ for (y=height-1; y>=0; y--)
+ fwrite( pixels + y*width*4, 4, width, f);
+ fclose(f);
+ }
+}
+
+bool save_framebuffer(OffscreenContext *ctx, const char *filename)
+{
+ /*
+ * Extract the resulting rendering as an image
+ */
+
+ int samplesPerPixel = 4; // R, G, B and A
+
+ GLubyte pixels[ ctx->width * ctx->height * samplesPerPixel ];
+ glReadPixels(0, 0, ctx->width, ctx->height, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
+ printf("writing %s\n",filename);
+ write_targa(filename,pixels,ctx->width, ctx->height);
+
+ return true;
+}
+
+void bind_offscreen_context(OffscreenContext *ctx)
+{
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->fbo);
+}
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