/* Create an OpenGL context without creating an OpenGL Window. for Windows. */ #include "OffscreenContext.h" #include "printutils.h" #include "imageutils.h" #include "fbo.h" #include #include using namespace std; struct OffscreenContext { // GLXContext openGLContext; int width; int height; fbo_t *fbo; }; void offscreen_context_init(OffscreenContext &ctx, int width, int height) { ctx.width = width; ctx.height = height; ctx.fbo = NULL; } void glewCheck() { #ifdef DEBUG cerr << "GLEW version " << glewGetString(GLEW_VERSION) << "\n"; cerr << (const char *)glGetString(GL_RENDERER) << "(" << (const char *)glGetString(GL_VENDOR) << ")\n" << "OpenGL version " << (const char *)glGetString(GL_VERSION) << "\n"; cerr << "Extensions: " << (const char *)glGetString(GL_EXTENSIONS) << "\n"; if (GLEW_ARB_framebuffer_object) { cerr << "ARB_FBO supported\n"; } if (GLEW_EXT_framebuffer_object) { cerr << "EXT_FBO supported\n"; } if (GLEW_EXT_packed_depth_stencil) { cerr << "EXT_packed_depth_stencil\n"; } #endif } OffscreenContext *create_offscreen_context(int w, int h) { OffscreenContext *ctx = new OffscreenContext; offscreen_context_init( *ctx, w, h ); // before an FBO can be setup, a GLX context must be created // this call alters ctx->xDisplay and ctx->openGLContext // and ctx->xwindow if successfull cerr << "WGL not implemented\n"; /* if (!create_glx_dummy_context( *ctx )) { return NULL; } glewInit(); //must come after Context creation and before FBO calls. glewCheck(); ctx->fbo = fbo_new(); if (!fbo_init(ctx->fbo, w, h)) { return NULL; } */ ctx = NULL; return ctx; } bool teardown_offscreen_context(OffscreenContext *ctx) { if (ctx) { fbo_unbind(ctx->fbo); fbo_delete(ctx->fbo); return true; } return false; } /*! Capture framebuffer from OpenGL and write it to the given filename as PNG. */ bool save_framebuffer(OffscreenContext *ctx, const char *filename) { if (!ctx || !filename) return false; int samplesPerPixel = 4; // R, G, B and A vector pixels(ctx->width * ctx->height * samplesPerPixel); glReadPixels(0, 0, ctx->width, ctx->height, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]); // Flip it vertically - images read from OpenGL buffers are upside-down int rowBytes = samplesPerPixel * ctx->width; unsigned char *flippedBuffer = (unsigned char *)malloc(rowBytes * ctx->height); if (!flippedBuffer) { std::cerr << "Unable to allocate flipped buffer for corrected image."; return 1; } flip_image(&pixels[0], flippedBuffer, samplesPerPixel, ctx->width, ctx->height); bool writeok = write_png(filename, flippedBuffer, ctx->width, ctx->height); free(flippedBuffer); return writeok; } void bind_offscreen_context(OffscreenContext *ctx) { if (ctx) fbo_bind(ctx->fbo); }