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path: root/tests/OffscreenContextWGL.cc
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/*

Create an OpenGL context without creating an OpenGL Window. for Windows.

*/

#include "OffscreenContext.h"
#include "printutils.h"
#include "imageutils.h"
#include "fbo.h"
#include <vector>
#include <GL/gl.h>

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<GLubyte> 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);
}
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