cpp-cheat/opengl/offscreen.c
2016-03-26 16:46:19 +01:00

191 lines
6.3 KiB
C

/*
- http://stackoverflow.com/questions/3191978/how-to-use-glut-opengl-to-render-to-a-file/14324292#14324292
- http://stackoverflow.com/questions/5844858/how-to-take-screenshot-in-opengl/36236839#36236839
- http://stackoverflow.com/questions/12157646/how-to-render-offscreen-on-opengl
- http://stackoverflow.com/questions/8841422/glreadpixels-data-argument-usage
- http://stackoverflow.com/questions/16509531/render-opengl-es-2-0-to-image
- http://www.songho.ca/opengl/gl_fbo.html
- http://www.mesa3d.org/brianp/sig97/offscrn.htm
- http://stackoverflow.com/questions/17711673/render-off-screen-with-fbo-and-renderbuffer-and-pixel-transfer-of-color-depth
- http://gamedev.stackexchange.com/questions/59204/opengl-fbo-render-off-screen-and-texture
FBO larger than window
- http://stackoverflow.com/questions/29598007/opengl-how-to-create-and-render-to-a-framebuffer-thats-larger-than-the-window
- http://stackoverflow.com/questions/28393664/fbo-lwjgl-bigger-than-screen-size-what-im-doing-wrong
- http://stackoverflow.com/questions/16826750/renderbuffers-larger-than-window-size-opengl
- http://stackoverflow.com/questions/682517/problem-saving-opengl-fbo-larger-than-window
Apparently OpenGL is not made for that,
and it is provided by the interface between OpenGL and the windowing system, e.g. GLX.
glPixelStorei might be needed https://www.opengl.org/sdk/docs/man/html/glPixelStore.xhtml
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
*/
#include <assert.h>
#include <stdlib.h>
#include <stdio.h>
#define GL_GLEXT_PROTOTYPES 1
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <GL/glext.h>
static GLubyte *pixels = NULL;
static GLuint fbo;
static GLuint rbo_color;
static GLuint rbo_depth;
static const GLenum FORMAT = GL_RGBA;
static const GLuint FORMAT_NBYTES = 4;
static const unsigned int HEIGHT = 100;
static const unsigned int WIDTH = 100;
static int offscreen = 1;
static unsigned int time0;
static unsigned int max_nframes = 100;
static unsigned int nframes = 0;
/* Model. */
static double angle = 0;
static double delta_angle = 1;
static void init(void) {
int glget;
if (offscreen) {
/* Framebuffer */
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
/* Color renderbuffer. */
glGenRenderbuffers(1, &rbo_color);
glBindRenderbuffer(GL_RENDERBUFFER, rbo_color);
/* Storage must be one of: */
/* GL_RGBA4, GL_RGB565, GL_RGB5_A1, GL_DEPTH_COMPONENT16, GL_STENCIL_INDEX8. */
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, WIDTH, HEIGHT);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo_color);
/* Depth renderbuffer. */
glGenRenderbuffers(1, &rbo_depth);
glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, WIDTH, HEIGHT);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo_depth);
glReadBuffer(GL_COLOR_ATTACHMENT0);
/* Sanity check. */
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER));
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glget);
assert(WIDTH * HEIGHT < (unsigned int)glget);
} else {
glReadBuffer(GL_BACK);
}
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
pixels = malloc(FORMAT_NBYTES * WIDTH * HEIGHT);
time0 = glutGet(GLUT_ELAPSED_TIME);
}
static void deinit(void) {
printf("FPS = %f\n", 1000.0 * nframes / (double)(glutGet(GLUT_ELAPSED_TIME) - time0));
free(pixels);
if (offscreen) {
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &rbo_color);
glDeleteRenderbuffers(1, &rbo_depth);
}
}
static void create_ppm(char *prefix, int frame_id, unsigned int width, unsigned int height,
unsigned int color_max, unsigned int pixel_nbytes, GLubyte *pixels) {
size_t i, j, k, cur;
enum Constants { max_filename = 256 };
char filename[max_filename];
snprintf(filename, max_filename, "%s%d.ppm", prefix, frame_id);
FILE *f = fopen(filename, "w");
fprintf(f, "P3\n%d %d\n%d\n", width, HEIGHT, 255);
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
cur = pixel_nbytes * ((height - i - 1) * width + j);
fprintf(f, "%3d %3d %3d ", pixels[cur], pixels[cur + 1], pixels[cur + 2]);
}
fprintf(f, "\n");
}
fclose(f);
}
static void draw_scene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(angle, 0.0f, 0.0f, -1.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f( 0.0f, 0.5f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(-0.5f, -0.5f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f( 0.5f, -0.5f, 0.0f);
glEnd();
}
static void display(void) {
draw_scene();
if (offscreen) {
glFlush();
} else {
glutSwapBuffers();
}
glReadPixels(0, 0, WIDTH, HEIGHT, FORMAT, GL_UNSIGNED_BYTE, pixels);
nframes++;
create_ppm("tmp", nframes, WIDTH, HEIGHT, 255, FORMAT_NBYTES, pixels);
if (nframes > max_nframes)
exit(EXIT_SUCCESS);
}
static int update_model() {
angle += delta_angle;
return 0;
}
static void idle(void) {
while (update_model());
glutPostRedisplay();
}
int main(int argc, char **argv) {
GLint glut_display;
glutInit(&argc, argv);
if (argc > 1)
offscreen = 0;
if (offscreen) {
/* TODO: if we use anything smaller than the window, it only renders a smaller version of things. */
glutInitWindowSize(50, 50);
glutInitWindowSize(WIDTH, HEIGHT);
glut_display = GLUT_SINGLE;
} else {
glutInitWindowSize(WIDTH, HEIGHT);
glutInitWindowPosition(100, 100);
glut_display = GLUT_DOUBLE;
}
glutInitDisplayMode(glut_display | GLUT_RGBA | GLUT_DEPTH);
glutCreateWindow(argv[0]);
if (offscreen) {
/* TODO: if we hide the window the program blocks. */
/*glutHideWindow();*/
}
init();
glutDisplayFunc(display);
glutIdleFunc(idle);
atexit(deinit);
glutMainLoop();
return EXIT_SUCCESS;
}