This piece of SDL2 code draws some white pixels on-screen using OpenGL, then grabs the pixels
field of the window's SDL_Surface
and loops through it, printing out the values of the contents. Even though I just drew a white triangle, the loop shows that there's nothing but zeros in that buffer (the code just prints 0
to standard out over and over).
How can I actually get at the modified pixel buffer, in something like RGB
or ARGB
or RGBA
format?
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <GL/glu.h>
int main()
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
const int WINDOW_WIDTH = 100;
const int WINDOW_HEIGHT = 100;
SDL_Window *window = SDL_CreateWindow("OpenGL Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLenum error = glGetError();
if( error != GL_NO_ERROR )
{
printf( "Error initializing OpenGL! %s\n", gluErrorString(error));
}
glClearColor(0, 0, 0, 1);
int quit = 0;
SDL_Event event;
while (!quit)
{
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
quit = 1;
break;
}
}
glBegin(GL_TRIANGLES);
glColor3f(255, 255, 255);
glVertex2f(0, 0);
glVertex2f(0, 1);
glVertex2f(1, 0);
glEnd();
SDL_GL_SwapWindow(window);
SDL_Surface *surface = SDL_GetWindowSurface(window);
int pixel_depth = SDL_BYTESPERPIXEL(surface->format->format);
char *pixels = (char*) surface->pixels;
int max_value = 0;
for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * pixel_depth; i )
{
if (pixels[i] > max_value)
{
max_value = pixels[i];
}
}
SDL_FreeSurface(surface);
SDL_Log("%d", max_value);
}
SDL_Quit();
return 0;
}
CodePudding user response:
SDL_GetWindowSurface()
doesn't work with OpenGL:
You may not combine this with 3D or the rendering API on this window.
Use glReadPixels()
instead.
CodePudding user response:
Use PBO to read data from from the pixel buffer.
glReadBuffer(GL_COLOR_ATTACHMENT0);
writeIndex = (writeIndex 1) % 2;
readIndex = (readIndex 1) % 2;
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[writeIndex]);
// copy from framebuffer to PBO asynchronously. it will be ready in the NEXT frame
glReadPixels(0, 0, SCR_WIDTH, SCR_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// now read other PBO which should be already in CPU memory
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[readIndex]);
unsigned char* Data = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);