renderer: screenshot by saving render texture to file

hud
EmaMaker 2023-09-17 15:50:25 +02:00
parent 00a4b8e1e2
commit 3f61a6a753
4 changed files with 32 additions and 0 deletions

1
.gitignore vendored
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@ -9,3 +9,4 @@ gmon.out*
cscope* cscope*
test.cpp test.cpp
a.out a.out
*screenshot*

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@ -17,6 +17,8 @@ namespace renderer{
void framebuffer_size_callback(GLFWwindow *window, int width, int height); void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void destroy(); void destroy();
void saveScreenshot(bool forceFullHD=false);
Shader* getRenderShader(); Shader* getRenderShader();
RenderSet& getChunksToRender(); RenderSet& getChunksToRender();
oneapi::tbb::concurrent_queue<chunkmesher::MeshData*>& getMeshDataQueue(); oneapi::tbb::concurrent_queue<chunkmesher::MeshData*>& getMeshDataQueue();

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@ -155,4 +155,7 @@ void processInput(GLFWwindow *window)
// Reset blockpicking if enough time has passed // Reset blockpicking if enough time has passed
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false; if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
} }

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@ -7,6 +7,8 @@
#include "chunkmesher.hpp" #include "chunkmesher.hpp"
#include "globals.hpp" #include "globals.hpp"
#include "stb_image.h" #include "stb_image.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
namespace renderer{ namespace renderer{
RenderSet chunks_torender; RenderSet chunks_torender;
@ -240,6 +242,30 @@ namespace renderer{
renderTexDepthBuffer); renderTexDepthBuffer);
} }
void saveScreenshot(bool forceFullHD){
int old_screenWidth = screenWidth;
int old_screenHeight = screenHeight;
if(forceFullHD){
resize_framebuffer(1920, 1080);
// Do a render pass
render();
}
// Bind the render frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, renderTexFrameBuffer);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
// Save the framebuffer in a byte array
GLubyte data[screenWidth*screenHeight*3];
glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, data);
// Save the byte array onto a texture
stbi_flip_vertically_on_write(1);
stbi_write_png(forceFullHD ? "screenshot_fullhd.png" : "screenshot.png", screenWidth,
screenHeight, 3, data, screenWidth*3);
if(forceFullHD) resize_framebuffer(old_screenWidth, old_screenHeight);
}
void destroy(){ void destroy(){
delete theShader; delete theShader;
} }