#define STB_IMAGE_WRITE_IMPLEMENTATION #include #include #include #include #include #include "client/game.h" #include "client/gl_debug.h" #include "client/window.h" char *screenshot() { // renderbuffer for depth & stencil buffer GLuint rbo; glGenRenderbuffers(1, &rbo); GL_DEBUG glBindRenderbuffer(GL_RENDERBUFFER, rbo); GL_DEBUG glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_DEPTH24_STENCIL8, window.width, window.height); GL_DEBUG // 2 textures, one with AA, one without GLuint txos[2]; glGenTextures(2, txos); GL_DEBUG glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, txos[0]); GL_DEBUG glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGB, window.width, window.height, GL_TRUE); GL_DEBUG glBindTexture(GL_TEXTURE_2D, txos[1]); GL_DEBUG glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window.width, window.height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); GL_DEBUG // 2 framebuffers, one with AA, one without GLuint fbos[2]; glGenFramebuffers(2, fbos); GL_DEBUG glBindFramebuffer(GL_FRAMEBUFFER, fbos[0]); GL_DEBUG glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, txos[0], 0); GL_DEBUG glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); GL_DEBUG glBindFramebuffer(GL_FRAMEBUFFER, fbos[1]); GL_DEBUG glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, txos[1], 0); GL_DEBUG // render scene glBindFramebuffer(GL_FRAMEBUFFER, fbos[0]); GL_DEBUG game_render(0.0); glBindFramebuffer(GL_FRAMEBUFFER, 0); GL_DEBUG // blit AA-buffer into no-AA buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]); GL_DEBUG glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]); GL_DEBUG glBlitFramebuffer(0, 0, window.width, window.height, 0, 0, window.width, window.height, GL_COLOR_BUFFER_BIT, GL_NEAREST); GL_DEBUG // read data GLubyte data[window.width * window.height * 3]; glBindFramebuffer(GL_FRAMEBUFFER, fbos[1]); GL_DEBUG glPixelStorei(GL_PACK_ALIGNMENT, 1); GL_DEBUG glReadPixels(0, 0, window.width, window.height, GL_RGB, GL_UNSIGNED_BYTE, data); GL_DEBUG // create filename char filename[BUFSIZ]; time_t timep = time(0); strftime(filename, BUFSIZ, "screenshot-%Y-%m-%d-%H:%M:%S.png", localtime(&timep)); // save screenshot stbi_flip_vertically_on_write(true); stbi_write_png(filename, window.width, window.height, 3, data, window.width * 3); // delete buffers glDeleteRenderbuffers(1, &rbo); GL_DEBUG glDeleteTextures(2, txos); GL_DEBUG glDeleteFramebuffers(2, fbos); GL_DEBUG return strdup(filename); }