蓝色边框是映射到平面上的屏幕截图。从HBITMAP https://i.imgur.com/M9Q5FfY.png 常规的screeenshot由screenshotter.h拍摄并保存为BITMAP。 我希望我可以将其保留在内存中,然后以这种方式交换它。
https://i.imgur.com/Pk84BpP.png
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include <common/shader.hpp>
#include <common/texture.hpp>
#include "screenshotter.h"
#include "gl/gl.h"
#include "gl/glu.h"
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "playground.h"
//#include "resource.h"
#include "scrnsave.h" //contains hMainInstance
int Filter;
// Interpolated values from the vertex shaders
using namespace glm;
using namespace std;
int main( void )
{
// Initialise GLFW
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "Tutorial 04 - Colored Cube", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("../tutorial05_textured_cube/TransformVertexShader.vertexshader", "../tutorial05_textured_cube/TextureFragmentShader.fragmentshader");
//GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader");
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
//"C:/project/blender/gl/ogl-master/tutorial05_textured_cube/uvtemplate1.bmp"
GLuint Texture = loadBMPfromScreenshotter();
GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
glm::mat4 View = glm::lookAt(
glm::vec3(4,0, 0), // Camera is at (4,3,-3), in World Space
glm::vec3(0, 0, 0), // and looks at the origin
glm::vec3(0, 0, 1) // Head is up (set to 0,-1,0 to look upside-down)
);
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 Model = glm::mat4(1.0f);
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around
// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
// One color for each vertex. They were generated randomly.
static const GLfloat g_color_buffer_data[] = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
// Two UV coordinatesfor each vertex. They were created with Blender. You'll learn shortly how to do this yourself.
static const GLfloat g_uv_buffer_data[] = {
0.000059f, 1.0f - 0.000004f,
0.000103f, 1.0f - 0.336048f,
0.335973f, 1.0f - 0.335903f,
1.000023f, 1.0f - 0.000013f,
0.667979f, 1.0f - 0.335851f,
0.999958f, 1.0f - 0.336064f,
0.667979f, 1.0f - 0.335851f,
0.336024f, 1.0f - 0.671877f,
0.667969f, 1.0f - 0.671889f,
1.000023f, 1.0f - 0.000013f,
0.668104f, 1.0f - 0.000013f,
0.667979f, 1.0f - 0.335851f,
0.000059f, 1.0f - 0.000004f,
0.335973f, 1.0f - 0.335903f,
0.336098f, 1.0f - 0.000071f,
0.667979f, 1.0f - 0.335851f,
0.335973f, 1.0f - 0.335903f,
0.336024f, 1.0f - 0.671877f,
1.000004f, 1.0f - 0.671847f,
0.999958f, 1.0f - 0.336064f,
0.667979f, 1.0f - 0.335851f,
0.668104f, 1.0f - 0.000013f,
0.335973f, 1.0f - 0.335903f,
0.667979f, 1.0f - 0.335851f,
0.335973f, 1.0f - 0.335903f,
0.668104f, 1.0f - 0.000013f,
0.336098f, 1.0f - 0.000071f,
0.000103f, 1.0f - 0.336048f,
0.000004f, 1.0f - 0.671870f,
0.336024f, 1.0f - 0.671877f,
0.000103f, 1.0f - 0.336048f,
0.336024f, 1.0f - 0.671877f,
0.335973f, 1.0f - 0.335903f,
0.667969f, 1.0f - 0.671889f,
1.000004f, 1.0f - 0.671847f,
0.667979f, 1.0f - 0.335851f
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
do {
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to use Texture Unit 0
glUniform1i(TextureID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 12 * 3); // 12*3 indices starting at 0 -> 12 triangles
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
// Cleanup VBO and shader
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &colorbuffer);
glDeleteProgram(programID);
glDeleteVertexArrays(1, &VertexArrayID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
//affects all textures in memory.
void SetTextureFilter(int newfilter)
{
if (newfilter >= 0 && newfilter <= 1)
{
Filter = newfilter;
}
}
GLuint loadBMPfromScreenshotter() {
// Data read from the header of the BMP file
unsigned char header[54];
unsigned int dataPos;
unsigned int imageSize;
unsigned int width, height;
// Actual RGB data
unsigned char * data;
// Open the file
//// Read the information about the image
//dataPos = *(int*)&(header[0x0A]);
//imageSize = *(int*)&(header[0x22]);
//width = *(int*)&(header[0x12]);
//height = *(int*)&(header[0x16]);
// Some BMP files are misformatted, guess missing information
//if (imageSize == 0) imageSize = width * height * 3; // 3 : one byte for each Red, Green and Blue component
//if (dataPos == 0) dataPos = 54; // The BMP header is done that way
Screenshotter* screenshot = new Screenshotter();
LPWSTR stuff = NULL;
HBITMAP hBmp = screenshot->wWinMain(NULL, 0, stuff, 0);
/// begin black website load
//HBITMAP hBmp = NULL;
/*hBmp = (HBITMAP) ::LoadImage(hMainInstance,
MAKEINTRESOURCE(id), IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION);*/
//get info about the bitmap
BITMAP BM;
::GetObject(hBmp, sizeof(BM), &BM);
// Create a buffer
// data = new unsigned char[imageSize];
// Read the actual data from the file into the buffer
// Everything is in memory now, the file can be closed.
// Create one OpenGL texture
GLuint textureID;
glGenTextures(1, &textureID);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, textureID);
// Give the image to OpenGL
/*glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BM.bmWidth, BM.bmHeight, 0, GL_BGR, GL_UNSIGNED_BYTE, BM.bmBits
);*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BM.bmWidth, BM.bmHeight,
0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BM.bmBits);
//glGenerateMipmap(GL_TEXTURE_2D);
// OpenGL has now copied the data. Free our own version
//delete[] data;
// Poor filtering, or ...
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// ... nice trilinear filtering ...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// ... which requires mipmaps. Generate them automatically.
glGenerateMipmap(GL_TEXTURE_2D);
// Return the ID of the texture we just created
return textureID;
}
关于屏幕截图未映射我的问题的任何建议?看起来像是出现了像素,看起来好像不是正确的格式之类。