I'm using the glgrab code to try and grab a full-screen screenshot of the Mac screen. However, I want the bitmap data to be in the GL_RGB format. That is, each pixel should be in the format:
0x00RRGGBB
The original code specified the GL_BGRA
format. However, changing that to GL_RGB
gives me a completely blank result. The total source code I'm using is:
CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect) { CGContextRef bitmap; CGImageRef image; void * data; long bytewidth; GLint width, height; long bytes; CGColorSpaceRef cSpace = CGColorSpaceCreateWithName (kCGColorSpaceGenericRGB); CGLContextObj glContextObj; CGLPixelFormatObj pixelFormatObj ; GLint numPixelFormats ; //CGLPixelFormatAttribute int attribs[] = { // kCGLPFAClosestPolicy, kCGLPFAFullScreen, kCGLPFADisplayMask, NULL, /* Display mask bit goes here */ kCGLPFAColorSize, 24, kCGLPFAAlphaSize, 0, kCGLPFADepthSize, 32, kCGLPFASupersample, NULL } ; if ( display == kCGNullDirectDisplay ) display = CGMainDisplayID(); attribs[2] = CGDisplayIDToOpenGLDisplayMask(display); /* Build a full-screen GL context */ CGLChoosePixelFormat( (CGLPixelFormatAttribute*) attribs, &pixelFormatObj, &numPixelFormats ); if ( pixelFormatObj == NULL ) // No full screen context support { // GL didn't find any suitable pixel formats. Try again without the supersample bit: attribs[10] = NULL; CGLChoosePixelFormat( (CGLPixelFormatAttribute*) attribs, &pixelFormatObj, &numPixelFormats ); if (pixelFormatObj == NULL) { qDebug("Unable to find an openGL pixel format that meets constraints"); return NULL; } } CGLCreateContext( pixelFormatObj, NULL, &glContextObj ) ; CGLDestroyPixelFormat( pixelFormatObj ) ; if ( glContextObj == NULL ) { qDebug("Unable to create OpenGL context"); return NULL; } CGLSetCurrentContext( glContextObj ) ; CGLSetFullScreen( glContextObj ) ; glReadBuffer(GL_FRONT); width = srcRect.size.width; height = srcRect.size.height; bytewidth = width * 4; // Assume 4 bytes/pixel for now bytewidth = (bytewidth + 3) & ~3; // Align to 4 bytes bytes = bytewidth * height; // width * height /* Build bitmap context */ data = malloc(height * bytewidth); if ( data == NULL ) { CGLSetCurrentContext( NULL ); CGLClearDrawable( glContextObj ); // disassociate from full screen CGLDestroyContext( glContextObj ); // and destroy the context qDebug("OpenGL drawable clear failed"); return NULL; } bitmap = CGBitmapContextCreate(data, width, height, 8, bytewidth, cSpace, kCGImageAlphaNoneSkipFirst /* XRGB */); CFRelease(cSpace); /* Read framebuffer into our bitmap */ glFinish(); /* Finish all OpenGL commands */ glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */ glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_SKIP_ROWS, 0); glPixelStorei(GL_PACK_SKIP_PIXELS, 0); /* * Fetch the data in XRGB format, matching the bitmap context. */ glReadPixels((GLint)srcRect.origin.x, (GLint)srcRect.origin.y, width, height, GL_RGB, #ifdef __BIG_ENDIAN__ GL_UNSIGNED_INT_8_8_8_8_REV, // for PPC #else GL_UNSIGNED_INT_8_8_8_8, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html #endif data); /* * glReadPixels generates a quadrant I raster, with origin in the lower left * This isn't a problem for signal processing routines such as compressors, * as they can simply use a negative 'advance' to move between scanlines. * CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to * invert it. Pixel reformatting can also be done here. */ swizzleBitmap(data, bytewidth, height); /* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */ image = CGBitmapContextCreateImage(bitmap); /* Get rid of bitmap */ CFRelease(bitmap); free(data); /* Get rid of GL context */ CGLSetCurrentContext( NULL ); CGLClearDrawable( glContextObj ); // disassociate from full screen CGLDestroyContext( glContextObj ); // and destroy the context /* Returned image has a reference count of 1 */ return image; }
I'm completely new to OpenGL, so I'd appreciate some pointers in the right direction. Cheers!
Update:
After some experimentation, I have managed to narrow my problem down. My problem is that while I don't want the alpha component, I Do want each pixel to be packed to 4-byte boundaries. Now, when I specify GL_RGB or GL_BGR formats to the glReadPixels
call, I get the bitmap data packed in 3 byte blocks. When I specify GL_RGBA
, or GL_BGRA
, I get four byte blocks, but always with the alpha channel component last.
I then tried changing the value passed to
bitmap = CGBitmapContextCreate(data, width, height, 8, bytewidth,cSpace, kCGImageAlphaNoneSkipFirst /* XRGB */);
however, no variations of AlphaNoneSkipFirst
or AlphaNoneSkipLast
puts the alpha channel at the start of the pixel byte block.
Any ideas?