#include "../include/image_writer.h" #include "../include/egl.h" #define STB_IMAGE_WRITE_IMPLEMENTATION #include "../external/stb_image_write.h" #include #include #include #include static unsigned int gl_create_texture(gsr_egl *egl, int width, int height, int internal_format, unsigned int format) { unsigned int texture_id = 0; egl->glGenTextures(1, &texture_id); egl->glBindTexture(GL_TEXTURE_2D, texture_id); egl->glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL); egl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); egl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); egl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); egl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); egl->glBindTexture(GL_TEXTURE_2D, 0); return texture_id; } /* TODO: Support hdr/10-bit */ bool gsr_image_writer_init(gsr_image_writer *self, gsr_image_writer_source source, gsr_egl *egl, int width, int height) { assert(source == GSR_IMAGE_WRITER_SOURCE_OPENGL); self->source = source; self->egl = egl; self->width = width; self->height = height; self->texture = gl_create_texture(self->egl, self->width, self->height, GL_RGB8, GL_RGB); /* TODO: use GL_RGB16 instead of GL_RGB8 for hdr/10-bit */ if(self->texture == 0) { fprintf(stderr, "gsr error: gsr_image_writer_init: failed to create texture\n"); return false; } return true; } void gsr_image_writer_deinit(gsr_image_writer *self) { if(self->texture) { self->egl->glDeleteTextures(1, &self->texture); self->texture = 0; } } bool gsr_image_writer_write_to_file(gsr_image_writer *self, const char *filepath, gsr_image_format image_format, int quality) { if(quality < 1) quality = 1; else if(quality > 100) quality = 100; uint8_t *frame_data = malloc(self->width * self->height * 3); if(!frame_data) { fprintf(stderr, "gsr error: gsr_image_writer_write_to_file: failed to allocate memory for image frame\n"); return false; } // TODO: hdr support self->egl->glBindTexture(GL_TEXTURE_2D, self->texture); // We could use glGetTexSubImage, but it's only available starting from opengl 4.5 self->egl->glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, frame_data); self->egl->glBindTexture(GL_TEXTURE_2D, 0); self->egl->glFlush(); self->egl->glFinish(); bool success = false; switch(image_format) { case GSR_IMAGE_FORMAT_JPEG: success = stbi_write_jpg(filepath, self->width, self->height, 3, frame_data, quality); break; case GSR_IMAGE_FORMAT_PNG: success = stbi_write_png(filepath, self->width, self->height, 3, frame_data, 0); break; } if(!success) fprintf(stderr, "gsr error: gsr_image_writer_write_to_file: failed to write image data to output file %s\n", filepath); free(frame_data); return success; }