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single call to a function provided by the OpenGL library: glReadPixels().2 Before doing so, however, you need to make a decision on which channels interest you and tell the OpenGL library how you want it to convert the pixels into values. Before discussing the particulars, let s look at a subroutine that can be used to capture any part of the currently displayed window to an image file. We use the Image::Magick module to translate the raw information that comes from the call to glReadPixels(), and to save the file to disk.
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use OpenGL qw(:all); use Image::Magick; sub gltIMCapture { my $file = shift; my $rgba; my ($x, $y, $width, $height) = @_ == 4 @_ : glGetIntegerv_p(GL_VIEWPORT); glFinish(); glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT); glPixelStorei(GL_PACK_ROW_LENGTH, $width); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels_s($x, $y, $width, $height, GL_RGBA, GL_UNSIGNED_BYTE, $rgba); glPopClientAttrib(); my $im = Image::Magick->new( size => "${width}x$height", magick => 'RGBA'); my $rc = $im->BlobToImage($rgba); warn($rc), return if $rc; $im->Write($file) if $file; return $im; }
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Create an Image::Magick object from the pixels
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If the user has passed in four arguments that define the rectangle to be captured, these arguments are used. Otherwise, the dimensions of the current window are requested and used. The first thing we do is call glFinish(), to make sure that the OpenGL drawing functions are all completed. If we don t do that, we run the risk of reading out pixels from a frame buffer that is only half complete. This is followed by a call to glPushClientAttrib() to save all the current pixel settings, after which we can change them to our liking with glPixelStorei(). Once we have read the pixels into $rgba we reset the settings by calling glPopClientAttrib().
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Also see the note on page 156 for some information on glReadPixels().
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The pixels are read into a long string of bytes with values for the red, green, blue and alpha channel, which can be read directly into an Image::Magick object with the BlobToImage() method. All we need to do then is save the image. To allow the user to postprocess the image, we return a reference to the Image::Magick object. This routine can be very handy to have around when you are writing OpenGL applications that need to be able to take snapshots of the rendered scenes. The example program in section 9.1.3 uses this routine to allow the user to save a snapshot of the current window on screen. We will put it in a library of OpenGL tools, which we can expand in the future, and write a little application that uses it to create two images:3
#!/usr/local/bin/perl -w use strict; use OpenGL qw(:all :old); require ""; sub triangle { glBegin (GL_TRIANGLES); glColor3f (0.0, 0.0, 0.0); glVertex2f(0.0, 0.0); glColor3f (0.5, 0.5, 0.5); glVertex2f(30.0, 0.0); glColor3f (1.0, 1.0, 1.0); glVertex2f(0.0, 30.0); glEnd (); } glpOpenWindow (width => 250, height => 250); glLoadIdentity(); gluOrtho2D (0.0, 30.0, 0.0, 30.0); glClearColor (1.0, 1.0, 1.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); triangle(); gltIMCapture("OpenGLcap1.png", 50, 50, 100, 100); gltIMCapture("OpenGLcap2.png");
This is a basic OpenGL application that draws a triangle, filled with a smooth grayscale gradient. Once the drawing is finished, it captures part of the window, and the whole window with the previously discussed gltIMCapture() function, and saves these captures to files which can be seen in figure 9.1. You might have noticed that the program presented contains floating point values everywhere, while Perl doesn t really care about these sorts of things. The truth is that integer values would have worked just as well, but I like to be explicit. It also comes
In case you noticed the odd spacing in this code: I often vertically align the brackets around the arguments to OpenGL function calls, because I find it slightly more legible. Some people think it s awful.
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