I am drawing multiple images over earh map, I am using perspective correct texturing link on each image.
I want to store rendered image in to file (sorce file is 1280x760, the rendered images is around 160x90 in most cases rotated). Currently I am doing this with GL.ReadPixels
int width = 1920;
int height = 1080;
using (Bitmap bitmap = new Bitmap(width, height))
{
System.Drawing.Imaging.BitmapData bits = bitmap.LockBits(new Rectangle(0, 0, width, height), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.ReadPixels(0, (0, width, height, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bits.Scan0);
bitmap.UnlockBits(bits);
bitmap.RotateFlip(RotateFlipType.Rotate180FlipX);
bitmap.Save("output.png", System.Drawing.Imaging.ImageFormat.Png);
}
The problem occurs when I move the map, rendered images are not visible anymore on the screen and it looks like that in this case GL.ReadPixels returns empty pixels.
How to get rendered image even if this is not currently rendered on screen?
Extra question, if I use framebuffer the result is the same but using the frame buffer I never see image on the screen, it looks like framebuffer is not drawn on the screen, but GL.ReadPixels can get image out. Which lines of code are needed to draw framebuffer also on the screen?
Any idea?
I am adding some code with drawing in to framebuffer but the result is empty image.
int FBOHandle = 0;
int ColorTexture = 0;
int DepthTexture = 0;
public bool canRender = false;
public void onRender()
{
int zoom = (int)MainForm.mainMap.Zoom;
VideoMapOverlayBitmap pob = null;
lock (videoMapOverlayBitmapsSync)
videoMapOverlayBitmaps.TryGetValue(zoom, out pob);
if (pob == null)
return;
if (canRender)
{
canRender = false;
int fboWidth = 1920;
int fboHeight = 1080;
// Create Color Tex for framebuffer
GL.GenTextures(1, out ColorTexture);
GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, fboWidth, fboHeight, 0, OpenTK.Graphics.OpenGL.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
// GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );
// Create Depth Tex for framebuffer
GL.GenTextures(1, out DepthTexture);
GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
GL.TexImage2D(TextureTarget.Texture2D, 0, (PixelInternalFormat)All.DepthComponent32, fboWidth, fboHeight, 0, OpenTK.Graphics.OpenGL.PixelFormat.DepthComponent, PixelType.UnsignedInt, IntPtr.Zero);
// things go horribly wrong if DepthComponent's Bitcount does not match the main Framebuffer's Depth
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
// GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );
// Create a FBO and attach the textures
GL.Ext.GenFramebuffers(1, out FBOHandle);
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, FBOHandle);
GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, ColorTexture, 0);
GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachmentExt, TextureTarget.Texture2D, DepthTexture, 0);
//check for errors on framebuffer
FramebufferErrorCode errorCode = GL.Ext.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
if (errorCode != FramebufferErrorCode.FramebufferComplete)
{
if (errorCode == FramebufferErrorCode.FramebufferUnsupported)
Console.WriteLine("FramebufferUnsupported");
OnUnload();
return;
}
GL.ClearColor(0, 0, 0, 0);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
/*
//this corrupts my main screen
GL.ClearColor(Color.White);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(0, fboWidth, fboHeight, 0, -1, 1); // Up-left corner pixel has coordinate (0, 0)
GL.Viewport(0, 0, fboWidth, fboHeight); // Use all of the glControl painting area
*/
// Render all images
PureProjection proj = MainForm.mainMap.MapProvider.Projection;
List<VideoLogEntry> log = Log;
//go over all images in the loop
foreach (var videoEntry in log)
{
if (videoEntry == null)
continue;
if (videoEntry.projectedRectangleEmpty())
continue;
PointLatLng[] rect = videoEntry.getProjectedRectangle();
if (videoEntry.bmp != null)
videoEntry.createTexture();
GL.Enable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, videoEntry.texture);
//GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, videoEntry.texture, 0);
//GL.DrawBuffers(1, new int[] { videoEntry.texture }); //compiler error
//Do the magick for "Perspective correct texturing"
// center point
GPoint localTargetPosition = MainForm.instance.gMapControl.FromLatLngToLocalWithOffset(videoEntry.target);
videoEntry.UpdatePolygonLocalPosition(videoEntry.projectedRectangle);
// determines distances to center for all vertexes
double dUL = Common.distance(new double[] { videoEntry.LocalPoints[0].X, videoEntry.LocalPoints[0].Y }, new double[] { localTargetPosition.X, localTargetPosition.Y });
double dUR = Common.distance(new double[] { videoEntry.LocalPoints[1].X, videoEntry.LocalPoints[1].Y }, new double[] { localTargetPosition.X, localTargetPosition.Y });
double dLR = Common.distance(new double[] { videoEntry.LocalPoints[2].X, videoEntry.LocalPoints[2].Y }, new double[] { localTargetPosition.X, localTargetPosition.Y });
double dLL = Common.distance(new double[] { videoEntry.LocalPoints[3].X, videoEntry.LocalPoints[3].Y }, new double[] { localTargetPosition.X, localTargetPosition.Y });
var texCoords = new[]
{
new Vector4(0, 0, 1, 1),
new Vector4(1, 0, 1, 1),
new Vector4(1, 1, 1, 1),
new Vector4(0, 1, 1, 1)
};
texCoords[0] *= (float)((dUL + dLR) / dLR);
texCoords[1] *= (float)((dUR + dLL) / dLL);
texCoords[2] *= (float)((dLR + dUL) / dUL);
texCoords[3] *= (float)((dLL + dUR) / dUR);
GL.Begin(PrimitiveType.Quads);
{
GL.TexCoord4(texCoords[0]); GL.Vertex4(videoEntry.LocalPoints[0].X, videoEntry.LocalPoints[0].Y, 1, 1); //UL LocalPoints[0] gimbalUL
GL.TexCoord4(texCoords[1]); GL.Vertex4(videoEntry.LocalPoints[1].X, videoEntry.LocalPoints[1].Y, 1, 1); //UR LocalPoints[1] gimbalUR
GL.TexCoord4(texCoords[2]); GL.Vertex4(videoEntry.LocalPoints[2].X, videoEntry.LocalPoints[2].Y, 1, 1); //LR LocalPoints[2] gimbalLR
GL.TexCoord4(texCoords[3]); GL.Vertex4(videoEntry.LocalPoints[3].X, videoEntry.LocalPoints[3].Y, 1, 1); //LL LocalPoints[3] gimbalLL
}
GL.End();
GL.Disable(EnableCap.Texture2D);
}
// Grab your screenshot
// draw FBO in to file
lock (pob.masterBitmapSync)
{
using (Bitmap mybitmap = new Bitmap(fboWidth, fboHeight))
{
//fill bitmal so we will see what ReadPixels draw
using (Graphics gfx = Graphics.FromImage(mybitmap))
using (SolidBrush brush = new SolidBrush(Color.FromArgb(0, 0, 255)))
{
gfx.FillRectangle(brush, 0, 0, mybitmap.Width, mybitmap.Height);
}
GPoint p = new GPoint(0, 0);
int outputWidth = mybitmap.Width;
int outputHeight = mybitmap.Height;
System.Drawing.Imaging.BitmapData bits = mybitmap.LockBits(new Rectangle(0, 0, mybitmap.Width, mybitmap.Height), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.ReadPixels((int)p.X, (int)p.Y, outputWidth, outputHeight, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bits.Scan0);
mybitmap.UnlockBits(bits);
//mybitmap.RotateFlip(RotateFlipType.Rotate180FlipX);
mybitmap.Save(@"c:\Downloads\aaa\ReadPixels_" + DateTime.Now.ToString("HHmmss_fff") + ".png", System.Drawing.Imaging.ImageFormat.Png);
pob.masterBitmap.Dispose();
pob.masterBitmap = null;
pob.masterBitmap = (Bitmap)mybitmap.Clone();
}
}
// Unload and dispose the frame buffer
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0);
// Clean up what we allocated before exiting
if (ColorTexture != 0)
GL.DeleteTextures(1, ref ColorTexture);
ColorTexture = 0;
if (DepthTexture != 0)
GL.DeleteTextures(1, ref DepthTexture);
DepthTexture = 0;
if (FBOHandle != 0)
GL.Ext.DeleteFramebuffers(1, ref FBOHandle);
FBOHandle = 0;
}
}