/* File: OpenGLScreenReader.m Abstract: OpenGLScreenReader class implementation. Contains OpenGL code which creates a full-screen OpenGL context to use for rendering, then calls glReadPixels to read the actual screen bits. Version: 1.0 Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple") in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software. 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Except as expressly stated in this notice, no other rights or licenses, express or implied, are granted by Apple herein, including but not limited to any patent rights that may be infringed by your derivative works or by other works in which the Apple Software may be incorporated. The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. 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All Rights Reserved. */ #import "OpenGLScreenReader.h" #include "OpenGLUtils.h" #include "DisplayUtils.h" @implementation OpenGLScreenReader #pragma mark ---------- Initialization ---------- -(id) init { if (self = [super init]) { // Create a full-screen OpenGL graphics context mGLContext = [OpenGLUtils makeFullScreenGLGraphicsContext]; if (!mGLContext) { [self release]; return nil; } [mGLContext retain]; // Set our context as the current OpenGL context [mGLContext makeCurrentContext]; // Set full-screen mode [mGLContext setFullScreen]; } return self; } #pragma mark ---------- Screen Reader ---------- // Perform a simple, synchronous full-screen read operation using glReadPixels(). // Although this is not the most optimal technique, it is sufficient for doing // simple one-shot screen grabs. - (void) readFullScreenToBuffer: (void *) baseAddress bufferBytesPerRow:(size_t) bytesPerRow { long displayWidth, displayHeight; [DisplayUtils getMainDisplayDimensions:&displayWidth displayHeight:&displayHeight]; [self readPartialScreenToBuffer: displayWidth bufferHeight:displayHeight bufferBaseAddress: baseAddress bufferBytesPerRow:bytesPerRow]; } // Use this routine to read only a portion of the screen pixels - (void) readPartialScreenToBuffer: (size_t) width bufferHeight:(size_t) height bufferBaseAddress: (void *) baseAddress bufferBytesPerRow:(size_t) bytesPerRow { // select front buffer as our source for pixel data glReadBuffer(GL_FRONT); //Read OpenGL context pixels directly. // For extra safety, save & restore OpenGL states that are changed glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT); 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); //Read a block of pixels from the frame buffer glReadPixels(0, 0, width, height, GL_BGRA, /* IMPORTANT For the pixel data format and type parameters you should *always* specify: format: GL_BGRA type: GL_UNSIGNED_INT_8_8_8_8_REV because this is the native format of the GPU for both PPC and Intel and will give you the best performance. Any deviation from this format will not give you optimal performance! BACKGROUND When using GL_UNSIGNED_INT_8_8_8_8_REV, the OpenGL implementation expects to find data in byte order ARGB on big-endian systems, but BGRA on little-endian systems. Because there is no explicit way in OpenGL to specify a byte order of ARGB with 32-bit or 16-bit packed pixels (which are common image formats on Macintosh PowerPC computers), many applications specify GL_BGRA with GL_UNSIGNED_INT_8_8_8_8_REV. This practice works on a big-endian system such as PowerPC, but the format is interpreted differently on a little-endian system, and causes images to be rendered with incorrect colors. To prevent images from being rendered incorrectly by this application on little endian systems, you must specify the ordering of the data (big/little endian) when creating Quartz bitmap contexts using the CGBitmapContextCreate function. See the createRGBImageFromBufferData: method in the Buffer.m source file for the details. Also, if you need to reverse endianness, consider using vImage after the read. See: http://developer.apple.com/documentation/Performance/Conceptual/vImage/ */ GL_UNSIGNED_INT_8_8_8_8_REV, baseAddress); glPopClientAttrib(); //Check for OpenGL errors GLenum theError = GL_NO_ERROR; theError = glGetError(); NSAssert1( theError == GL_NO_ERROR, @"OpenGL error 0x%04X", theError); } #pragma mark ---------- Cleanup ---------- -(void)dealloc { // Get rid of GL context [NSOpenGLContext clearCurrentContext]; // disassociate from full screen [mGLContext clearDrawable]; // and release the context [mGLContext release]; [super dealloc]; } @end