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OpenGL加载、显示、截图、保存位图文件

2014-02-09 19:22 357 查看

1.加载与显示BMP位图文件

位图,有时候也被称之为栅栏图、栅格图,是一种保存着图像每一位像素的格式。姑且这么说吧。以此相对的有矢量图,矢量图是用数学公式保存着每一点、每一条线条的方式来存储图像的。

在windows操作系统中,我们都可以使用微软定义的bmp位图(Bitmap)文件。位图有压缩的,也有没压缩的。我们这里主要看没压缩的。

Bitmap位图文件的结构主要由三部分组成。首先在文件的头部是BITMAPFILEHEADER,接着的是BITMAPINFOHEADER,下面是相关结构体的声明。

typedef struct tagBITMAPFILEHEADER { 
  WORD    bfType;      //指定文件类型,对于位图文件,这里必须为BM即 0x4D42
  DWORD   bfSize;      // BITMAPFILEHEADER结构体的字节大小
  WORD    bfReserved1;   //必须为0
  WORD    bfReserved2;  //必须为0
  DWORD   bfOffBits;     //像素的偏移地址
} BITMAPFILEHEADER, *PBITMAPFILEHEADER;


typedef struct tagBITMAPINFOHEADER {
    DWORD  biSize;        // BITMAPINFOHEADER结构体的字节大小
    LONG   biWidth;       //图像的宽度
    LONG   biHeight;       //图像的高度
    WORD   biPlanes;       //目标设备平面数目,必须为1
    WORD   biBitCount;       //每个像素的颜色位数,可取1,4,8,16,24,32
    DWORD  biCompression;     //压缩类型,我们主要是关注没有压缩的,即BI_RGB
    DWORD  biSizeImage;     //图像数据的字节大小(不包括两个头部)
    LONG   biXPelsPerMeter; 
    LONG   biYPelsPerMeter;
    DWORD  biClrUsed;
    DWORD  biClrImportant;
} BITMAPINFOHEADER;


在上面的两个结构体重,我们知道了怎么辨别一个位图文件,也知道了像素的开始偏移,图像的宽度、高度,图像数据的字节大小。如此,就好办了。

有一个需要注意下一,位图文件保存的颜色数据是BGR的顺序,而我们在内存中通常使用的是RGB的顺序,所以必要时,我们需要手动转换下顺序。

下面是加载位图文件的图像像素数据的示例函数

// LoadBitmapFile
//加载filename指定的位图文件于内存中,并通过参数bitmapInfoHeader返回BITMAPINFOHEADER头部
//返回值:图像数据,使用完之后需自行释放内存
//不支持8bits的位图文件
unsigned char *LoadBitmapFile(char *filename, BITMAPINFOHEADER *bitmapInfoHeader)
{
	FILE *filePtr;								// the file pointer
	BITMAPFILEHEADER	bitmapFileHeader;		// bitmap file header
	unsigned char		*bitmapImage;			// bitmap image data
	int					imageIdx = 0;			// image index counter
	unsigned char		tempRGB;				// swap variable

	// open filename in "read binary" mode
	filePtr = fopen(filename, "rb");
	if (filePtr == NULL)
		return NULL;

	// read the bitmap file header
	fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);

	// verify that this is a bitmap by checking for the universal bitmap id
	if (bitmapFileHeader.bfType != BITMAP_ID)
	{
		fclose(filePtr);
		return NULL;
	}

	// read the bitmap information header
	fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr);

	// move file pointer to beginning of bitmap data
	fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET);

	// allocate enough memory for the bitmap image data
	bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage);

	// verify memory allocation
	if (!bitmapImage)
	{
		free(bitmapImage);
		fclose(filePtr);
		return NULL;
	}

	// read in the bitmap image data
	fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr);

	// make sure bitmap image data was read
	if (bitmapImage == NULL)
	{
		fclose(filePtr);
		return NULL;
	}

	// swap the R and B values to get RGB since the bitmap color format is in BGR
	for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx+=3)
	{
		tempRGB = bitmapImage[imageIdx];
		bitmapImage[imageIdx] = bitmapImage[imageIdx + 2];
		bitmapImage[imageIdx + 2] = tempRGB;
	}

	// close the file and return the bitmap image data
	fclose(filePtr);
	return bitmapImage;
}


加载完图像数据之后,就可以显示出来了。

显示图像,在opengl中我们有glDrawPixels,可以将图像像素绘制出来。

void glDrawPixels(
  GLsizei width,
  GLsizei height,
  GLenum format,
  GLenum type,
  const GLvoid *pixels   //图像数据
);


看到这里,我们发现,只有指定宽度跟高度。起点位置似乎没有办法在这个函数里头指定。

类似于glTranslate函数,我们可以使用glRasterPos来指定图像的起始位置(左下角)。需要注意一下,opengl是以左下角为原点,以右、上分别为x、y轴的正方向。以屏幕正对向外(也即向着用户)的方向为z轴的正方向。

void glRasterPos2i(
  GLint x,
  GLint y
);


至此,还有个问题。有时候当我们将一个程序从台式电脑移到笔记本电脑上,执行速度可能会不一样。排除硬件速度的不一样外,可能也跟一个内存对齐问题有关。所以这里还需要使用glPixelStorei指定下内存对齐大小。默认是4KB。

void glPixelStorei(
  GLenum pname,
  GLint param
);


pname取GL_UNPACK_ALIGNMENT时,代表读取内存时的对齐大小。一直相对的GL_PACK_ALIGNMENT,代表加载进内存时的对齐大小。

当pname取以上两个值之一时,param可取1,2,4,8,分别代表对齐大小为1,2,4,8字节。

如此,下面看下绘图的函数。

// DrawBitmap
// 在(0,0)位置绘制width长,height宽的图像
//bitmapImage是图像的数据
void DrawBitmap(long width, long height, unsigned char* bitmapImage)
{
	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
	//于原点绘图
	glRasterPos2i(0,0);	
	glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, bitmapImage);
}


有此两个函数,程序已能从文件里头加载位图文件,并显示出来了。

2.保存位图文件

在上面,我们知道了位图的文件结构。那么,我们想将一段图像数据保存为位图文件,也已经没了什么难度了。下面看下代码。

//WriteBitmapFile
//根据bitmapData的(RGB)数据,保存bitmap
//filename是要保存到物理硬盘的文件名(包括路径)
BOOL WriteBitmapFile(char * filename,int width,int height,unsigned char * bitmapData)
{
	//填充BITMAPFILEHEADER
	BITMAPFILEHEADER bitmapFileHeader;
	memset(&bitmapFileHeader,0,sizeof(BITMAPFILEHEADER));
	bitmapFileHeader.bfSize = sizeof(BITMAPFILEHEADER);
	bitmapFileHeader.bfType = 0x4d42;	//BM
	bitmapFileHeader.bfOffBits =sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);

	//填充BITMAPINFOHEADER
	BITMAPINFOHEADER bitmapInfoHeader;
	memset(&bitmapInfoHeader,0,sizeof(BITMAPINFOHEADER));
	bitmapInfoHeader.biSize = sizeof(BITMAPINFOHEADER);
	bitmapInfoHeader.biWidth = width;
	bitmapInfoHeader.biHeight = height;
	bitmapInfoHeader.biPlanes = 1;
	bitmapInfoHeader.biBitCount = 24;
	bitmapInfoHeader.biCompression = BI_RGB;
	bitmapInfoHeader.biSizeImage = width * abs(height) * 3;

	//////////////////////////////////////////////////////////////////////////
	FILE * filePtr;			//连接要保存的bitmap文件用
	unsigned char tempRGB;	//临时色素
	int imageIdx;

	//交换R、B的像素位置,bitmap的文件放置的是BGR,内存的是RGB
	for (imageIdx = 0;imageIdx < bitmapInfoHeader.biSizeImage;imageIdx +=3)
	{
		tempRGB = bitmapData[imageIdx];
		bitmapData[imageIdx] = bitmapData[imageIdx + 2];
		bitmapData[imageIdx + 2] = tempRGB;
	}

	filePtr = fopen(filename,"wb");
	if (NULL == filePtr)
	{
		return FALSE;
	}

	fwrite(&bitmapFileHeader,sizeof(BITMAPFILEHEADER),1,filePtr);

	fwrite(&bitmapInfoHeader,sizeof(BITMAPINFOHEADER),1,filePtr);

	fwrite(bitmapData,bitmapInfoHeader.biSizeImage,1,filePtr);

	fclose(filePtr);
	return TRUE;
}


有了上面的基础,这里也不需要多说什么了。



接下来,就是读取窗口中的图像数据了。在opengl中,有个glReadPixels可以帮到我们。glReadPixels能够读取窗口块的图像数据

void glReadPixels(
  GLint x,      //
  GLint y,      //起始位置
  GLsizei width,      //宽度
  GLsizei height,      //高度
  GLenum format,
  GLenum type,
  GLvoid *pixels      //保存的内存地址
);


注意,在使用此函数之前,我们需要先申请足够的内存地址用来保存图像数据。



下面是读取窗口图像数据的函数。

//SaveScreenShot
//保存窗口客户端的截图
//窗口大小* 600
void SaveScreenShot()
{
	int clnWidth,clnHeight;	//client width and height
	static void * screenData;
	RECT rc;
	int len = 800 * 600 * 3;
	screenData = malloc(len);
	memset(screenData,0,len);
	glReadPixels(0, 0, 800, 600, GL_RGB, GL_UNSIGNED_BYTE, screenData);

	//生成文件名字符串,以时间命名
	time_t tm = 0;
	tm = time(NULL);
	char lpstrFilename[256] = {0};
	sprintf_s(lpstrFilename,sizeof(lpstrFilename),"%d.bmp",tm);

	WriteBitmapFile(lpstrFilename,800,600,(unsigned char*)screenData);
	//释放内存
	free(screenData);

}


至此,已经可以读取、显示、截图、保存位图文件了。下面看一下完整的代码。

#include "stdafx.h"

#define WIN32_LEAN_AND_MEAN // trim the excess fat from Windows

////// Defines
#define BITMAP_ID 0x4D42 // the universal bitmap ID

////// Includes
#include <windows.h> // standard Windows app include
#include <stdio.h>
#include <gl/gl.h> // standard OpenGL include
#include <gl/glu.h> // OpenGL utilties
#include <time.h>
#include <windef.h>
#include <string.h>

////// Global Variables
HDC g_HDC; // global device context
bool fullScreen = false; // true = fullscreen; false = windowed
bool keyPressed[256]; // holds true for keys that are pressed

////// Bitmap Information
BITMAPINFOHEADER bitmapInfoHeader; // bitmap info header
unsigned char* bitmapData; // the bitmap data
//////////////////////////////////////////////////////////////////////////
//全局函数声明

//WriteBitmapFile
//根据bitmapData的(RGB)数据,保存bitmap
//filename是要保存到物理硬盘的文件名(包括路径)
BOOL WriteBitmapFile(char * filename,int width,int height,unsigned char * bitmapData);
//SaveScreenShot
//保存窗口客户端的截图
//窗口大小* 600
void SaveScreenShot();

//////////////////////////////////////////////////////////////////////////

// DrawBitmap
// desc: draws the bitmap image data in bitmapImage at the location
// (350,300) in the window. (350,300) is the lower-left corner
// of the bitmap.
void DrawBitmap(long width, long height, unsigned char* bitmapImage)
{
// glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
// glRasterPos2i(200,200);
// glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, bitmapImage);

glPixelStorei(GL_UNPACK_ALIGNMENT,4);
glRasterPos2i(0,0);
glDrawPixels(width,height,GL_RGB,GL_UNSIGNED_BYTE,bitmapImage);

}

// LoadBitmapFile
// desc: Returns a pointer to the bitmap image of the bitmap specified
// by filename. Also returns the bitmap header information.
// No support for 8-bit bitmaps.
unsigned char *LoadBitmapFile(char *filename, BITMAPINFOHEADER *bitmapInfoHeader)
{
FILE *filePtr; // the file pointer
BITMAPFILEHEADER bitmapFileHeader; // bitmap file header
unsigned char *bitmapImage; // bitmap image data
int imageIdx = 0; // image index counter
unsigned char tempRGB; // swap variable

// open filename in "read binary" mode
filePtr = fopen(filename, "rb");
if (filePtr == NULL)
return NULL;

// read the bitmap file header
fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);

// verify that this is a bitmap by checking for the universal bitmap id
if (bitmapFileHeader.bfType != BITMAP_ID)
{
fclose(filePtr);
return NULL;
}

// read the bitmap information header
fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr);

// move file pointer to beginning of bitmap data
fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET);

// allocate enough memory for the bitmap image data
bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage);

// verify memory allocation
if (!bitmapImage)
{
free(bitmapImage);
fclose(filePtr);
return NULL;
}

// read in the bitmap image data
fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr);

// make sure bitmap image data was read
if (bitmapImage == NULL)
{
fclose(filePtr);
return NULL;
}

// swap the R and B values to get RGB since the bitmap color format is in BGR
for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx+=3)
{
tempRGB = bitmapImage[imageIdx];
bitmapImage[imageIdx] = bitmapImage[imageIdx + 2];
bitmapImage[imageIdx + 2] = tempRGB;
}

// close the file and return the bitmap image data
fclose(filePtr);
return bitmapImage;
}

// Initialize
// desc: initializes OpenGL
void Initialize()
{
// enable depth buffer, and backface culling
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);

// Clear background to black
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

// load our bitmap file
bitmapData = LoadBitmapFile("test.bmp", &bitmapInfoHeader);
}

// Render
// desc: handles drawing of scene
void Render()
{
// clear screen and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// draw the bitmap image
DrawBitmap(bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight, bitmapData);

glFlush();
SwapBuffers(g_HDC); // bring backbuffer to foreground
}

// function to set the pixel format for the device context
void SetupPixelFormat(HDC hDC)
{
int nPixelFormat; // our pixel format index

static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of structure
1, // default version
PFD_DRAW_TO_WINDOW | // window drawing support
PFD_SUPPORT_OPENGL | // OpenGL support
PFD_DOUBLEBUFFER, // double buffering support
PFD_TYPE_RGBA, // RGBA color mode
32, // 32 bit color mode
0, 0, 0, 0, 0, 0, // ignore color bits, non-palettized mode
0, // no alpha buffer
0, // ignore shift bit
0, // no accumulation buffer
0, 0, 0, 0, // ignore accumulation bits
16, // 16 bit z-buffer size
0, // no stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main drawing plane
0, // reserved
0, 0, 0 }; // layer masks ignored

nPixelFormat = ChoosePixelFormat(hDC, &pfd); // choose best matching pixel format

SetPixelFormat(hDC, nPixelFormat, &pfd); // set pixel format to device context
}

// the Windows Procedure event handler
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static HGLRC hRC; // rendering context
static HDC hDC; // device context
int width, height; // window width and height

switch(message)
{
case WM_CREATE: // window is being created

// hDC = GetDC(hwnd); // get current window's device context
// g_HDC = hDC;
// SetupPixelFormat(hDC); // call our pixel format setup function
//
// // create rendering context and make it current
// hRC = wglCreateContext(hDC);
// wglMakeCurrent(hDC, hRC);
//
// return 0;

g_HDC = GetDC(hwnd);
SetupPixelFormat(g_HDC);
hRC = wglCreateContext(g_HDC);
wglMakeCurrent(g_HDC,hRC);

break;
case WM_DESTROY:
case WM_CLOSE: // windows is closing

// deselect rendering context and delete it
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);

ExitProcess(NULL);

// send WM_QUIT to message queue
PostQuitMessage(0);

return 0;
break;

case WM_SIZE:
width = LOWORD(lParam);
height = HIWORD(lParam);
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//2D otho projection
glOrtho(0.0f, width - 1.0, 0.0, height - 1.0, -1.0, 1.0);
// glOrtho(0.0f,width,0.0f,height,-1.0f,1.0f);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

return 0;

break;

case WM_KEYDOWN: // is a key pressed?
keyPressed[wParam] = true;
return 0;
break;

case WM_KEYUP:
keyPressed[wParam] = false;
return 0;
break;

default:
break;
}

return (DefWindowProc(hwnd, message, wParam, lParam));
}

// the main windows entry point
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSEX windowClass; // window class
HWND hwnd; // window handle
MSG msg; // message
bool done; // flag saying when our app is complete
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT windowRect;

// temp var's
int width = 800;
int height = 600;
int bits = 32;

//fullScreen = TRUE;

windowRect.left=(long)0; // Set Left Value To 0
windowRect.right=(long)width; // Set Right Value To Requested Width
windowRect.top=(long)0; // Set Top Value To 0
windowRect.bottom=(long)height; // Set Bottom Value To Requested Height

// fill out the window class structure
windowClass.cbSize = sizeof(WNDCLASSEX);
windowClass.style = CS_HREDRAW | CS_VREDRAW;
windowClass.lpfnWndProc = WndProc;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = hInstance;
windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow
windowClass.hbrBackground = NULL; // don't need background
windowClass.lpszMenuName = NULL; // no menu
windowClass.lpszClassName = "MyClass";
windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon

// register the windows class
if (!RegisterClassEx(&windowClass))
return 0;

if (fullScreen) // fullscreen?
{
DEVMODE dmScreenSettings; // device mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width; // screen width
dmScreenSettings.dmPelsHeight = height; // screen height
dmScreenSettings.dmBitsPerPel = bits; // bits per pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

//
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
// setting display mode failed, switch to windowed
MessageBox(NULL, "Display mode failed", NULL, MB_OK);
fullScreen=FALSE;
}
}

if (fullScreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}

AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size

// class registered, so now create our window
hwnd = CreateWindowEx(NULL, // extended style
"MyClass", // class name
"Load and Save Bitmap", // app name
dwStyle | WS_CLIPCHILDREN |
WS_CLIPSIBLINGS,
0, 0, // x,y coordinate
windowRect.right - windowRect.left,
windowRect.bottom - windowRect.top, // width, height
NULL, // handle to parent
NULL, // handle to menu
hInstance, // application instance
NULL); // no extra params

// check if window creation failed (hwnd would equal NULL)
if (!hwnd)
return 0;

ShowWindow(hwnd, SW_SHOW); // display the window
UpdateWindow(hwnd); // update the window

done = false; // intialize the loop condition variable
Initialize(); // initialize OpenGL

// main message loop
while (!done)
{
PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);

if (msg.message == WM_QUIT) // do we receive a WM_QUIT message?
{
done = true; // if so, time to quit the application
break;
}
else
{
if (keyPressed['s'] || keyPressed['S'])
{
SaveScreenShot();
keyPressed['s'] = false;
keyPressed['S'] = false;
}

if (keyPressed[VK_ESCAPE])
{
done = true;
break;
}
else
{
Render();

TranslateMessage(&msg); // translate and dispatch to event queue
DispatchMessage(&msg);
}
}
}

free(bitmapData);

if (fullScreen)
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

return msg.wParam;
}

//WriteBitmapFile //根据bitmapData的(RGB)数据,保存bitmap //filename是要保存到物理硬盘的文件名(包括路径) BOOL WriteBitmapFile(char * filename,int width,int height,unsigned char * bitmapData) { //填充BITMAPFILEHEADER BITMAPFILEHEADER bitmapFileHeader; memset(&bitmapFileHeader,0,sizeof(BITMAPFILEHEADER)); bitmapFileHeader.bfSize = sizeof(BITMAPFILEHEADER); bitmapFileHeader.bfType = 0x4d42; //BM bitmapFileHeader.bfOffBits =sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER); //填充BITMAPINFOHEADER BITMAPINFOHEADER bitmapInfoHeader; memset(&bitmapInfoHeader,0,sizeof(BITMAPINFOHEADER)); bitmapInfoHeader.biSize = sizeof(BITMAPINFOHEADER); bitmapInfoHeader.biWidth = width; bitmapInfoHeader.biHeight = height; bitmapInfoHeader.biPlanes = 1; bitmapInfoHeader.biBitCount = 24; bitmapInfoHeader.biCompression = BI_RGB; bitmapInfoHeader.biSizeImage = width * abs(height) * 3; ////////////////////////////////////////////////////////////////////////// FILE * filePtr; //连接要保存的bitmap文件用 unsigned char tempRGB; //临时色素 int imageIdx; //交换R、B的像素位置,bitmap的文件放置的是BGR,内存的是RGB for (imageIdx = 0;imageIdx < bitmapInfoHeader.biSizeImage;imageIdx +=3) { tempRGB = bitmapData[imageIdx]; bitmapData[imageIdx] = bitmapData[imageIdx + 2]; bitmapData[imageIdx + 2] = tempRGB; } filePtr = fopen(filename,"wb"); if (NULL == filePtr) { return FALSE; } fwrite(&bitmapFileHeader,sizeof(BITMAPFILEHEADER),1,filePtr); fwrite(&bitmapInfoHeader,sizeof(BITMAPINFOHEADER),1,filePtr); fwrite(bitmapData,bitmapInfoHeader.biSizeImage,1,filePtr); fclose(filePtr); return TRUE; }
//SaveScreenShot
//保存窗口客户端的截图
//窗口大小* 600
void SaveScreenShot()
{
int clnWidth,clnHeight; //client width and height
static void * screenData;
RECT rc;
int len = 800 * 600 * 3;
screenData = malloc(len);
memset(screenData,0,len);
glReadPixels(0, 0, 800, 600, GL_RGB, GL_UNSIGNED_BYTE, screenData);

//生成文件名字符串,以时间命名
time_t tm = 0;
tm = time(NULL);
char lpstrFilename[256] = {0};
sprintf_s(lpstrFilename,sizeof(lpstrFilename),"%d.bmp",tm);

WriteBitmapFile(lpstrFilename,800,600,(unsigned char*)screenData);

free(screenData);

}
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