I've got some code that initializes OpenGL to render to a java.awt.Canvas.
The problem is, I can't figure out how I can get the buffer of the canvas and turn it into a BufferedImage.
I've tried overriding getGraphics(), cloning the Raster, and replacing the CanvasPeer with a custom one.
I'm guessing OpenGL doesn't use java graphics in any way then, so how can I get OpenGL's buffer and convert it into a BufferedImage?
I am using LWJGL's code for setting parent:
Display.setParent(display_parent);
Display.create();
You need to copy data from OpenGL buffer. I was using this method:
FloatBuffer grabScreen(GL gl)
{
int w = SCREENWITDH;
int h = SCREENHEIGHT;
FloatBuffer bufor = FloatBuffer.allocate(w*h*4); // 4 = rgba
gl.glReadBuffer(GL.GL_FRONT);
gl.glReadPixels(0, 0, w, h, GL.GL_RGBA, GL.GL_FLOAT, bufor); //Copy the image to the array imageData
return bufor;
}
You need to use something similar according to your OpenGL wrapper. This is JOGL example.
And here for LWJGL wrapper:
private static synchronized byte[] grabScreen()
{
int w = screenWidth;
int h = screenHeight;
ByteBuffer bufor = BufferUtils.createByteBuffer(w * h * 3);
GL11.glReadPixels(0, 0, w, h, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, bufor); //Copy the image to the array imageData
byte[] byteimg = new byte[w * h * 3];
bufor.get(byteimg, 0, byteimg.length);
return byteimg;
}
EDIT
This may be useful also (it's not fully mine, should be tuned too):
BufferedImage toImage(byte[] data, int w, int h)
{
if (data.length == 0)
return null;
DataBuffer buffer = new DataBufferByte(data, w * h);
int pixelStride = 3; //assuming r, g, b, skip, r, g, b, skip...
int scanlineStride = 3 * w; //no extra padding
int[] bandOffsets = { 0, 1, 2 }; //r, g, b
WritableRaster raster = Raster.createInterleavedRaster(buffer, w, h, scanlineStride, pixelStride, bandOffsets,
null);
ColorSpace colorSpace = ColorSpace.getInstance(ColorSpace.CS_sRGB);
boolean hasAlpha = false;
boolean isAlphaPremultiplied = true;
int transparency = Transparency.TRANSLUCENT;
int transferType = DataBuffer.TYPE_BYTE;
ColorModel colorModel = new ComponentColorModel(colorSpace, hasAlpha, isAlphaPremultiplied, transparency,
transferType);
BufferedImage image = new BufferedImage(colorModel, raster, isAlphaPremultiplied, null);
AffineTransform flip;
AffineTransformOp op;
flip = AffineTransform.getScaleInstance(1, -1);
flip.translate(0, -image.getHeight());
op = new AffineTransformOp(flip, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
image = op.filter(image, null);
return image;
}
I don't think this is possible for your situation, and here's why:
LWJGL doesn't draw directly to the canvas (at least not in Windows). The canvas is only used to obtain a window handle to provide as the parent window to OpenGL. As such, the canvas is never directly drawn to. To capture the contents, you'll probably have to resort to a screen capture.