Saving an image from UrhoSharp in headless mode - urhosharp

I'd like to use UrhoSharp to build a command-line tool that draws some stuff and saves the output to a PNG file.
I've figured out how to draw what I want in a window, and I can save it (after waiting for a couple of updates) with Graphics.TakeScreenshot. But I'd prefer it to run without showing a window at all, so that I can use the tool in my build pipeline without windows popping up all the time.
I've also figured out that I can start the Urho engine in headless mode by adding AdditionalFlags = "-headless" to my ApplicationOptions. But I can't figure out how to trigger the 3D engine to run in this case, or where the output goes. It looks like the graphics subsystem may not be initialized at all in this mode.
Is there a way to make UrhoSharp render into an offscreen buffer of a specified size? Alternatively, it might be okay if I simply keep the window hidden; is there a portable way to do that?

After some digging through the UrhoSharp and Urho3D source, it looks like this is not possible:
In headless mode, no GPU context is created ("headless" means no GPU, not just no window)
In normal mode, an SDL window is always created. SDL has no portable mechanism for creating a windowless GPU context
I can create my own window before initializing Urho and pass in the OS window handle; but:
For a start that needs some OS-specific code
It has to be an SDL_Window, not any kind of offscreen buffer
I think the best that can be done without modifying Urho and/or SDL is to hide the window as soon as possible. I'm not sure if I can avoid having the window flash onscreen briefly. If I can figure it out I'll comment further here!

Related

Using SDL, OpenGL and Qt together

For a while I've been using SDL to write my 3D engine,and have recently been implementing an editor that can export an optimized format for the type of engine Im building. Right now the editor is fairly simple, objects can just be moved around and their textures and models can be changed. As of right now, I'm using SDL with OpenGL to render everything, but I want to use Qt for the GUI part of the editor, that way it looks native on every platform. I've got it working great so far, I'm running a QApplication inside of the SDL application, so it basically just opens 2 windows, one that uses SDL and OpenGL, and the other using Qt. Doing a bit of research, I've found that you can manually update a QApplication, which totally removes any threading problems, and everything works. Just in case you're having a hard time visualizing this, heres a picture:
What my goal is to merge these windows into one, because on smaller screens (like my laptop's) it makes it really hard to keep track of all the different windows that I would eventually have. I know theres a way to render to Qt with OpenGL, but can this be integrated with SDL? Am I going to need to move away from using an SDL window and use a QT one if the editor is enabled? Just to clarify, when the engine isn't in editor mode, it won't use and Qt, just SDL, so optimally I wouldn't need to do this.
Drop the SDL part. You have Qt, which does everything SDL does as well. Just subclass a QGLWidget and use that.
You can keep your game and editor separate processes and still make them part of the same app.
Just spawn the window where you want the game to run as part of Qt, and at least in windows, you can then pass the window handle to your game, and make sure when your game is setting up, instead of creating the window yourself in SDL and binding the opengl context to it, you can actually bind to the existing handle.
There are some gotchas with this technique to watch out for such as input focus I believe (I tested with directX, but it might be similar with SDL). The problem is that the foreground mode does some dumb checks on the "root" window which for me was not the window that owned the opengl context, so it failed to initialize. However background mode worked. I think that was for a joystick now that I think about it, but anyway, that's how you can merge everything together.

SDL OpenGL Textures Lost

I have a fully working engine that is using SDL and OpenGL. I have a textured box on my OpenGL/SDL screen - however when I try to change the video mode (e.g. toggle fullscreen with F11) the texturing is lost (the box is just plain white), if I toggle back to windowed mode the box is still white (with the textured image lost). Does this mean I cannot change my video mode in the middle of the application (e.g. toggle fullscreen) or does it mean I have to reload my OGL textures every time I do so?
Some extra notes: I am using CodeBlocks with MinGW on windows 7, the libraries I have linked are: SOIL (a library for easily loading textures in OGL - http://www.lonesock.net/soil.html), OpenGL32, Glu32 and SDL.
I have some images to demonstrate my problem (the first one is windowed mode and the second one is when I try to change to fullscreen with a call to SDL_SetVideoMode(...) - SDL_WM_ToggleFullScreen doesn't work.
I have a textured box on my OpenGL/SDL screen - however when I try to change the video mode (e.g. toggle fullscreen with F11) the texturing is lost (the box is just plain white), if I toggle back to windowed mode the box is still white (with the textured image lost). Does this mean I cannot change my video mode in the middle of the application (e.g. toggle fullscreen) or does it mean I have to reload my OGL textures every time I do so?
It strongly depends on how the used framework implements video mode changes.
In general when deleting an OpenGL context all it's associated data is lost, except if there's another OpenGL context with which a "sharing" has been established. That can be used to keep all uploaded data persistent between context recreation. However a mere video mode change usually doesn't require a context recreation, and usually also not a window recreation.
However the framework used by you (SDL) will completely clean up a window and the context when changing the video mode, thus loosing you the loaded resources. Unstable development versions of SDL have better OpenGL support, allowing for video mode changes without context teardown inbetween.
Unfortunately, the problem stems from the way SDL recreates the window. I had this problem before and the solution for me was to set up a special uninitialize and initialize function that only got rid of/created images.
Essentially, when SDL's Resize event is called (http://www.libsdl.org/docs/html/sdlresizeevent.html) you would uninitialize any artistic assets required and then re-initialize them after entering or leaving fullscreen.

Creating a program that creates a full screen overlay

I want to write a program that would create a transparent overlay filling the entire screen in Windows 7, preferably with C++ and OpenGL. Though, if there is an API written in another language that makes this super easy, I would be more than willing to use that too. In general, I assume I would have to be able to read the pixels that are already on the screen somehow.
Using the same method screen capture software uses to get the pixels from the screen and then redrawing them would work initially, but the problem would then be if the screen updates. My program would then have to minimize/close and reappear in order for me to be able to read the underlying pixels.
Windows Vista introduced a new flag into the PIXELFORMATDESCRIPTOR: PFD_SUPPORT_COMPOSITION. If the OpenGL context is created with an alpha channel, i.e. AlphaBits of the PFD is nonzero, the alpha channel of the OpenGL framebuffer is respected by the Windows compositor.
Then by creating a full screen, borderless, undecorated window you get this exakt kind of overlay you desire. However this window will still receive all input events, so you'll have to do some grunt work and pass on all input events to the underlying windows manually.

Handle Alt Tab in fullscreen OpenGL application properly

When trying to implement a simple OpenGL application, I was surprised that while it is easy to find plenty of examples and documentation on advanced rendering stuff, the Win32 framework is poorly documented and even most samples and tutorials do not implement this properly even for basic cases, not mentioning advanced stuff like multiple monitors. Despite of several hours of searching I was unable to find a way which would handle Alt-Tab reliably.
How should OpenGL fullscreen application respond to Alt-Tab? Which messages should the app react to (WM_ACTIVATE, WM_ACTIVATEAPP)? What should the reaction be? (Change the display resolution, destroy / create the rendering context, or destroy / create some OpenGL resources?)
If the application uses some animation loop, suspend the loop, then just minimize the window. If it changed display resolution and gamma revert to the settings before changing them.
There's no need to destroy OpenGL context or resources; OpenGL uses an abstract resource model: If another program requires RAM of the GPU or other resources, your programs resources will be swapped out transparently.
EDIT:
Changing the window visibility status may require to reset the OpenGL viewport, so it's a good idea to either call glViewport apropriately in the display/rendering function, or at least set it in the resize handler, followed by a complete redraw.

Draw OpenGL on the windows desktop without a window

I've seen things like this and I was wondering if this was possible, say I run my application
and it will show the render on whatever is below it.
So basically, rendering on the screen without a window.
Possible or a lie?
Note: Want to do this on windows and in c++.
It is possible to use your application to draw on other application's windows. Once you have found the window you want, you have it's HWND, you can then use it just like it was your own window for the purposes of drawing. But since that window doesn't know you have done this, it will probably mess up whatever you have drawn on it when it tries to redraw itself.
There are some very complicated ways of getting around this, some of them involve using windows "hooks" to intercept drawing messages to that window so you know when it has redrawn so that you can do your redrawing as well.
Another option is to use clipping regions on a window. This can allow you to give your window an unusual shape, and have everything behind it still look correct.
There are also ways to take over drawing of the desktop background window, and you can actually run an application that draws animations and stuff on the desktop background (while the desktop is still usable). At least, this was possible up through XP, not sure if it has changed in Vista/Win7.
Unfortunately, all of these options are too very complex to go in depth without more information on what you are trying to do.
You can use GetDesktopWindow(), to get the HWND of the desktop. But as a previous answer says (SoapBox), be careful, you may mess up the desktop because the OS expects that it owns it.
I wrote an open source project a few years ago to achieve this on the desktop background. It's called Uberdash. If you follow the window hierarchy, the desktop is just a window in a sort of "background" container. Then there is a main container and a front container. The front container is how windows become full screen or "always on top." You may be able to use Aero composition to render a window with alpha in the front container, but you will need to pass events on to the lower windows. It won't be pretty.
Also, there's a technology in some video cards called overlays/underlays. You used to be able to render directly to an overlay. Your GPU would apply it directly, with no interference to main memory. So even if you took a screen capture, your overlay/underlay would not show up in the screen cap. Unfortunately MS banned that technology in Vista...