Texture loading with DevIL, equivalent code to texture loading with Qt? - opengl

I am working with opengl and glsl, in visual studio c++ 2010. I am writing shaders and I need
to load a texture. I am reading code from a book and in there they load textures with Qt, but I
need to do it with DevIl, can someone please write the equivalent code for texture loading with DevIL? I am new to DevIL and I don't know how to translate this.
// Load texture file
const char * texName = "texture/brick1.jpg";
QImage timg = QGLWidget::convertToGLFormat(QImage(texName,"JPG"));
// Copy file to OpenGL
glActiveTexture(GL_TEXTURE0);
GLuint tid;
glGenTextures(1, &tid);
glBindTexture(GL_TEXTURE_2D, tid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, timg.width(), timg.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, timg.bits());
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

Given that DevIL is no longer maintained, and the ILUT part assumes the requirement for power-of-2 texture dimensions and does rescale the images in its convenience functions, it actually makes sense to take the detour of doing it manually.
First loading a image from a file with DevIL happens quite similar to loading a texture from an image in OpenGL. First you create a DevIL image name and bind it
GLuint loadImageToTexture(char const * const thefilename)
{
ILuint imageID;
ilGenImages(1, &imageID);
ilBindImage(imageID);
now you can load an image from a file
ilLoadImage(thefilename);
check that the image does offer data, if not so, clean up
void data = ilGetData();
if(!data) {
ilBindImage(0);
ilDeleteImages(1, &imageID);
return 0;
}
retrieve the important parameters
int const width = ilGetInteger(IL_IMAGE_WIDTH);
int const height = ilGetInteger(IL_IMAGE_HEIGHT);
int const type = ilGetInteger(IL_IMAGE_TYPE); // matches OpenGL
int const format = ilGetInteger(IL_IMAGE_FORMAT); // matches OpenGL
Generate a texture name
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
next we set the pixel store paremeters (your original code missed that crucial step)
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // rows are tightly packed
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // pixels are tightly packed
finally we can upload the texture image and return the ID
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, data);
next, for convenience we set the minification filter to GL_LINEAR, so that we don't have to supply mipmap levels.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
finally return the textureID
return textureID;
}
If you want to use mipmapping you can use the OpenGL glGenerateMipmap later on; use glTexParameter GL_TEXTURE_MIN_LOD and GL_TEXTURE_MAX_LOD to control the span of the image pyramid generated.

Related

Surface poorly filled with sdl_ttf

I'm trying to make an openGL game in c++ and I'm trying to implement a text system,
to do this I'm trying to use SDL_ttf.
I already used SDL_ttf in an other project but with another api, so I made the same code but it happened to not fill the pixel data of the surface.
Here is my code :
void Text2Texture::setText(const char * text, size_t fontIndex){
SDL_Color c = {255, 255, 0, 255};
SDL_Surface * surface;
surface = TTF_RenderUTF8_Blended(loadedFonts_[fontIndex], text, c);
if(surface == nullptr) {
fprintf(stderr, "Error TTF_RenderText\n");
return;
}
GLenum texture_format;
GLint colors = surface->format->BytesPerPixel;
if (colors == 4) { // alpha
if (surface->format->Rmask == 0x000000ff)
texture_format = GL_RGBA;
else
texture_format = GL_BGRA_EXT;
} else { // no alpha
if (surface->format->Rmask == 0x000000ff)
texture_format = GL_RGB;
else
texture_format = GL_BGR_EXT;
}
glBindTexture(GL_TEXTURE_2D, textureId_);
glTexImage2D(GL_TEXTURE_2D, 0, colors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
///This line tell me pixel data is 8 bit witch isn't good ?
std::cout << "pixel size : " << sizeof(surface->pixels) << std::endl;
///This line give me correct result
fprintf(stderr, "texture size : %d %d\n", surface->w, surface->h);
glBindTexture(GL_TEXTURE_2D, 0);
}
As you can see in the comment, the pointer pixels in surface have a size of 8 bit, witch is way too low for a texture. I don't know why It do that.
At the end, the texture data look to be fully filled with 0 (resulting with a black squad using very basic shaders).
In this project I'm using glfw to create an openGL context so I'm not using sdl and I did not initialized it.
However, I did initialize sdl_ttf, here is all I did before calling setText :
std::vector<TTF_Font *> Text2Texture::loadedFonts_;
void Text2Texture::init(){
if(TTF_Init() == -1) {
fprintf(stderr, "TTF_Init: %s\n", TTF_GetError());
}
}
int Text2Texture::loadFont(std::string const& fontPath){
loadedFonts_.emplace_back();
loadedFonts_.back() = TTF_OpenFont(fontPath.data(), 32);
if( loadedFonts_.back() == nullptr ) {
fprintf(stderr, "TTF_OpenFont: %s \n", TTF_GetError());
loadedFonts_.pop_back();
return -1;
}
return ((int)loadedFonts_.size() - 1);
}
///The constructor initialize the texture :
Text2Texture::Text2Texture(){
glGenTextures(1, &textureId_);
glBindTexture(GL_TEXTURE_2D, textureId_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
My class got a static part here is it corp :
class Text2Texture {
public:
Text2Texture();
void setText(const char * text, size_t fontIndex = 0);
unsigned int getId() const;
//Partie static
static void init();
static void quit();
static int loadFont(std::string const& fontPath);
private:
unsigned int textureId_;
//Partie static
static std::vector<TTF_Font *> loadedFonts_;
};
I initialize sdl_ttf and load texture with static method then I create class instance to create specific texture.
If you find where is my mistake I would be pleased to read your answer.
(By the way, I'm not really sure using sdl_ttf is the good approach, if you have a better idea I would take it too but I would like to solve this problem first)
The format and type parameter of glTexImage2Dspecifiy how one single pixel is encoded.
When the texture font is created, each pixel is encoded to a single byte. This means your texture consist of a single color channel and each pixel has 1 byte.
I'm very sure that colors = surface->format->BytesPerPixel is 1.
Note that it is sufficient to encode the glyph in one color channel, because the glyph consists of information that would fit in a single byte.
By default, OpenGL assumes that the start of each row of an image is aligned 4 bytes. This is because the GL_UNPACK_ALIGNMENT parameter by default is 4. Since the image has 1 (red) color channel, and is tightly packed, the start of a row is possibly misaligned.
Change the GL_UNPACK_ALIGNMENT parameter to 1, before specifying the two-dimensional texture image (glTexImage2D).
Since the texture has only one (red) color channel, the green and blue color will be 0 and the alpha channel will be 1 when the texture is looked up. But you can treat green, blue and even alpha channels to be read from the red color channel, too.
This can be achieved by setting the texture swizzle parameters GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B respectively GL_TEXTURE_SWIZZLE_A. See glTexParameter.
Further, note that the texture parameter are stored in the texture object. glTexParameter changes the texture object which is currently bound to the specified target of the current texture unit. So it is sufficient to set the parameters once when the texture image is created.
In comparison, glPixelStore changes global states an ma have to be set to its default value after specifying the texture image (if later calls to glTexImage2D rely on it).
The specification of the 2-dimensional texture image and setting the parameters may look as follows:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, surface->w, surface->h, 0,
GL_RED, GL_UNSIGNED_BYTE, surface->pixels);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

OpenGL texture not rendered properly on model

In my opengl application, texture is not rendered correctly on the model.
Here is a screenshot of the result:
Here is what the bunny should look like:
expected result
Here is the code to load the texture.
stbi_set_flip_vertically_on_load(1);
m_LocalBuffer = stbi_load(path.c_str(), &m_Width, &m_Height, &m_BPP, 0);
GLCall(glGenTextures(1, &m_RendererID));
GLCall(glBindTexture(GL_TEXTURE_2D, m_RendererID));
GLCall(glGenerateMipmap(GL_TEXTURE_2D));
GLenum format = GL_RGBA;
//..switching on m_BPP to set format, omitted here
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_Height, 0, format, GL_UNSIGNED_BYTE, m_LocalBuffer));
GLCall(glBindTexture(GL_TEXTURE_2D, 0));
if (m_LocalBuffer) {
stbi_image_free(m_LocalBuffer);
}
Here is the texture file I'm using
Texture File
I downloaded the asset from https://blenderartists.org/t/uv-unwrapped-stanford-bunny-happy-spring-equinox/1101297 (the 3.3Mb link)
Here is the code where I read in the texCoords
for (size_t i = 0; i < mesh->mNumVertices; i++) {
//..read in positions and normals
if (mesh->mTextureCoords[0]) {
vertex.TexCoords.x = mesh->mTextureCoords[0][i].x;
vertex.TexCoords.y = mesh->mTextureCoords[0][i].y;
}
}
I'm loading the model as an obj file using assimp. I just read the texture coord from the result and pass it to the shader. (GLCall is just a debug macro I have in the renderer)
What could potentially be the cause for this? Let me know if more info is needed. Thanks a lot!
The image seems to be flipped vertically (around the x-axis). To compensated that, you've to flip the image manually, after loading it. Or if you've flipped the image then you've to omit that. Whether the image has to be flipped or not, depends on the image format.

QOpenGLWidget optimal texture buffer allocation

My question is possiibly not related with Qt and/or QOpenGLWidget itself, but rather with OpenGL buffers in general. Anyway, I'm trying to implement a crossplatform renderer of YUV video frames, which requires converting YUV to RGB and rendering the result on a widget afterwards.
So far, I succeeded in the following:
Found two proper shaders (1 fragment & 1 vertex) to improve YUV 2 RGB conversion (Our project supports only Qt 5.6 so far, no better way for me to do it)
Used QOpenGLWidget to obtain a properly-behaving widget
Did my best with QOpenGLTexture to make the drawing
Here is my very sketchy code, which displays video frames from a raw YUV file and most of the job is done by GPU. I would be happy if it were not for the trouble of buffer allocations. The point is, frames are received from some legacy code, which provides me with custom wrappers around something like unsigned char *data, that is why I have to copy it like this:
//-----------------------------------------
GLvoid* mBufYuv; // buffer somewhere
int mFrameSize;
//-------------------------
void OpenGLDisplay::DisplayVideoFrame(unsigned char *data, int frameWidth, int frameHeight)
{
impl->mVideoW = frameWidth;
impl->mVideoH = frameHeight;
memcpy(impl->mBufYuv, data, impl->mFrameSize);
update();
}
While testing the concept, frame and buffer sizes were hardcoded like:
// Called from the outside, assuming video frame height/width are constant
void OpenGLDisplay::InitDrawBuffer(unsigned bsize)
{
impl->mFrameSize = bsize;
impl->mBufYuv = new unsigned char[bsize];
}
Qt texture classes served well for the pupose, so...
// Create y, u, v texture objects respectively
impl->mTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
impl->mTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
impl->mTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
impl->mTextureY->create();
impl->mTextureU->create();
impl->mTextureV->create();
// Get the texture index value of the return y component
impl->id_y = impl->mTextureY->textureId();
// Get the texture index value of the returned u component
impl->id_u = impl->mTextureU->textureId();
// Get the texture index value of the returned v component
impl->id_v = impl->mTextureV->textureId();
And after all the rendering itself looks like:
void OpenGLDisplay::paintGL()
{
// Load y data texture
// Activate the texture unit GL_TEXTURE0
glActiveTexture(GL_TEXTURE0);
// Use the texture generated from y to generate texture
glBindTexture(GL_TEXTURE_2D, impl->id_y);
// Use the memory mBufYuv data to create a real y data texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, impl->mVideoW, impl->mVideoH, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, impl->mBufYuv);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Load u data texture
glActiveTexture(GL_TEXTURE1);//Activate texture unit GL_TEXTURE1
glBindTexture(GL_TEXTURE_2D, impl->id_u);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, impl->mVideoW/2, impl->mVideoH/2
, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (char*)impl->mBufYuv + impl->mVideoW * impl->mVideoH);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Load v data texture
glActiveTexture(GL_TEXTURE2);//Activate texture unit GL_TEXTURE2
glBindTexture(GL_TEXTURE_2D, impl->id_v);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, impl->mVideoW / 2, impl->mVideoH / 2
, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (char*)impl->mBufYuv + impl->mVideoW * impl->mVideoH * 5/4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Specify y texture to use the new value can only use 0, 1, 2, etc. to represent
// the index of the texture unit, this is the place where opengl is not humanized
//0 corresponds to the texture unit GL_TEXTURE0 1 corresponds to the
// texture unit GL_TEXTURE1 2 corresponds to the texture unit GL_TEXTURE2
glUniform1i(impl->textureUniformY, 0);
// Specify the u texture to use the new value
glUniform1i(impl->textureUniformU, 1);
// Specify v texture to use the new value
glUniform1i(impl->textureUniformV, 2);
// Use the vertex array way to draw graphics
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
As I've mentioned above, it works fine, but it's only a demo sketch, the goal was to implement generic video renderer, which means aspect ratio, resolution and frame fize may change dynamically; thus, the buffer (GLvoid* mBufYuv; in the code above) has to be reallocated and, even worse, I'll have to memcpy data to it 25 times per second. Looks definitely like something, that wouldn't work way too fast with Full HD video, for example.
Of course, several trivial optimizations are possible, leading to reduction of data copying, but Google told me that there are different ways to allocate buffers in OpenGL directly, those PBO/PUBO things and QOpenGLBuffer at least.
Now, there is a problem -- I'm quite confused with all those many ways to handle textures and don't know neither the best/optimal, nor the one best fitting my case.
Any piece of advice is appreciated.

DevIL image not rendering correctly

I am using OpenGL, I can load tga files properly, but for some reason when i render jpg files, i do not see them correctly.
This is what the image is supposed to look like--
And this is what it looks like.. why is it stretched? is it because of the coordinates?
Here is the code i am using for drawing.
void Renderer::DrawJpg(GLuint tex, int xi, int yq, int width, int height) const
{
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2i(0, 0); glVertex2i(0+xi, 0+xi);
glTexCoord2i(0, 1); glVertex2i(0+xi, height+xi);
glTexCoord2i(1, 1); glVertex2i(width+xi, height+xi);
glTexCoord2i(1, 0); glVertex2i(width+xi, 0+xi);
glEnd();
}
This is how i am loading the image...
imagename=s;
ILboolean success;
ilInit();
ilGenImages(1, &id);
ilBindImage(id);
success = ilLoadImage((const ILstring)imagename.c_str());
if (success)
{
success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE); /* Convert every colour component into
unsigned byte. If your image contains alpha channel you can replace IL_RGB with IL_RGBA */
if (!success)
{
printf("image conversion failed.");
}
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
width = ilGetInteger(IL_IMAGE_WIDTH);
height = ilGetInteger(IL_IMAGE_HEIGHT);
glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH),
ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE,
ilGetData());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Linear Filtered
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Linear Filtered
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
I probably should mention this, but some images did get rendered properly, I thought it was because width != height. But that is not the case, images with width != height also get loaded fine.
But for other images i still get this problem.
You probably need to call
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
before uploading the texture data with glTexImage2D.
From the reference pages:
GL_UNPACK_ALIGNMENT
Specifies the alignment requirements for the start of each pixel row
in memory. The allowable values are 1 (byte-alignment), 2 (rows
aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start
on double-word boundaries).
The default value for the alignment is 4 and your image loading library probably returns pixel data with byte-aligned rows, which explains why some of your images look OK (when the width is a multiple of four).
Always try to have the images width and height of the power of two because some GPU support textures only in NPOT resolution. (for example 128x128, 512x512 but not 123x533, 128x532)
And i think that here instead of GL_REPEAT you should use GL_CLAMP_TO_EDGE :)
GL_REPEAT is used when your texture coordinates are > 1.0f, CLAMP_TO_EDGE too but guarantees the image will fill the polygon without unwanted lines on edges. (it's blocking your linear filtering on edges)
Remember to try out code where floats are used (sample from comment) :)
Here is good explanation http://open.gl/textures :)

Can I use OpenGL for off-screen rendering? [duplicate]

This question already has answers here:
How to use GLUT/OpenGL to render to a file?
(6 answers)
Closed 9 years ago.
I want to try to make a simple program that takes a 3D model and renders it into an image. Is there any way I can use OpenGL to render an image and put it into a variable that holds an image rather than displaying an image? I don't want to see what I'm rendering I just want to save it. Is there any way to do this with OpenGL?
I'm assuming that you know how to draw stuff to the screen with OpenGL, and you wrote a function such as drawStuff to do so.
First of all you have to decide how big you want your final render to be; I'm choosing a square here, with size 512x512. You can also use sizes that are not power of two, but to keep things simple let's stick to this format for now. Sometimes OpenGL gets picky about this issue.
const int width = 512;
const int height = 512;
Then you need three objects in order to create an offscreen drawing area; this is called a frame buffer object as user1118321 said.
GLuint color;
GLuint depth;
GLuint fbo;
The FBO stores a color buffer and a depth buffer; also you screen rendering area has these two buffers, but you don't want to use them because you don't want to draw to the screen. To create the FBO, you need to do something like the following only one time for instance at startup:
glGenTextures(1, &color);
glBindTexture(GL_TEXTURE_2D, color);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &depth);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
First you create a memory area to store pixel color, than one to store pixel depth (which in computer graphics is used to remove hidden surfaces), and finally you connect them to the FBO, which basically holds a reference to both. Consider as an example the first block, with 6 calls:
glGenTextures creates a name for a texture; a name in OpenGL is simply an integer, because a string would be too inefficient.
glBindTexture binds the texture to a target, namely GL_TEXTURE_2D; subsequent calls that specify that same target will operate on that texture.
The 3rd, 4th and 5th call are specific to the target being manipulated, and you should refer to the OpenGL documentation for further information.
The last call to glBindTexture unbinds the texture from the target. Since at some point you will hand control to your drawStuff function, which in turn will make its whole lot of OpenGL calls, you need to clear you workspace now, to avoid interference with the object that you have created.
To switch from screen rendering to offscreen rendering you could use a boolean variable somewhere in your program:
if (offscreen)
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawStuff();
if (offscreen)
saveToFile();
So, if offscreen is true you actually want drawStuff to interfere with fbo, because you want it to render the scene on it.
Function saveToFile is responsible for loading the result of the rendering and converting it to file. This is heavily dependent on the OS and language that you are using. As an example, on Mac OS X with C it would be something like the following:
void saveImage()
{
void *imageData = malloc(width * height * 4);
glBindTexture(GL_TEXTURE_2D, color);
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_BYTE, imageData);
CGContextRef contextRef = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB), kCGImageAlphaPremultipliedLast);
CGImageRef imageRef = CGBitmapContextCreateImage(contextRef);
CFURLRef urlRef = (CFURLRef)[NSURL fileURLWithPath:#"/Users/JohnDoe/Documents/Output.png"];
CGImageDestinationRef destRef = CGImageDestinationCreateWithURL(urlRef, kUTTypePNG, 1, NULL);
CGImageDestinationAddImage(destRef, imageRef, nil);
CFRelease(destRef);
glBindTexture(GL_TEXTURE_2D, 0);
free(imageData);
}
Yes, you can do that. What you want to do is create a frame buffer object (FBO) backed by a texture. Once you create one and draw to it, you can download the texture to main memory and save it just like you would any bitmap.