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Rewrite RenderWindow::capture to make use of a single texture transfer instead of transferring each row of the framebuffer individually.
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@ -115,6 +115,17 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Copy the current contents of the window to an image
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///
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/// \deprecated
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/// Use a sf::Texture and its sf::Texture::update(const Window&)
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/// function and copy its contents into an sf::Image instead.
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/// \code
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/// sf::Vector2u windowSize = window.getSize();
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/// sf::Texture texture;
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/// texture.create(windowSize.x, windowSize.y);
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/// texture.update(window);
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/// sf::Image screenshot = texture.copyToImage();
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/// \endcode
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///
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/// This is a slow operation, whose main purpose is to make
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/// screenshots of the application. If you want to update an
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/// image with the contents of the window and then use it for
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@ -126,7 +137,7 @@ public:
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/// \return Image containing the captured contents
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///
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////////////////////////////////////////////////////////////
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Image capture() const;
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SFML_DEPRECATED Image capture() const;
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protected:
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@ -26,7 +26,7 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Graphics/Texture.hpp>
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namespace sf
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@ -78,24 +78,13 @@ Vector2u RenderWindow::getSize() const
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////////////////////////////////////////////////////////////
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Image RenderWindow::capture() const
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{
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Image image;
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if (setActive())
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{
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int width = static_cast<int>(getSize().x);
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int height = static_cast<int>(getSize().y);
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Vector2u windowSize = getSize();
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// copy rows one by one and flip them (OpenGL's origin is bottom while SFML's origin is top)
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std::vector<Uint8> pixels(width * height * 4);
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for (int i = 0; i < height; ++i)
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{
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Uint8* ptr = &pixels[i * width * 4];
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glCheck(glReadPixels(0, height - i - 1, width, 1, GL_RGBA, GL_UNSIGNED_BYTE, ptr));
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}
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Texture texture;
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texture.create(windowSize.x, windowSize.y);
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texture.update(*this);
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image.create(width, height, &pixels[0]);
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}
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return image;
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return texture.copyToImage();
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}
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