我的C ++代码是专为iOS而设计的,现在我将其移植到NDK并进行了少量修改。
我绑定帧缓冲区并调用
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
然后我像这样绑定主帧缓冲区
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGetError()
返回GL_INVALID_FRAMEBUFFER_OPERATION
我可以在我的帧缓冲区中绘制并使用其纹理在主帧缓冲区中绘制它。但是当我打电话给glReadPixels
然后我得到零
该代码在iOS中有效,而且除了glReadPixels
glCheckFramebufferStatus(GL_FRAMEBUFFER)
返回GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
-
我会考虑一些示例代码,它会为我提供来自帧缓冲区或纹理的像素数据,我可以将其保存为文件answer
现在我可以使用附加纹理绘制到缓冲区,我可以使用该纹理在主缓冲区上绘制。但我无法从帧缓冲区/纹理中获取像素以保存到文件或发布到Facebook。
答案 0 :(得分:2)
我已经能够从帧缓冲区执行glReadPixels修改NDK示例“GL2JNIActivity”。
我刚刚更改了gl_code.cpp,我添加了一个初始化函数:
char *pixel = NULL;
GLuint fbuffer, rbuffers[2];
int width, height;
bool setupMyStuff(int w, int h) {
// Allocate the memory
if(pixel != NULL) free(pixel);
pixel = (char *) calloc(w * h * 4, sizeof(char)); //4 components
if(pixel == NULL) {
LOGE("memory not allocated!");
return false;
}
// Create and bind the framebuffer
glGenFramebuffers(1, &fbuffer);
checkGlError("glGenFramebuffer");
glBindFramebuffer(GL_FRAMEBUFFER, fbuffer);
checkGlError("glBindFramebuffer");
glGenRenderbuffers(2, rbuffers);
checkGlError("glGenRenderbuffers");
glBindRenderbuffer(GL_RENDERBUFFER, rbuffers[0]);
checkGlError("glGenFramebuffer[color]");
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, w, h);
checkGlError("glGenFramebuffer[color]");
glBindRenderbuffer(GL_RENDERBUFFER, rbuffers[1]);
checkGlError("glGenFramebuffer[depth]");
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, w, h);
checkGlError("glGenFramebuffer[depth]");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbuffers[0]);
checkGlError("glGenFramebuffer[color]");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuffers[1]);
checkGlError("glGenFramebuffer[depth]");
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOGE("Framebuffer not complete");
return false;
}
// Turn this on to confront the results in pixels when the fb is active with the ones obtained from the screen
if(false) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
checkGlError("glBindFramebuffer");
}
width = w;
height = h;
return true;
}
除了初始化帧缓冲区并为输出分配空间之外什么也没做,我在
的最后调用它bool setupGraphics(int w, int h);
和一个块来保存像素数组中的输出(我明显地在
之后执行 checkGlError("glDrawArrays");
renderFrame()中的语句:
{
// save the output of glReadPixels somewhere... I'm a noob about JNI however, so I leave this part as an exercise for the reader ;-)
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
checkGlError("glReadPixel(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixel)");
int end = width * height * 4 - 1;
// This function returns the same results regardless of where the data comes from (screen or fbo)
LOGI("glReadPixel => (%hhu,%hhu,%hhu,%hhu),(%hhu,%hhu,%hhu,%hhu),(%hhu,%hhu,%hhu,%hhu),..., (%hhu, %hhu, %hhu, %hhu)",
pixel[0], pixel[1], pixel[2], pixel[3],
pixel[4], pixel[5], pixel[6], pixel[7],
pixel[8], pixel[9], pixel[10], pixel[11],
pixel[end - 3], pixel[end - 2], pixel[end - 1], pixel[end]);
}
无论是在帧缓冲区还是在屏幕上绘制,logcat中的结果都是相同的:
I/libgl2jni( 5246): glReadPixel => (0,4,0,255),(8,4,8,255),(0,4,0,255),..., (0, 4, 0, 255)
I/libgl2jni( 5246): glReadPixel => (8,4,8,255),(8,8,8,255),(0,4,0,255),..., (8, 8, 8, 255)
I/libgl2jni( 5246): glReadPixel => (8,8,8,255),(8,12,8,255),(8,8,8,255),..., (8, 8, 8, 255)
I/libgl2jni( 5246): glReadPixel => (8,12,8,255),(16,12,16,255),(8,12,8,255),..., (8, 12, 8, 255)
I/libgl2jni( 5246): glReadPixel => (16,12,16,255),(16,16,16,255),(8,12,8,255),..., (16, 16, 16, 255)
[...]
在Froyo(手机)和4.0.3平板电脑上进行了测试。
您可以在原始NDK示例(GL2JNIActivity)中找到所有其他详细信息。
希望这有帮助
编辑:也请务必核对:
Android NDK glReadPixels() from offscreen buffer
海报似乎有相同的症状(并解决了从正确的线程调用glReadPixels的问题)。