我之前曾问过如何能够显示我的色彩缓冲区并将其保存到磁盘上,我得到的答案就是我应该这样做;
渲染到FBO并使用glReadPixels()从其中剔除图像而不是前缓冲区。
How can I generate a screenshot when glReadPixels is empty?
但是,我已经阅读了一些关于帧缓冲的内容并且仍然完全混淆,所以我想我会问如何在SO上执行此操作。我的代码做了这样的事情:
/* Callback handler for window re-paint event */
void display()
{
glClear(GL_COLOR_BUFFER_BIT); //Clear the color buffer
glMatrixMode(GL_MODELVIEW); //To operate on the model-view matrix
// do some rendering
glFlush(); // display
}
当我想在任何时候保存图像时,我运行它:
std::unique_ptr<RGBA2D> GrabScreen()
{
//we get the width/height of the screen into this array
GLint screen[4];
//get the width/height of the window
glGetIntegerv(GL_VIEWPORT, screen);
GLint width = screen[2];
GLint height = screen[3];
std::unique_ptr<RGBA2D> pixels(new RGBA2D(height, width * 4));
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels->data());
return std::move(pixels);
}
注意RGBA2D
是2D特征向量对象(不重要)。这一切都很好,除了它只保存图像,如果它正在显示。我希望能够在没有显示器的unix机器上运行我的程序。我想渲染到FBO 。我该怎么做?
答案 0 :(得分:1)
不是手握,但我希望能指出你正确的方向。
您将使用glGenFramebuffers
和glBindFramebuffer
来创建和绑定帧缓冲区对象(FBO)。
然后,如果要渲染到纹理或渲染缓冲区,则可以选择。为了您的目的,任何一个都可以工作。恕我直言,渲染缓冲区更容易。使用glGenRenderbuffers
,glBindRenderbuffer
和glRenderbufferStorage
设置颜色渲染缓冲区。
然后使用glFramebufferRenderbuffer
将您的颜色渲染缓冲区附加到FBO。
如果您需要深度缓冲区,请重复前两个步骤以创建并附加另一个渲染缓冲区,用作FBO渲染的深度缓冲区。
然后进行渲染,并使用glReadPixels
抓取框架。
所有这些电话都记录在the man pages at www.opengl.org中。如果您搜索关键字和某些函数名称,您还应该能够找到一些完整的代码示例。
答案 1 :(得分:1)
最近,我对Wayland devel maillist进行了一次小小的讨论,在那里我想展示当管理GPU的X-Server没有持有VT时FBO如何不进行更新。无论如何,出于演示的目的,我从我周围的各种来源攻击了一个快速而又脏的程序,它在循环中呈现给FBO并将创建的图像写入文件。它并未针对性能进行优化,而是针对您感兴趣的内容,因此我将源代码放在此处(请注意,读取缓冲区的malloc
错过了配对的free
,所以那里存在内存泄漏的问题。
// framebuffer continuous dump demonstrator
//
// build:
// c++ -o test_fbo test_fbo.cpp -lm -lGL -lGLU -lglut -lGLEW
#include <GL/glew.h>
#include <GL/glut.h>
#include <unistd.h>
#include <stdlib.h>
#include <assert.h>
#include <sys/mman.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <math.h>
#include <stdio.h>
using namespace std;
namespace render
{
int width, height;
float aspect;
void init();
void reshape(int width, int height);
void display();
int const fbo_width = 512;
int const fbo_height = 512;
GLuint fb, color, depth;
void *dumpbuf;
int dumpbuf_fd;
};
void idle();
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("FBO test");
glutDisplayFunc(render::display);
glutReshapeFunc(render::reshape);
glutIdleFunc(idle);
glewInit();
render::init();
glutMainLoop();
return 0;
}
void idle()
{
glutPostRedisplay();
}
void CHECK_FRAMEBUFFER_STATUS()
{
GLenum status;
status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
/* choose different formats */
break;
default:
/* programming error; will fail on all hardware */
throw "Framebuffer Error";
}
}
namespace render
{
float const light_dir[]={1,1,1,0};
float const light_color[]={1,0.95,0.9,1};
void init()
{
glGenFramebuffers(1, &fb);
glGenTextures(1, &color);
glGenRenderbuffers(1, &depth);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D( GL_TEXTURE_2D,
0,
GL_RGB8,
fbo_width, fbo_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fbo_width, fbo_height);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
GLint red_bits, green_bits, blue_bits, alpha_bits;
glGetIntegerv(GL_RED_BITS, &red_bits);
glGetIntegerv(GL_GREEN_BITS, &green_bits);
glGetIntegerv(GL_BLUE_BITS, &blue_bits);
glGetIntegerv(GL_ALPHA_BITS, &alpha_bits);
fprintf(stderr, "FBO format R%dG%dB%dA%d\n",
(int)red_bits,
(int)green_bits,
(int)blue_bits,
(int)alpha_bits );
CHECK_FRAMEBUFFER_STATUS();
dumpbuf_fd = open("/tmp/fbodump.rgb", O_CREAT|O_SYNC|O_RDWR, S_IRUSR|S_IWUSR);
assert(-1 != dumpbuf_fd);
dumpbuf = malloc(fbo_width*fbo_height*3);
assert(dumpbuf);
}
void reshape(int width, int height)
{
render::width=width;
render::height=height;
aspect=float(width)/float(height);
glutPostRedisplay();
}
void prepare()
{
static float a=0, b=0, c=0;
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glViewport(0,0,fbo_width, fbo_height);
glClearColor(1,1,1,0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);
glTranslatef(0,0,-5);
glRotatef(a, 1, 0, 0);
glRotatef(b, 0, 1, 0);
glRotatef(c, 0, 0, 1);
glutSolidTeapot(0.75);
a=fmod(a+0.1, 360.);
b=fmod(b+0.5, 360.);
c=fmod(c+0.25, 360.);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0,0,fbo_width,fbo_height,GL_RGB,GL_UNSIGNED_BYTE,dumpbuf);
lseek(dumpbuf_fd, SEEK_SET, 0);
write(dumpbuf_fd, dumpbuf, fbo_width*fbo_height*3);
}
void intermediary()
{
}
void final()
{
static float a=0, b=0, c=0;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0,0, width, height);
glClearColor(1.,1.,1.,0.);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, aspect, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0,0,-5);
glRotatef(b, 0, 1, 0);
b=fmod(b+0.5, 360.);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, color);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_LIGHTING);
float cube[][5]=
{
{-1, -1, -1, 0, 0},
{ 1, -1, -1, 1, 0},
{ 1, 1, -1, 1, 1},
{-1, 1, -1, 0, 1},
{-1, -1, 1, -1, 0},
{ 1, -1, 1, 0, 0},
{ 1, 1, 1, 0, 1},
{-1, 1, 1, -1, 1},
};
unsigned int faces[]=
{
0, 1, 2, 3,
1, 5, 6, 2,
5, 4, 7, 6,
4, 0, 3, 7,
3, 2, 6, 7,
4, 5, 1, 0
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 5*sizeof(float), &cube[0][0]);
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(float), &cube[0][3]);
glCullFace(GL_BACK);
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);
glCullFace(GL_FRONT);
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void display()
{
prepare();
intermediary();
final();
glutSwapBuffers();
}
}