Mi piacerebbe eseguire il rendering offscreen (in ambiente console senza WS) con gli FBO. So che è necessario creare un contesto OpenGL, ed almeno una finestra fittizia per ogni operazione, quindi ho fatto la seguente inizializzazione:OpenGL ES2.0 contesto offscreen per il rendering dell'FBO
// Step 1 - Get the default display.
eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);
// Step 2 - Initialize EGL.
EGLint iMajorVersion, iMinorVersion;
if (!eglInitialize(eglDisplay, &iMajorVersion, &iMinorVersion))
{
printf("Error: eglInitialize() failed.\n");
goto cleanup;
}
// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
if (!TestEGLError("eglBindAPI"))
{
goto cleanup;
}
// Step 4 - Specify the required configuration attributes.
EGLint pi32ConfigAttribs[5];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_WINDOW_BIT;
pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;
pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT;
pi32ConfigAttribs[4] = EGL_NONE;
// Step 5 - Find a config that matches all requirements.
int iConfigs;
if (!eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1, &iConfigs) || (iConfigs != 1))
{
printf("Error: eglChooseConfig() failed.\n");
goto cleanup;
}
// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (EGLNativeWindowType)NULL, NULL);
if (!TestEGLError("eglCreateWindowSurface")) goto cleanup;
// Step 7 - Create a context.
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, ai32ContextAttribs);
if (!TestEGLError("eglCreateContext")) goto cleanup;
// Step 8 - Bind the context to the current thread
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
if (!TestEGLError("eglMakeCurrent")) goto cleanup;
Questo tipo di inizializzazione agisce sul sistema di destinazione, ma se disegnare qualcosa nell'FBO e dopo averlo letto di nuovo (getReadPixels) ottieni sempre un'immagine nera. Ho provato lo stesso codice sopra X11, dove (già) non riesce su chiamata eglCreateWindowSurface con errore: EGL_BAD_NATIVE_WINDOW WORKS, MA FUNZIONA se passo a questa chiamata un vero gestore di finestra nativa X11window (In questo caso posso leggere il rendering valido immagine anche)
Per favore chiariscimi su che tipo di superficie dovrei usare per il rendering dell'FBO ?? o cosa faccio di sbagliato ??
Il resto del codice di disegno: // init e start opengl es shanders Shaders_Init();
{
// create a framebuffer object
glGenFramebuffers(1, &fboId);
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
// create a texture object
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //GL_LINEAR_MIPMAP_LINEAR
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_HINT, GL_TRUE); // automatic mipmap
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, renderBufferWidth, renderBufferHeight, 0,
GL_RGB, GL_UNSIGNED_BYTE, 0);
//glBindTexture(GL_TEXTURE_2D, 0);
// attach the texture to FBO color attachment point
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, textureId, 0);
// check FBO status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE) {
printf("Problem with OpenGL framebuffer after specifying color render buffer: \n%x\n", status);
} else {
printf("FBO creation succedded\n");
}
}
// Sets the clear color.
// The colours are passed per channel (red,green,blue,alpha) as float values from 0.0 to 1.0
glClearColor(0.6f, 0.8f, 1.0f, 1.0f); // clear blue
// We're going to draw a triangle to the screen so create a vertex buffer object for our triangle
{
// Interleaved vertex data
GLfloat afVertices[] = { -0.4f,-0.4f,0.0f, // Position
0.4f ,-0.4f,0.0f,
0.0f ,0.4f ,0.0f};
// Generate the vertex buffer object (VBO)
glGenBuffers(1, &ui32Vbo);
// Bind the VBO so we can fill it with data
glBindBuffer(GL_ARRAY_BUFFER, ui32Vbo);
// Set the buffer's data
unsigned int uiSize = 3 * (sizeof(GLfloat) * 3); // Calc afVertices size (3 vertices * stride (3 GLfloats per vertex))
glBufferData(GL_ARRAY_BUFFER, uiSize, afVertices, GL_STATIC_DRAW);
}
// Draw a triangle
{
glClear(GL_COLOR_BUFFER_BIT);
if (!TestEGLError("glClear")) goto cleanup;
// First gets the location of that variable in the shader using its name
int i32Location = glGetUniformLocation(uiProgramObject, "myPMVMatrix");
// Then passes the matrix to that variable
glUniformMatrix4fv(i32Location, 1, GL_FALSE, pfIdentity);
/*
Enable the custom vertex attribute at index VERTEX_ARRAY.
We previously binded that index to the variable in our shader "vec4 MyVertex;"
*/
glEnableVertexAttribArray(VERTEX_ARRAY);
// Sets the vertex data to this attribute index
glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0);
/*
Draws a non-indexed triangle array from the pointers previously given.
This function allows the use of other primitive types : triangle strips, lines, ...
For indexed geometry, use the function glDrawElements() with an index list.
*/
glDrawArrays(GL_TRIANGLES, 0, 3);
if (!TestEGLError("glDrawArrays")) goto cleanup;
// get the image data
long imageSize = x * y * 3;
unsigned char *data = new unsigned char[imageSize];
glReadPixels(0,0,x,y,GL_RGB,GL_UNSIGNED_BYTE,data);
GRAZIE anticipatamente !!!!! saluti, Geza
quale tra l'eglSurface e eglContext occorre creare prima? – chengpei
Puoi spiegare cosa c'è che non va nella tua prima implementazione? Non vedo alcuna differenza. –