如何将屏幕外渲染到 linux 上的图像?
How to egl offscreen render to an image on linux?
我正在尝试使用 egl 对图像进行离屏渲染。
我的代码没有产生任何错误。 egl 部分似乎是正确的,fbo 也很完整。但是当我使用 glReadPixels 读取像素时,我总是得到一个黑色图像(我用红色清除了整个场景,所以图像也应该是红色的)。
我不知道怎么回事。
此外,我注意到 glRenderbufferStorage 只能支持 16 位色深。 GL_RGBA8 被认为是此函数的无效参数。对于严肃的 opengl 应用程序来说,16 位是不是有点低?
我的环境是 Ubuntu 14.10,带有 mesa 和 intel 显卡。
#include <QCoreApplication>
#include <QDebug>
#include <QImage>
#include <GLES2/gl2.h>
#include <EGL/egl.h>
int main(int argc, char *argv[])
{
#define CONTEXT_ES20
#ifdef CONTEXT_ES20
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE };
#endif
// Step 1 - Get the default display.
EGLDisplay eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);
// Step 2 - Initialize EGL.
eglInitialize(eglDisplay, 0, 0);
#ifdef CONTEXT_ES20
// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
// 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;
#else
EGLint pi32ConfigAttribs[3];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_WINDOW_BIT;
pi32ConfigAttribs[2] = EGL_NONE;
#endif
// Step 5 - Find a config that matches all requirements.
int iConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1,
&iConfigs);
if (iConfigs != 1) {
printf("Error: eglChooseConfig(): config not found.\n");
exit(-1);
}
// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig,
(EGLNativeWindowType)NULL, NULL);
// Step 7 - Create a context.
EGLContext eglContext;
#ifdef CONTEXT_ES20
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL,
ai32ContextAttribs);
#else
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, NULL);
#endif
// Step 8 - Bind the context to the current thread
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
GLuint fboId = 0;
GLuint renderBufferWidth = 1280;
GLuint renderBufferHeight = 720;
// 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);
*/
qDebug() << glGetError();
GLuint renderBuffer;
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
qDebug() << glGetError();
glRenderbufferStorage(GL_RENDERBUFFER,
GL_RGB565,
renderBufferWidth,
renderBufferHeight);
qDebug() << glGetError();
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,
renderBuffer);
qDebug() << glGetError();
GLuint depthRenderbuffer;
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderBufferWidth, renderBufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
// 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");
}
glClearColor(1.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
qDebug() << eglSwapBuffers( eglDisplay, eglSurface);
int size = 4 * renderBufferHeight * renderBufferWidth;
printf("print size");
printf("size %d", size);
qDebug() << size;
unsigned char *data2 = new unsigned char[size];
glReadPixels(0,0,renderBufferWidth,renderBufferHeight,GL_RGB, GL_RGB565, data2);
QImage image(data2, renderBufferWidth, renderBufferHeight,renderBufferWidth*2, QImage::Format_RGB16);
image.save("result.png");
qDebug() << "done";
QCoreApplication a(argc, argv);
return a.exec();
}
OpenGL ES 2.0 支持 glReadPixels()
的 formats/types 数量非常有限。不保证支持您尝试使用的那些:
glReadPixels(0 ,0, renderBufferWidth, renderBufferHeight,
GL_RGB, GL_RGB565, data2);
只支持两个formats/types:
GL_RGBA
/GL_UNSIGNED_BYTE
.
- 依赖于实现的组合。
可以通过以下方式查询依赖于实现的组合的格式和类型:
GLint format = 0, type = 0;
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &format);
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
这可以为您提供以下组合之一:
GL_RGB
/GL_UNSIGNED_BYTE
.
GL_RGB
/GL_UNSIGNED_SHORT_5_6_5
.
GL_RGBA
/GL_UNSIGNED_SHORT_4_4_4_4
.
GL_RGBA
/GL_UNSIGNED_SHORT_5_5_5_1
.
GL_ALPHA
/GL_UNSIGNED_BYTE
.
因此,您尝试使用的组合 可以 得到实现的支持,如果它 returns 来自上面 glGetIntegerv()
调用的相应值。然而,在您的 glReadPixels()
调用的参数中存在一个微妙但重要的错误,即使它是受支持的:GL_RGB565
是 format 的值,而第 6 个参数是 type。调用必须是:
glReadPixels(0 ,0, renderBufferWidth, renderBufferHeight,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data2);
我正在尝试使用 egl 对图像进行离屏渲染。
我的代码没有产生任何错误。 egl 部分似乎是正确的,fbo 也很完整。但是当我使用 glReadPixels 读取像素时,我总是得到一个黑色图像(我用红色清除了整个场景,所以图像也应该是红色的)。
我不知道怎么回事。
此外,我注意到 glRenderbufferStorage 只能支持 16 位色深。 GL_RGBA8 被认为是此函数的无效参数。对于严肃的 opengl 应用程序来说,16 位是不是有点低?
我的环境是 Ubuntu 14.10,带有 mesa 和 intel 显卡。
#include <QCoreApplication>
#include <QDebug>
#include <QImage>
#include <GLES2/gl2.h>
#include <EGL/egl.h>
int main(int argc, char *argv[])
{
#define CONTEXT_ES20
#ifdef CONTEXT_ES20
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE };
#endif
// Step 1 - Get the default display.
EGLDisplay eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);
// Step 2 - Initialize EGL.
eglInitialize(eglDisplay, 0, 0);
#ifdef CONTEXT_ES20
// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
// 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;
#else
EGLint pi32ConfigAttribs[3];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_WINDOW_BIT;
pi32ConfigAttribs[2] = EGL_NONE;
#endif
// Step 5 - Find a config that matches all requirements.
int iConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1,
&iConfigs);
if (iConfigs != 1) {
printf("Error: eglChooseConfig(): config not found.\n");
exit(-1);
}
// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig,
(EGLNativeWindowType)NULL, NULL);
// Step 7 - Create a context.
EGLContext eglContext;
#ifdef CONTEXT_ES20
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL,
ai32ContextAttribs);
#else
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, NULL);
#endif
// Step 8 - Bind the context to the current thread
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
GLuint fboId = 0;
GLuint renderBufferWidth = 1280;
GLuint renderBufferHeight = 720;
// 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);
*/
qDebug() << glGetError();
GLuint renderBuffer;
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
qDebug() << glGetError();
glRenderbufferStorage(GL_RENDERBUFFER,
GL_RGB565,
renderBufferWidth,
renderBufferHeight);
qDebug() << glGetError();
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,
renderBuffer);
qDebug() << glGetError();
GLuint depthRenderbuffer;
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderBufferWidth, renderBufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
// 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");
}
glClearColor(1.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
qDebug() << eglSwapBuffers( eglDisplay, eglSurface);
int size = 4 * renderBufferHeight * renderBufferWidth;
printf("print size");
printf("size %d", size);
qDebug() << size;
unsigned char *data2 = new unsigned char[size];
glReadPixels(0,0,renderBufferWidth,renderBufferHeight,GL_RGB, GL_RGB565, data2);
QImage image(data2, renderBufferWidth, renderBufferHeight,renderBufferWidth*2, QImage::Format_RGB16);
image.save("result.png");
qDebug() << "done";
QCoreApplication a(argc, argv);
return a.exec();
}
OpenGL ES 2.0 支持 glReadPixels()
的 formats/types 数量非常有限。不保证支持您尝试使用的那些:
glReadPixels(0 ,0, renderBufferWidth, renderBufferHeight,
GL_RGB, GL_RGB565, data2);
只支持两个formats/types:
GL_RGBA
/GL_UNSIGNED_BYTE
.- 依赖于实现的组合。
可以通过以下方式查询依赖于实现的组合的格式和类型:
GLint format = 0, type = 0;
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &format);
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
这可以为您提供以下组合之一:
GL_RGB
/GL_UNSIGNED_BYTE
.GL_RGB
/GL_UNSIGNED_SHORT_5_6_5
.GL_RGBA
/GL_UNSIGNED_SHORT_4_4_4_4
.GL_RGBA
/GL_UNSIGNED_SHORT_5_5_5_1
.GL_ALPHA
/GL_UNSIGNED_BYTE
.
因此,您尝试使用的组合 可以 得到实现的支持,如果它 returns 来自上面 glGetIntegerv()
调用的相应值。然而,在您的 glReadPixels()
调用的参数中存在一个微妙但重要的错误,即使它是受支持的:GL_RGB565
是 format 的值,而第 6 个参数是 type。调用必须是:
glReadPixels(0 ,0, renderBufferWidth, renderBufferHeight,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data2);