1

我的问题非常接近这个问题:FBO 和 Render to renderbuffer。我目前正在尝试在本教程中的渲染缓冲区上渲染一个简单的三角形。我的程序是 Igor Pro 的一个插件,它使用 OpenGL 执行屏幕外渲染。

不幸的是,当我尝试读取像素值时,我得到的只是零。我已经知道该initBuffers功能有效,问题出在display功能上。

1)我的代码有什么问题?

2) 我想在不使用立即模式的情况下呈现顶点数据列表。我之前已经用 VBO 完成了一个实现。我可以重复使用该代码吗?

我的代码如下:

/*  
RenderTriangle.cpp
*/

#include "VC10\triangulation.h"
#include "XOPStandardHeaders.h"         // Include ANSI headers, Mac headers, IgorXOP.h, XOP.h and XOPSupport.h
#include <vector>


// Prototypes
HOST_IMPORT int main(IORecHandle ioRecHandle);

// Global Variables
const int windowSize = 512;

int size,el_size;
float* waveX=NULL;
float* waveY=NULL;
float* waveZ=NULL;
GLuint framebuffer, renderbuffer;

// Custom error codes
#define OLD_IGOR 1 + FIRST_XOP_ERR
#define NON_EXISTENT_WAVE 2 + FIRST_XOP_ERR
#define REQUIRES_SP_OR_DP_WAVE 3 + FIRST_XOP_ERR

#pragma pack(2)     // All structures passed to Igor are two-byte aligned.
typedef struct WaveParams {
  waveHndl waveZ;
  waveHndl waveY;
  waveHndl waveX;   
  double result;
} WaveParams, *WaveParamsPtr;
#pragma pack()      // Restore default structure alignment

// Prototypes of the OpenGL callbacks
void initBuffers(void);
void display(void);
void readPixels(void);

void initBuffers(void){

  GLenum status;

  //Generate the fbo where we will bind a render buffer object
  glGenFramebuffers(1,&framebuffer);
  glBindFramebuffer(GL_DRAW_FRAMEBUFFER,framebuffer);

  //Generate render buffer object
  glGenRenderbuffers(1,&renderbuffer);
  glBindRenderbuffer(GL_RENDERBUFFER,renderbuffer);

  glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8, windowSize, windowSize);

  glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);

  status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

  if (status != GL_FRAMEBUFFER_COMPLETE)
    XOPNotice("Error Framebuffer Complete");
  else
    XOPNotice("Framebuffer Complete");
}

void display(void){//display a simple triangle

  glViewport(0,0,windowSize,windowSize);
  glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  glClearColor(1.0f, 0.0f, 0.0f,0.5f);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glLoadIdentity();

  glBegin(GL_TRIANGLES);// Drawing Using Triangles
    glColor3f(1.0f, 0.0f, 0.0f);glVertex3f( 0.0f, 1.0f, 0.0f);// Top
    glColor3f(1.0f, 0.0f, 0.0f);glVertex3f(-1.0f,-1.0f, 0.0f);// Bottom Left
    glColor3f(1.0f, 0.0f, 0.0f);glVertex3f( 1.0f,-1.0f, 0.0f);// Bottom Right
  glEnd();// Finished Drawing The Triangle

  glFlush();

}

// Idle callback function for OpenGL API
void readPixels(void){

  //glBindFramebuffer(GL_FRAMEBUFFER, 0);

  float* pixels = (float*)malloc(windowSize*windowSize*sizeof(float));
  glReadBuffer(GL_COLOR_ATTACHMENT0);
  glReadPixels(0, 0, windowSize, windowSize, GL_DEPTH_COMPONENT, GL_FLOAT, pixels);

  waveHndl waveH;
  char waveName[MAX_OBJ_NAME+1];
  DataFolderHandle dfH;
  CountInt dimensionSizes[MAX_DIMENSIONS+1];
  float* wp;
  IndexInt p;
  double offset, delta;
  int err;
  strcpy(waveName, "wave1");
  dfH = NULL; // Put wave in the current data folder
  MemClear(dimensionSizes, sizeof(dimensionSizes));

  dimensionSizes[ROWS] = windowSize; // Make 1D wave with 100 points
  dimensionSizes[COLUMNS] = windowSize;

  if (MDMakeWave(&waveH, waveName, dfH, dimensionSizes, NT_FP32, 1))
    XOPNotice("Can't create wave when reading pixel values");

  wp = (float*)WaveData(waveH); // Get a pointer to the wave data

  for(p = 0; p < windowSize*windowSize; p++)
  *wp++ = pixels[p]; // Store point number in wave



}
void deleteBuffers(){
  glDeleteFramebuffers(1,&framebuffer);
  glDeleteRenderbuffers(1,&renderbuffer);
}
// Main function for the XOP
extern "C" int
  RenderTriangle(WaveParamsPtr p)
{
  //Pointers to the input waves
  waveX=(float*)WaveData(p->waveX);
  waveY=(float*)WaveData(p->waveY);
  waveZ=(float*)WaveData(p->waveZ);

  //Creates the window
  char *myargv [1];
  int myargc=1, windowHandle;
  myargv [0]=strdup ("RenderTriangle");

  glutInit(&myargc,myargv);
  glutInitDisplayMode(GLUT_SINGLE | GLUT_DEPTH | GLUT_RGB);
  glutInitWindowSize(windowSize,windowSize);
  windowHandle = glutCreateWindow("OpenGL");

  //Init glew library 
  glewInit(); 

  //Creates the fbo and render buffer object
  initBuffers(); 

  display();

  readPixels();

  //Deletes the fbo and render buffer object
  deleteBuffers();

  p->result = 1;

  return 0;
}

static XOPIORecResult
  RegisterFunction()
{
  int funcIndex;

  funcIndex = (int)GetXOPItem(0);           // Which function invoked ?
  switch (funcIndex) {
  case 0:                                   // y = RenderTriangle(w,x) (curve fitting function).
    return (XOPIORecResult)RenderTriangle;  // This function is called using the direct method.
    break;
  }
  return 0;
}

/*  XOPEntry()

This is the entry point from the host application to the XOP for all
messages after the INIT message.
*/
extern "C" void
  XOPEntry(void)
{   
  XOPIORecResult result = 0;

  switch (GetXOPMessage()) {
  case FUNCADDRS:
    result = RegisterFunction();    // This tells Igor the address of our function.
    break;
  }
  SetXOPResult(result);
}

/*  main(ioRecHandle)

This is the initial entry point at which the host application calls XOP.
The message sent by the host must be INIT.
main() does any necessary initialization and then sets the XOPEntry field of the
ioRecHandle to the address to be called for future messages.
*/
HOST_IMPORT int
  main(IORecHandle ioRecHandle)
{   
  XOPInit(ioRecHandle);                         // Do standard XOP initialization.
  SetXOPEntry(XOPEntry);                            // Set entry point for future calls.

  if (igorVersion < 600) {
    SetXOPResult(OLD_IGOR);
    return EXIT_FAILURE;
  }

  SetXOPResult(0);
  return EXIT_SUCCESS;
}
4

3 回答 3

1

我建议另一个教程: http: //www.songho.ca/opengl/gl_fbo.html

但关于您的代码:

直接渲染到纹理会更简单。这样就没有理由使用 glReadPixels。整个操作将更快更容易实施。

glFramebufferTexture2D创建空纹理并通过渲染将其添加到 FBO,然后在纹理中获得结果。

于 2013-04-04T06:19:39.167 回答
1

您需要一个工作的 OpenGL 上下文才能使其余部分正常工作,而您无需创建一个!您将 GLUT 用作框架,但 GLUT 仅在glutCreateWindow被调用时才会创建渲染上下文。在此之前,您根本没有活动的 RC,其余的将无法正常工作。

也许 Igor 本身在某个时候创建​​了一个 OpenGL 上下文,而你正在把它扔进那个上下文中。

而不是使用 GLUT,您应该使用系统级 API 来

  1. 存储当前上下文状态(如果上下文在当前线程中处于活动状态,如果是,则上下文句柄)

  2. 如果尚未完成:为您的插件创建一个屏幕外渲染上下文(使用 PBuffer 或不可见窗口与 FBO 一起使用)

  3. 使用您自己的上下文进行渲染

  4. 恢复保存在 1 中的上下文状态。

于 2013-04-04T11:16:55.320 回答
0

同样,这是一个使用渲染缓冲区的示例。

如何在 OpenGL 上渲染屏幕外?

1)创建上下文 2)创建 FBO(颜色、深度、模板的存储)和绑定 3)绘制 4)回读(根据 2))

我不确定说整个操作会更快更容易使用纹理实现是否正确。这一切都取决于我们想要做什么(glReadPixels 是同步的)。

于 2016-02-01T23:25:01.060 回答