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如何从任何 OpenGL 绘图中获取深度和颜色信息?我想将深度图像和彩色图像保存到磁盘。我尝试的是以下内容:

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);

glBegin(GL_POINTS);
    glColor3f(1.0f,1.0f,1.0f); 
    for(int i=0; i<mesh->vertices.size();i++) {

        if(! mesh->colors.empty()) {
            glColor3f(mesh->colors[i][0],mesh->colors[i][1],mesh->colors[i][2]); 
        }   

        float x= mesh->vertices[i][0];
        float y= mesh->vertices[i][1];
        float z = mesh->vertices[i][2];         
        glVertex3f(x, y, z);

    }

glEnd();

glFlush();
glFinish();

int width = 1280;
int height = 960;

GLfloat* depths;
depths = new GLfloat[ width * height ];

GLfloat * color;
color = new GLfloat[width * height];

glReadPixels (0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, depths); 
glReadPixels (0, 0, width, height, GL_BLUE, GL_FLOAT, color);

但看起来只有深度数组被填充了?

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2 回答 2

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为了将渲染结果保存在图像中,您必须保存颜色缓冲区信息(而不是直接来自深度缓冲区)。

您可以为颜色(到颜色缓冲区)和深度提供单独的通道到相同的颜色缓冲区。并且简单地使用glReadPixels两次,第一次在将颜色渲染到颜色缓冲区之后,第二次在颜色缓冲区中渲染深度之后。

要通过一次在两个单独的颜色缓冲区中同时写入颜色和深度,您可以使用 MRT(多个渲染目标),教程 - http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-质地/

我会选择捷运。:) 之后,您可以使用glReadPixels保存您的结果,就像两遍技术一样。

但首先您必须使用glReadBuffer设置要从哪个颜色缓冲区读取像素,默认颜色缓冲区是 GL_BACK,这意味着默认的 OpenGL 上下文后缓冲区。通过使用 MRT,您必须使用GL_COLOR_ATTACHMENTi之一来写入颜色缓冲区,它也可以是glReadBuffer值之一。

因此,只需使用GL_COLOR_ATTACHMENTi之一简单设置glReadBuffer并使用glReadPixels

于 2015-02-16T11:46:47.853 回答
0

尝试这个:

#include <GL/freeglut.h>
#include <vector>
#include <sstream>

int mx = 0, my = 0;
void passiveMotion( int x, int y )
{
    mx = x;
    my = glutGet( GLUT_WINDOW_HEIGHT ) - y;
    glutPostRedisplay();
}

void display()
{
    glEnable(GL_DEPTH_TEST);
    glClearColor( 0, 0, 0, 1 );
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    const int w = glutGet( GLUT_WINDOW_WIDTH );
    const int h = glutGet( GLUT_WINDOW_HEIGHT );
    const double ar = (double)w / (double)h;
    glOrtho( -10 * ar, 10 * ar, -10, 10, -10, 10 );

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glColor3ub(0,255,0);
    glPushMatrix();
        glTranslated(2,2,-5);
        glScalef(5,5,5);
        glBegin(GL_QUADS);
            glVertex2f(-1,-1);
            glVertex2f(1,-1);
            glVertex2f(1,1);
            glVertex2f(-1,1);
        glEnd();
    glPopMatrix();

    glColor3ub(255,0,0);
    glPushMatrix();
        glTranslated(0,0,0);
        glScalef(5,5,5);
        glBegin(GL_QUADS);
            glVertex2f(-1,-1);
            glVertex2f(1,-1);
            glVertex2f(1,1);
            glVertex2f(-1,1);
        glEnd();
    glPopMatrix();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho( 0, w, 0, h, -1, 1 );
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // print depth
    {
        GLfloat depth = 0.0f;
        glReadPixels( mx, my, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth ); 
        std::ostringstream oss;
        oss << "Depth: " << depth;
        glColor3ub( 255, 255, 255 );
        glRasterPos2i( 10, 10 );
        glutBitmapString( GLUT_BITMAP_9_BY_15, (const unsigned char*)oss.str().c_str() );
    }

    // print color
    {
        GLubyte color[4];
        glReadPixels( mx, my, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color ); 
        std::ostringstream oss;
        oss << "Color:"
            << " " << (unsigned int)color[0]
            << " " << (unsigned int)color[1]
            << " " << (unsigned int)color[2]
            << " " << (unsigned int)color[3];
        glColor3ub( 255, 255, 255 );
        glRasterPos2i( 10, 25 );
        glutBitmapString( GLUT_BITMAP_9_BY_15, (const unsigned char*)oss.str().c_str() );
    }

    glutSwapBuffers();
}

int main( int argc, char** argv )
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
    glutInitWindowSize(400,400);
    glutCreateWindow("GLUT");
    glutDisplayFunc( display );
    glutPassiveMotionFunc( passiveMotion );
    glutMainLoop();
    return 0;
}
于 2010-12-06T19:37:11.983 回答