2012-09-30 21 views
7

FBO'larla ekran oluşturma işlemini (WS olmadan konsol ortamında) yapmak istiyorum. Ben bir OpenGL bağlamını oluşturmak için gerekli olduğunu biliyoruz ve herhangi bir işlem için en az bir kukla pencere, bu nedenle aşağıdaki başlatma yaptı:FBG oluşturma için OpenGL ES2.0 dış ekran içeriği

başlatma Bu tip hedef sistemde çalışır, ancak eğer ben

// 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; 
FBO'ya bir şey çizin ve geri okuduktan sonra (getReadPixels) her zaman sadece siyah bir görüntü elde edin. Aynı kodu X11'in üzerinde denedim, burada (zaten), hata ile eglCreateWindowSurface çağrısında başarısız oluyor: EGL_BAD_NATIVE_WINDOW WORKS, ancak bu çağrıya gerçek bir X11window yerel pencere işleyicisini iletirse ÇALIŞIYORUM (Bu örnek, geçerli olanı geri okuyabilir resim ayrıca)

Lütfen FBO rendering için ne tür bir yüzeye ihtiyaç duyduğumu açıklamalısınız? veya neyi yanlış yapıyorum?

Çizim kodunun geri kalanı: // init ve opengl es shanders'ı başlat 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); 

THANKS peşin !!!!! Selamlar, Geza

cevap

2

çözeltisi (hata işleme olmadan) şu edildi: eglSurface ve eglContext arasında

#ifdef CONTEXT_ES20 
    EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, 
                  EGL_NONE }; 
    #endif 

// Step 1 - Get the default display. 
    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; 
    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. 
    #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); 
+0

olan bir Önce oluşturmak olmalıdır? – chengpei

+1

İlk uygulamanızın nesi yanlış olduğunu açıklayabilir misiniz? Fark göremiyorum. –