OpenGL的反馈

步骤:

1、调用glFeedbackBuffer()函数,指定用于保存反馈信息的数组。用于将来保存反馈的数据

2、以GL_FEEDBACK 为参数进入到feedback模式,在这个过程中图元不会光栅化产生像素,帧缓存区的内容也不会改变

3、glPassThrough函数在返回的数据中插入标记,以方便对反馈数据进行解析

4、用GL_Render模式返回,返回的值就是反馈缓存的数据量,而反馈缓存中存储的就是反馈相关的所有数据

5、对反馈数组进行解析,也就是对反馈的缓冲进行解析。




反馈缓冲可以的类型

GL_2D, GL_3D, GL_3D_COLOR, GL_3D_COLOR_TEXTURE, GL_4D_COLOR_TEXTURE. 对于每一种类型都可能对应了一种存储的方式,比如GL_3D_COLOR, 先存储的是定点信息,然后是颜色信息,这样就是, x, y, z, r, g, b, a. 7个元素的数据。

对于一个缓存的存储结构


转自OpenGL编程指南

#include "stdafx.h"
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>

/*  Initialize lighting.
 */
void init(void)
{
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
}

/* Draw a few lines and two points, one of which will 
 * be clipped.  If in feedback mode, a passthrough token 
 * is issued between the each primitive.
 */
void drawGeometry (GLenum mode)
{
	  glBegin (GL_LINE_STRIP);
	glNormal3f (0.0, 0.0, 1.0);
	glVertex3f (30.0, 30.0, 0.0);
	glVertex3f (50.0, 60.0, 0.0);
	glVertex3f (70.0, 40.0, 0.0);
	glEnd ();
   if (mode == GL_FEEDBACK)
      glPassThrough (1.0);
   glBegin (GL_POINTS);
   glVertex3f (-100.0, -100.0, -100.0);  /*  will be clipped  */
   glEnd ();
   if (mode == GL_FEEDBACK)
      glPassThrough (2.0);
     glBegin (GL_POINTS);
   glNormal3f (0.0, 0.0, 1.0);
   glVertex3f (50.0, 50.0, 0.0);
   glEnd ();
}

/* Write contents of one vertex to stdout.	*/
void print3DcolorVertex (GLint size, GLint *count, 
                         GLfloat *buffer)
{
   int i;

   printf ("  ");
   for (i = 0; i < 7; i++) {
      printf ("%4.2f ", buffer[size-(*count)]);
      *count = *count - 1;
   }
   printf ("\n");
}

/*  Write contents of entire buffer.  (Parse tokens!)	*/
void printBuffer(GLint size, GLfloat *buffer)
{
   GLint count;
   GLfloat token;

   count = size;
   while (count) {
      token = buffer[size-count]; 
	  count--;
      if (token == GL_PASS_THROUGH_TOKEN) {
         printf ("GL_PASS_THROUGH_TOKEN\n");
         printf ("  %4.2f\n", buffer[size-count]);
         count--;
      }
      else if (token == GL_POINT_TOKEN) {
         printf ("GL_POINT_TOKEN\n");
         print3DcolorVertex (size, &count, buffer);
      }
      else if (token == GL_LINE_TOKEN) {
         printf ("GL_LINE_TOKEN\n");
         print3DcolorVertex (size, &count, buffer);
         print3DcolorVertex (size, &count, buffer);
      }
      else if (token == GL_LINE_RESET_TOKEN) {
         printf ("GL_LINE_RESET_TOKEN\n");
         print3DcolorVertex (size, &count, buffer);
         print3DcolorVertex (size, &count, buffer);
      }
   }
}

void display(void)
{
   GLfloat feedBuffer[1024];
   GLint size;

   glMatrixMode (GL_PROJECTION);
   glLoadIdentity ();
   glOrtho (0.0, 100.0, 0.0, 100.0, 0.0, 1.0);

   glClearColor (0.0, 0.0, 0.0, 0.0);
   glClear(GL_COLOR_BUFFER_BIT);
   drawGeometry (GL_RENDER);

   glFeedbackBuffer (1024, GL_3D_COLOR, feedBuffer);
   (void) glRenderMode (GL_FEEDBACK);
   drawGeometry (GL_FEEDBACK);

   size = glRenderMode (GL_RENDER);
   printBuffer (size, feedBuffer);
}

void keyboard(unsigned char key, int x, int y)
{
   switch (key) {
      case 27:
         exit(0);
         break;
   }
}

/*  Main Loop  */
int main(int argc, char** argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
   glutInitWindowSize (300, 300);
   glutInitWindowPosition (100, 100);
   glutCreateWindow(argv[0]);
   init();
   glutDisplayFunc(display);
   glutKeyboardFunc (keyboard);
   glutMainLoop();
   return 0; 
}


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