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;
}