OpenGL离线渲染和缓冲区对象

理论

OpenGLl离线渲染就是通过OpenGL将绘制结果渲染到显存中的一张图片上,通过gl接口函数可以从显存读取到内存中。基于OpenGL的离线渲染机制,可以快速实现一个渲染器:

输入:图像,点,线。。。

输出:图像

实现方案

从一般到特殊:

1. 不支持FBO

主要介绍PC上, 移动设备如果不支持FBO要实现离线渲染那就实在没辙了
glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); 设置读写时后缓存区。  一般pc都支持双缓冲机制, 如果没有GL_BACK就没辙了
glDrawPixels 更新颜色缓冲区。
调用opengl绘制函数在GL_BACK绘制。
完成后glReadPixels将颜色缓冲区以从显存调入内存。   该函数会导致gpu阻塞,效率不高。

2. PC支持FBO

opengl支持多种缓冲区对象:
缓冲区对象说白了就是 显存中一块缓存区。OpenGL是业界渲染标准,具体接口功能由显卡驱动实现,OpenGL客户端是使用OpeGL的应用程序,OpenGL服务器可以理解成GPU,如果没有GPU就是OS内核中的一个模块,缓冲区对象定义在服务器端,减少客户端每次渲染时数据传输开销。每个缓冲区对象有唯一的ID,类 handle概念,客户端通过BufferId管理缓冲区对象。

1)纹理对象,最常见的从gl1.0就开始支持,基本 操作指令:glGenTextures, glBindTextures, glDeleteTextures,后续有多重纹理增加新的指令。
服务器端的纹理数据,客户端只有 写权限:glTexSubImage2D函数局部或者全部更新纹理缓冲区内容。

2)VBO(vertex buffer object)和PBO(pixel buffer object) 原理完全一样使用相同的gl指令:glGenBuffers,glBindBuffers,glDeleteBuffers。。。
只不过buffer中存的数据内容不一致,前者存顶点后者存像素。VBO的出现 顶点列表逐渐淡出了人们的视野。
服务器端的VBO,PBO,客户端有 读写权限:glMapBuffer 将服务器端内存地址映射为客户端地址, 操作完成调用glUnMapBuffer;或者直接通过glBufferSubData 更新数据。

3)VBO后又出现VAO(vertex array buffer),VAO的是GL3.0出来的东东,有点高处不甚寒 考虑移动设备 考虑android行情木有研究,有志者请猛击此处:

4)RBO(render buffer object),rbo并不能单独使用,必须配合fbo,与opengl缓冲区对应,RBO可以存放颜色、深度、模板数据。指令集合:glGen Renderbuffers,glBind Renderbuffer,glDelete Renderbuffers。

5)FBO(frame buffer object) 有一套专门的指令集合:glGenFramebuffers, glBindFramebuffer, glDeleteFramebuffers.。
FBO创建以后必须绑定缓冲区:颜色、深度必须,模板缓冲区看需求而定。
缓冲区对象并不局限于RBO,纹理对象也可以充当缓冲区对象:创建纹理是glTexImage2D最后一个参数为NULL,在显存中只需要创建纹理对象,而并不需要传纹理数据。
纹理对象作为缓冲区对象的例子: http://www.songho.ca/opengl/gl_fbo.html

回到主题, 通过fbo实现离线渲染流程如下:
主渲染流程,使用系统默认的缓冲区对象
保存OpenGL现场
              --------->>  bind FBO
             a)  glClear 清空FBO对应的各种缓冲区内容
             b)  在离线渲染之前,往颜色缓冲区中添加内容,如背景图片
             c)  set projectionMatrix
             d)  set modelviewMatrix
             e)  all draw calls  // draw some stuff
             f)  glReadPixels // 如果需要,渲染结果图片从显存调入内存,在后续主渲染流程中创建纹理对象使用
                 glCopyTexImage2D使用帧缓冲区的数据定义纹理单元,像素直接从颜色缓冲区读取,功能类 glCopyPixels
                 如果颜色缓冲区采用 纹理对象,后续在主渲染流程中 可以直接使用该纹理进行绘制
              <<---------  unbind FBO
回到主渲染流程

3.  Mobile 上离线渲染

移动设备,明显特点是受限,gles是opengl的缩减版,gles没有glDrawBuffer和glReadBuffer接口,没法直接操纵前后缓冲区,所以方案1失效 只能转向FBO。
gles1.1开始支持FBO,gl变量和指令加OES后缀。

手机上fbo离线渲染流程跟PC上基本类 ,在此主要说两点主要差别:
1)关于 离线渲染的步骤b,pc上最常见的做法glDrawPixels直接往颜色缓冲区拷贝数据,但是gles不支持glDrawPixels。
想到的第一种替代方案:正交投影模式下直接drawTextureQuad,走OpenGL标准流水线:纹理对象创建、数据传输,顶点传输、几何变换流程,光栅化、纹理坐标寻址取纹理单元,最终通过缓冲区各种测试将结果写到颜色缓冲区中。
优化后的方案:纹理对象作为FBO的颜色缓冲区,可以通过glTexSubImage2D函数直接将图像数据更新到颜色缓冲区中,全部或者局部,功能跟glDrawPixels完全一致,避免走OpenGL流水线。

2)在手机上效率优先,建议不要直接使用glReadPixels函数,可以参考ogl_fbo_pbo_readback示例。
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用MFC VC++实现的时钟源代码 // MFCFrame1View.cpp : implementation of the CMFCFrame1View class // #include "stdafx.h" #include "MFCFrame1.h" #include "MFCFrame1Doc.h" #include "MFCFrame1View.h" #include "PointDialog.h" #include "math.h" GLUquadricObj *objCylinder = gluNewQuadric(); #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CMFCFrame1View IMPLEMENT_DYNCREATE(CMFCFrame1View, CView) BEGIN_MESSAGE_MAP(CMFCFrame1View, CView) //{{AFX_MSG_MAP(CMFCFrame1View) ON_WM_CREATE() ON_WM_DESTROY() ON_WM_SIZE() ON_COMMAND(IDM_ZIXUAN, OnZixuan) ON_WM_TIMER() ON_COMMAND(IDM_ChangDirect, OnChangDirect) //}}AFX_MSG_MAP // Standard printing commands ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint) ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint) ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview) END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CMFCFrame1View construction/destruction CMFCFrame1View::CMFCFrame1View() { // TODO: add construction code here this->m_GLPixelIndex = 0; this->m_hGLContext = NULL; Angle1=0.0; Angle2=30.0; Timer=0; x=0.0; z=0.0; juli=40.0; } CMFCFrame1View::~CMFCFrame1View() { } BOOL CMFCFrame1View::PreCreateWindow(CREATESTRUCT& cs) { // TODO: Modify the Window class or styles here by modifying // the CREATESTRUCT cs cs.style |= (WS_CLIPCHILDREN | WS_CLIPSIBLINGS); return CView::PreCreateWindow(cs); } ///////////////////////////////////////////////////////////////////////////// // CMFCFrame1View drawing ///////////////////////////////////////////////////////////////////////////// // CMFCFrame1View printing BOOL CMFCFrame1View::OnPreparePrinting(CPrintInfo* pInfo) { // default preparation return DoPreparePrinting(pInfo); } void CMFCFrame1View::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) { // TODO: add extra initialization before printing } void CMFCFrame1View::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) { // TODO: add cleanup after printing } ///////////////////////////////////////////////////////////////////////////// // CMFCFrame1View diagnostics #ifdef _DEBUG void CMFCFrame1View::AssertValid() const { CView::AssertValid(); } void CMFCFrame1View::Dump(CDumpContext& dc) const { CView::Dump(dc); } CMFCFrame1Doc* CMFCFrame1View::GetDocument() // non-debug version is inline { ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMFCFrame1Doc))); return (CMFCFrame1Doc*)m_pDocument; } #endif //_DEBUG ///////////////////////////////////////////////////////////////////////////// // CMFCFrame1View message handlers BOOL CMFCFrame1View::SetWindowPixelFormat(HDC hDC) { PIXELFORMATDESCRIPTOR pixelDesc= { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL| PFD_DOUBLEBUFFER|PFD_SUPPORT_GDI, PFD_TYPE_RGBA, 24, 0,0,0,0,0,0, 0, 0, 0, 0,0,0,0, 32, 0, 0, PFD_MAIN_PLANE, 0, 0,0,0 }; this->m_GLPixelIndex = ChoosePixelFormat(hDC,&pixelDesc); if(this->m_GLPixelIndex==0) { this->m_GLPixelIndex = 1; if(DescribePixelFormat(hDC,this->m_GLPixelIndex,sizeof(PIXELFORMATDESCRIPTOR),&pixelDesc)==0) { return FALSE; } } if(SetPixelFormat(hDC,this->m_GLPixelIndex,&pixelDesc)==FALSE) { return FALSE; } return TRUE; } int CMFCFrame1View::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (CView::OnCreate(lpCreateStruct) == -1) return -1; // TODO: Add your specialized creation code here HWND hWnd = this->GetSafeHwnd(); HDC hDC = ::GetDC(hWnd); if(this->SetWindowPixelFormat(hDC)==FALSE) { return 0; } if(this->CreateViewGLContext(hDC)==FALSE) { return 0; } return 0; } BOOL CMFCFrame1View::CreateViewGLContext(HDC hDC) { this->m_hGLContext = wglCreateContext(hDC); if(this->m_hGLContext==NULL) {//创建失败 return FALSE; } if(wglMakeCurrent(hDC,this->m_hGLContext)==FALSE) {//选为当前RC失败 return FALSE; } return TRUE; } void CMFCFrame1View::OnDestroy() { CView::OnDestroy(); // TODO: Add your message handler code here if(wglGetCurrentContext()!=NULL) { wglMakeCurrent(NULL,NULL); } if(this->m_hGLContext!=NULL) { wglDeleteContext(this->m_hGLContext); this->m_hGLContext = NULL; } } void CMFCFrame1View::OnSize(UINT nType, int cx, int cy) { CView::OnSize(nType, cx, cy); // TODO: Add your message handler code here GLsizei width,height; GLdouble aspect; width = cx; height = cy; if(cy==0) { aspect = (GLdouble)width; } else { aspect = (GLdouble)width/(GLdouble)height; } glViewport(0,0,width,height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(40.0,aspect,5.0,1000.0); } void CMFCFrame1View::OnDraw(CDC* pDC) { CMFCFrame1Doc* pDoc = GetDocument(); ASSERT_VALID(pDoc); // TODO: add draw code for native data here CPaintDC dc(this); glClearColor(1.0,1.0,1.0,1.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0,0.0,10.0,0.0,0.0,0.0,0.0,1.0,0.0); glRotatef(-90.0,1.0,0.0,0.0);/*返回原坐标*/ glTranslatef(-3.0,0.0,0.0); SwapBuffers(dc.m_ps.hdc); glDrawBuffer (GL_BACK); glFlush(); } void CMFCFrame1View::OnZixuan() { // TODO: Add your command handler code here Timer=1; SetTimer(1,100,NULL); } void CMFCFrame1View::OnTimer(UINT nIDEvent) { // TODO: Add your message handler code here and/or call default CPaintDC dc(this); if (Timer==1) { Angle1=Angle1-1; Angle2=Angle2-1; glClearColor(1.0,1.0,1.0,1.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_MODELVIEW);/**/ glLoadIdentity(); gluLookAt(0.0,20.0,0.000000001,0.0,0.0,0.0,0.0,1.0,0.0); glPushMatrix(); glColor3f(0.7,0.7,0.7); glTranslatef(0.0,0.0,1.1); glRotatef(-90.0,1.0,0.0,0.0); glutSolidCone(5.0,0.0,60.0,60.0); /*底盘*/ glPopMatrix(); glPushMatrix(); glColor3f(0.0,0.0,0.0); glTranslatef(3.9,0.99,1.0); /*刻度*/ glRotatef(90.0,0.0,1.0,0.0); gluCylinder(objCylinder, 0.05, 0.05, 0.8, 9999, 9); glPopMatrix(); glPushMatrix(); glColor3f(0.0,0.0,0.0); glTranslatef(-4.7,0.99,1.0); /*刻度*/ glRotatef(90.0,0.0,1.0,0.0); gluCylinder(objCylinder,0.05, 0.05, 0.8, 9999, 9); glPopMatrix(); glPushMatrix(); glColor3f(0.0,0.0,0.0); glTranslatef(0.0,0.99,-2.9); /*刻度*/ glRotatef(180.0,0.0,1.0,0.0); gluCylinder(objCylinder,0.05, 0.05, 0.8, 9999, 9); glPopMatrix(); glPushMatrix(); glColor3f(0.0,0.0,0.0); glTranslatef(0.0,0.99,5.8); /*刻度*/ glRotatef(180.0,0.0,1.0,0.0); gluCylinder(objCylinder,0.05, 0.05,0.8, 9999, 9); glPopMatrix(); glPushMatrix(); glColor3f(0.0,1.0,0.0); glRotatef(45.0,0.0,1.0,0.0); glTranslatef(-0.67,0.99,0.7); /*时针*/ glRotatef(Angle1/129600,0.0,1.0,0.0); gluCylinder(objCylinder, 0.07, 0.02, 2.5, 9999, 9); glPopMatrix(); glPushMatrix(); glColor3f(1.0,0.0,0.0); glTranslatef(0.0,0.99,1.0); /*分针*/ glRotatef(Angle2/360,0.0,1.0,0.0); gluCylinder(objCylinder, 0.05, 0.02, 3.5, 9999, 9); glPopMatrix(); glPushMatrix(); glColor3f(0.0,0.0,0.5); glTranslatef(0.0,0.99,1.0); /*秒针*/ glRotatef(Angle1,0.0,1.0,0.0); gluCylinder(objCylinder, 0.07, 0.02, 4.5, 9999, 9); glPopMatrix(); SwapBuffers(dc.m_ps.hdc); glDrawBuffer (GL_BACK); glFlush(); } else if(Timer==2) { glClearColor(1.0,1.0,1.0,1.0); glClear(GL_COLOR_BUFFER_BIT); if (juli>12.0) { glMatrixMode(GL_MODELVIEW);/*建立了从世界坐标系到观察坐标系的转换矩阵*/ glLoadIdentity(); gluLookAt(0.0,8.0,juli,0.0,0.0,0.0,0.0,1.0,0.0); juli=juli-0.1; glPushMatrix(); glColor3f(0.0,0.0,0.0); glRotatef(-90.0,1.0,0.0,0.0); glutWireCone(40.0,0.0,30.0,30.0); /*画高度为0的圆锥*/ glPopMatrix(); glPushMatrix(); glColor3f(1.0,0.0,1.0); glLineWidth(4.0); glTranslatef(4.0,1.0,0.0); glutWireOctahedron(); /*画八面体*/ glLineWidth(1.0); glPopMatrix(); glPushMatrix(); glColor3f(1.0,0.0,1.0); glTranslatef(0.0,1.1,0.0); glRotatef(Angle2,0.0,1.0,0.0); gluCylinder(objCylinder, 1.0, 1.0, 10.0, 9999, 9); /*画壶*/ glPopMatrix(); } else if(juli<=12.0) { Angle2=Angle2+0.01; if (Angle2==360.0) Angle2=0.0; glMatrixMode(GL_MODELVIEW);/*建立了从世界坐标系到观察坐标系的转换矩阵*/ glLoadIdentity(); x=12.0*sin(Angle2); z=12.0*cos(Angle2); gluLookAt(x,5.0,z,0.0,0.0,0.0,0.0,1.0,0.0); glPushMatrix(); glColor3f(0.0,0.0,0.0); glRotatef(-90.0,1.0,0.0,0.0); glutWireCone(40.0,0.0,30.0,30.0); /*画高度为0的圆锥*/ glPopMatrix(); glPushMatrix(); glColor3f(1.0,0.0,1.0); glLineWidth(4.0); glTranslatef(4.0,1.0,0.0); glutWireOctahedron(); /*画八面体*/ glLineWidth(1.0); glPopMatrix(); glPushMatrix(); glColor3f(1.0,0.0,1.0); glTranslatef(0.0,1.1,0.0); gluCylinder(objCylinder, 1.0, 1.0, 10.0, 9999, 9); /*画壶*/ glPopMatrix(); } SwapBuffers(dc.m_ps.hdc); glDrawBuffer (GL_BACK); glFlush(); } CView::OnTimer(nIDEvent); } void CMFCFrame1View::OnChangDirect() { // TODO: Add your command handler code here Timer=2; SetTimer(1,100 ,NULL); }

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