openGL学习笔记四十:获取屏幕数据并保存为图片

   获取当前屏幕、FBO、PBuffer中的数据。

相关函数:

glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, data); //读取屏幕区域数据 到data数组中

代码如下:

FrameBufferObject.h 文件

#pragma once

#include <GL/glew.h>

class   FrameBufferObject
{
public:
    unsigned    _width;
    unsigned    _height;
    unsigned    _FBOID;
    unsigned    _RBOID;

public:
	// 建立
    bool setup(int w, int h);

    void begin(GLuint textureId);

    void end();

	// 销毁
    void destroy();
};

FrameBufferObject.cpp 文件

#include "FrameBufferObject.h"

bool FrameBufferObject::setup(int w, int h) {
	_width  =   w;
	_height =   h;
	glGenFramebuffers(1, &_FBOID); //产生一个fbo对象
	glBindFramebuffer(GL_FRAMEBUFFER, _FBOID); //绑定 告诉opengl这是一个framebuffer

	glGenRenderbuffers(1, &_RBOID); //产生一个reader buffer 绘制使用
	glBindRenderbuffer(GL_RENDERBUFFER, _RBOID); // 告诉opengl这是一个reader buffer
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _width, _height);  //设置readerbuff 16位深度 及 宽高 --- 即建立一张图片 图片每个像素16位深度 并设置图片宽高

	glBindRenderbuffer(GL_RENDERBUFFER, 0);

	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _RBOID); //关联readerbuff 和 framebuff 这里只关联了深度 因为颜色缓冲区在后面关联到一个纹理上

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	return  true;
}

//fbo支持直接将数据绘制到纹理上

//begin() 告诉opengl 下面所有的绘制是在fbo上进行的
void FrameBufferObject::begin(GLuint textureId) {
	glBindFramebuffer(GL_FRAMEBUFFER, _FBOID);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0); //颜色缓冲区 关联一个2d纹理 纹理id为textureId,后面颜色数据将存储到这个纹理中
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _RBOID); //
}

//end() 告诉opengl 绘制切换回主窗口
void FrameBufferObject::end() {
	glBindFramebuffer(GL_FRAMEBUFFER, 0); 
}

void FrameBufferObject::destroy() {
	glDeleteFramebuffers(1, &_FBOID);
	glDeleteRenderbuffers(1, &_RBOID);
	_RBOID  =   0;
	_FBOID  =   0;
}

mian.cpp


/*
* 例子演示获取 FBO、屏幕上的数据并保存到图片中
*/

#define GLEW_STATIC
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <memory.h>

#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include "FreeImage.h"

#include "FrameBufferObject.h"

#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"" )  //这行是取消显示控制台

char szTitle[64] = "opengl view";

// Window dimensions    
const GLuint WIDTH = 800, HEIGHT = 600;

FrameBufferObject   _fbo;
GLuint              _textureId;


static bool save(int w, int h, char* data, size_t length) {

	FIBITMAP*   bitmap  =   FreeImage_Allocate(w, h, 32, 0, 0, 0);

	BYTE*       pixels  =   (BYTE*)FreeImage_GetBits(bitmap);

	memcpy(pixels, data, w * h * 4);
	bool    bSuccess = FreeImage_Save(FIF_PNG, bitmap, "../res/fbosave.png", PNG_DEFAULT);
	FreeImage_Unload(bitmap);
	return  bSuccess;
}


static void error_callback(int error, const char* description) {
	fputs(description, stderr);
}

static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
	if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
		glfwSetWindowShouldClose(window, GL_TRUE);

	//if (key == GLFW_KEY_S && action == GLFW_PRESS) {
	//	unsigned char*   data =  new unsigned char[WIDTH * HEIGHT * 4];
	//	memset(data, 0, WIDTH * HEIGHT * 4);
	//	glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, data); //读取屏幕区域数据 
	//	save(WIDTH, HEIGHT, (char*)data, WIDTH * HEIGHT * 4); //数据保存到一张图片
	//	delete[]data;
	//}
}


//顶点数据
struct Vertex {
	float x, y, z;
	float u, v;
	float r, g, b;
};

Vertex g_cubeVertices[] =
{
	{ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
	{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f },
	{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
	{ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f },

	{ -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
	{ -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f },
	{ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
	{ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f },

	{ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f },
	{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f },
	{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
	{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f },

	{ -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
	{ 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f },
	{ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f },
	{ -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f },

	{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f },
	{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
	{ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f },
	{ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },

	{ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f },
	{ -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
	{ -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f },
	{ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f }
};

//纹理ID
GLuint  _texture;
GLuint  _vbo;

static unsigned createTexture(int w, int h, const void* data, GLenum type) {
	unsigned    texId;
	glGenTextures(1, &texId);
	glBindTexture(GL_TEXTURE_2D, texId);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glTexImage2D(GL_TEXTURE_2D, 0, type, w, h, 0, type, GL_UNSIGNED_BYTE, data);


	return  texId;
}
/**
*   使用FreeImage加载图片
*/
static unsigned createTextureFromImage(const char* fileName) {
	//1 获取图片格式
	FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(fileName, 0);
	if(fifmt == FIF_UNKNOWN) {
		return  0;
	}
	//2 加载图片
	FIBITMAP    *dib = FreeImage_Load(fifmt, fileName, 0);

	FREE_IMAGE_COLOR_TYPE type = FreeImage_GetColorType(dib);

	//! 获取数据指针
	FIBITMAP*   temp = dib;
	dib = FreeImage_ConvertTo32Bits(dib);
	FreeImage_Unload(temp);

	BYTE*   pixels = (BYTE*)FreeImage_GetBits(dib);
	int     width = FreeImage_GetWidth(dib);
	int     height = FreeImage_GetHeight(dib);

	for(int i = 0; i < width * height * 4; i += 4) {
		BYTE temp = pixels[i];
		pixels[i] = pixels[i + 2];
		pixels[i + 2] = temp;
	}

	unsigned    res = createTexture(width, height, pixels, GL_RGBA);
	FreeImage_Unload(dib);
	return      res;
}



static void onInit() {
	_texture    =   createTextureFromImage("../res/1.jpg");

	//生成VBO ID _vbo
	glGenBuffers(1, &_vbo);
	//绑定一个ID为_vbo的 VBO 接下来的操作针对这个VBO
	glBindBuffer(GL_ARRAY_BUFFER, _vbo);
	// 把顶点数据g_cubeVertices 传输到VBO中
	glBufferData(GL_ARRAY_BUFFER, sizeof(g_cubeVertices), g_cubeVertices, GL_STATIC_DRAW);
	//绑定一个ID为0的 VBO 意思是取消绑定前面的VBO 为了避免影响后面的操作
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	_fbo.setup(640, 480);
	_textureId  = createTexture(_fbo._width, _fbo._height, 0, GL_RGBA); //创建的图片必须要和fbo一样大小


	glEnable(GL_TEXTURE_2D);
	//glEnable(GL_DEPTH_TEST);
}

static void onDestory() {
	// glDeleteTextures (GLsizei n, const GLuint *textures);
	// n 表示销毁几个纹理
	// 纹理id数据所在数组位置
	glDeleteTextures(1, &_texture); //销毁纹理 显存中释放纹理内存
	glDeleteBuffers(1, &_vbo);   //删除VBO 显存中释放VBO内存
}

static void readerCube(GLint texID) {

	glClearColor(0, 0, 0, 1);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(0.0f, 0.0f, -5);

	static float angle = 0;
	bool rot = true;
	if(rot) {
		glRotatef(angle,1,1,1);
		angle += 1;
	}

	//
	glBindTexture(GL_TEXTURE_2D, texID);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	//开始使用ID为 _vbo  的buffer 接下来的操作针对这个VBO
	glBindBuffer(GL_ARRAY_BUFFER, _vbo);

	//glEnable(GL_DEPTH_TEST);
	float* addrVertex = (float*)0; // 顶点位置数据为 vbo 开始位置 偏移为0
	float* uvAddress = (float*)12; // 顶点纹理数据为 vbo 偏移12字节位置 因为前面的x,y,z 三个float 3*4 = 12 字节 
	float* colorAddress = (float*)20; // 顶点颜色数据为 vbo 偏移20字节位置 因为前面的x,y,z,u,v 五个float 5*4 = 20 字节 

	//--------------元素个数---元素类型---元素之间的内存偏移---数据地址
	//OpenGL根据元素之间的内存偏移来计算下一个元素的位置。
	glVertexPointer(3, GL_FLOAT, sizeof(Vertex), addrVertex); //这个函数告诉opengl到指定显存位置addrVertex取顶点位置数据
	glColorPointer(3, GL_FLOAT, sizeof(Vertex), colorAddress); //这个函数告诉opengl到指定显存位置colorAddress取顶点颜色数据
	glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), uvAddress); //这个函数告诉opengl到指定显存位置uvAddress取顶点纹理数据

	glDrawArrays(GL_QUADS, 0, 24);

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}

// 绘制
static void render(GLFWwindow * window) {

	_fbo.begin(_textureId); 
	readerCube(_texture);

	//unsigned char*   data =   new unsigned char[_fbo._width * _fbo.height * 4];
	//memset(data, 0, _fbo._width * _fbo.height * 4);
	//glReadPixels(0, 0, _fbo._width, _fbo.height, GL_RGBA, GL_UNSIGNED_BYTE, data); //读取FBO区域数据 
	_fbo.end(); 

	readerCube(_textureId);

	static bool issave = false;
	if(!issave) {
		issave = true;
		unsigned char*   data =  new unsigned char[WIDTH * HEIGHT * 4];
		memset(data, 0, WIDTH * HEIGHT * 4);
		glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, data); //读取屏幕区域数据 到data数组中
		save(WIDTH, HEIGHT, (char*)data, WIDTH * HEIGHT * 4); //数据保存到一张图片
		delete[]data;
	}

	glfwSwapBuffers(window);
	glfwPollEvents();
}

int main(void) {
	GLFWwindow * window;

	glfwSetErrorCallback(error_callback);

	if(!glfwInit()) return -1;
	window = glfwCreateWindow(WIDTH, HEIGHT, szTitle, NULL, NULL);
	if(!window) {
		glfwTerminate();
		exit(EXIT_FAILURE);
	}

	glfwMakeContextCurrent(window);
	glfwSetKeyCallback(window, key_callback);

	glewExperimental = GL_TRUE;
	glewInit();
	onInit();
	glViewport(0, 0, WIDTH, HEIGHT); //设置opengl视口 即看到的显示区域

	glMatrixMode(GL_PROJECTION); //设置当前操作的是投影矩阵队列
	glLoadIdentity(); //将队列最上层的一个投影矩阵清空成单位矩阵
	//gluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar);
	//fovy 角度 视角
	//aspect 宽高比
	//zNear 近裁剪面
	//zFar  远裁剪面
	gluPerspective(60, double(WIDTH) / double(HEIGHT), 0.1, 1000);//产生一个新的投影矩阵并和上面的投影矩阵列表最上面单位矩阵相乘,实际上就是产生一个投影矩阵并放到投影矩阵列表的最上面 

	while(!glfwWindowShouldClose(window)) {
		render(window);
	}

	onDestory();
	glfwDestroyWindow(window);

	glfwTerminate();
	return 0;
}

运行结果:

在这里插入图片描述

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