PBO(Pixel Buffer Object):
opengl2.0之后才有的,PBO设计的目的就是快速地向显卡传输数据,或者从显卡读取数据,我们可以使用它更加高效的读取屏幕数据。
单个PBO读取屏幕数据效率大概和 glReadPixels() 差不多,双PBO交换读取效率会很高。原因是使用PBO时,屏幕上的数据不是读取到内存,而是从显卡读到PBO中,或者如果内部机制是读取到内存中,但这也是由DMA 控制器来完成的,而不是cpu指令来做的,再加上两个PBO交换使用,所以读取效率很高。
还可以使用PBO 高效读取内存数据(比如纹理)到显存中。
相关函数:
glGenBuffers(2, _pbo); //创建两个个pbo 存储屏幕数据 创建一个pbo时在内存和显存都有一份 共两份(一个PBO)
glBindBuffer(GL_PIXEL_PACK_BUFFER, _pbo[0]); //绑定
glBufferData(GL_PIXEL_PACK_BUFFER, WIDTH * HEIGHT * 4, 0, GL_STREAM_READ); //分配显存空间
...
// DMA
glBindBuffer(GL_PIXEL_PACK_BUFFER, _pbo[_DMA]); //指定pbo
glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, 0); //把屏幕数据读取到上面绑定的pbo中 (注意:最后一个参数为0)
glBindBuffer(GL_PIXEL_PACK_BUFFER, _pbo[_READ]); //指定pbo
void* data = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); //做一个map映射把PBO的数据和内存的data指针进行关联
if(data) {
save(WIDTH, HEIGHT, (char*)data, WIDTH * HEIGHT * 4);
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER); //取消映射
代码如下:
main.cpp
/*
* 例子演示使用两个PBO 交互获取 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 <algorithm>
#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;
GLuint _pbo[2];
int _DMA = 0;
int _READ = 1;
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/pbosave.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);
glGenBuffers(2, _pbo); //创建两个个pbo 存储屏幕数据 创建一个pbo时在内存和显存都有一份 共两份(一个PBO)
glBindBuffer(GL_PIXEL_PACK_BUFFER, _pbo[0]); //绑定
glBufferData(GL_PIXEL_PACK_BUFFER, WIDTH * HEIGHT * 4, 0, GL_STREAM_READ); //分配显存空间
glBindBuffer(GL_PIXEL_PACK_BUFFER, _pbo[1]); //绑定
glBufferData(GL_PIXEL_PACK_BUFFER, WIDTH * HEIGHT * 4, 0, GL_STREAM_READ); //分配显存空间
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); //解绑
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) {
readerCube(_texture);
static bool issave = false;
if(!issave) {
//issave = true;
// DMA
glBindBuffer(GL_PIXEL_PACK_BUFFER, _pbo[_DMA]); //指定pbo
glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, 0); //把屏幕数据读取到上面绑定的pbo中 (注意:最后一个参数为0)
glBindBuffer(GL_PIXEL_PACK_BUFFER, _pbo[_READ]); //指定pbo
void* data = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); //做一个map映射把PBO的数据和内存的data指针进行关联
if(data) {
save(WIDTH, HEIGHT, (char*)data, WIDTH * HEIGHT * 4);
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER); //取消映射
std::swap(_DMA, _READ);
}
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;
}