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How to restore a GL_RENDERBUFFER?

I am working on storing and restoring my OpenGL ES based application's state.

I have a function to save the GL_RENDERBUFFER to dump the data with the following code:

glBindFramebuffer(GL_FRAMEBUFFER, fboTextureBufferData.framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, fboTextureBufferData.colorbuffer);

GLint x = 0, y = 0, width2 = backingWidth, height2 = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));

// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);

I don't see a glWritePixels function. What is the best way to repopulate the GL_RENDERBUFFER with the GLubyte data populated above? An example would be greatly appreciated.

EDIT 3:

Here is how I am attempting to configure the texture render buffer, and the function used to draw it. As noted in the code, if I specify GL_COLOR_ATTACHMENT1 for the glFramebufferTexture2D parameter, the stored pixel data is restored but I can't get any updates to draw. But if I use GL_COLOR_ATTACHMENT0 instead, I get drawing updates but no pixel data restored.

I have tried various combinations (for instance also using GL_COLOR_ATTACHMENT1 for the glFramebufferRenderbuffer parameter) but then I get an invalid frame buffer error when attempting to render. It seems I am so close, but can't figure out how to get them both restoring and rendering working together.

- (bool)configureRenderTextureBuffer {

    [EAGLContext setCurrentContext:context];

    glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
    [context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];

    glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
    [context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];

    glGenFramebuffers(1, &fboTextureBufferData.framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, fboTextureBufferData.framebuffer);

    glGenRenderbuffers(1, &fboTextureBufferData.colorbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, fboTextureBufferData.colorbuffer);

    glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, backingWidth, backingHeight);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fboTextureBufferData.colorbuffer);

    // Generate texture name, stores in .textureID
    glGenTextures(1, &fboTextureBufferData.textureID);

    glBindTexture(GL_TEXTURE_2D, fboTextureBufferData.textureID);

    ////////////////// Read Existing texture data //////////////////
    NSString *dataPath = [TDTDeviceUtilitesLegacy documentDirectory]; //This just returns the app's document directory
    NSData *data = [NSData dataWithContentsOfFile:[NSString stringWithFormat:@"%@/buffer.data", dataPath]];
    GLubyte *pixelData = (GLubyte*)[data bytes];

    // If I use GL_COLOR_ATTACHMENT1 here, my existing pixel data is restored
    // but no drawing occurs. If I use GL_COLOR_ATTACHMENT0, then data isn't
    // restored but drawing updates work
    glFramebufferTexture2D ( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fboTextureBufferData.textureID, 0 );

    // Populate with existing data
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, backingWidth, backingHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixelData[0]); //&image[0]

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
    if(status != GL_FRAMEBUFFER_COMPLETE) {
        NSLog(@"failed to make complete render texture framebuffer object %x", status);
        return false;
    }

    return true;
}

Here is the code for rendering. The viewFramebuffer is attached to GL_COLOR_ATTACHMENT0 and is used so the texture frame buffer can be zoomed and positioned inside the view.

- (void)renderTextureBuffer {

    //Bind the texture frame buffer, if I don't use this, I can't get it to draw
    //glBindFramebuffer(GL_FRAMEBUFFER, fboTextureBufferData.framebuffer);

    //If I use this instead of binding the framebuffer above, I get no drawing and black background
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTextureBufferData.textureID, 0);

    renderParticlesToTextureBuffer();

    //Bind the view frame buffer.
    glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);

    drawFboTexture();

    [context presentRenderbuffer:GL_RENDERBUFFER];
}
like image 533
Jeshua Lacock Avatar asked Sep 11 '16 03:09

Jeshua Lacock


1 Answers

If you need to write data directly to a render target, using a renderbuffer is not a good option. In this case, it's much better to use a texture instead.

Using a texture as a FBO attachment works very similarly to using a renderbuffer. Where you currently use glRenderbufferStorage() to allocate a renderbuffer of the needed dimensions, you create a texture instead, and allocate its storage with:

GLuint texId = 0;
glGenTextures(1, &texId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
    GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, 0);

Then you attach it to the framebuffer with:

glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);

Now, if you later want to fill your render target with data, you can simply call glTexImage2D() again, or even better glTexSubImage2D() if the size is unchanged, to do that.

like image 61
Reto Koradi Avatar answered Sep 22 '22 19:09

Reto Koradi