I am trying to do some OpenGL ES 2.0 rendering to an image file, independent of the rendering being shown on the screen to the user. The image I'm rendering to is a different size than the user's screen. I just need a byte array of GL_RGB data. I'm familiar with glReadPixels, but I don't think it would do the trick in this case since I'm not pulling from an already-rendered user screen.
Pseudocode:
// Switch rendering to another buffer (framebuffer? renderbuffer?)
// Draw code here
// Save byte array of rendered data GL_RGB to file
// Switch rendering back to user's screen.
How can I do this without interrupting the user's display? I'd rather not have to flicker the user's screen, drawing my desired information for a single frame, glReadPixel-ing and then having it disappear.
Again, I don't want it to show anything to the user. Here's my code. Doesn't work.. am I missing something?
unsigned int canvasFrameBuffer;
bglGenFramebuffers(1, &canvasFrameBuffer);
bglBindFramebuffer(BGL_RENDERBUFFER, canvasFrameBuffer);
unsigned int canvasRenderBuffer;
bglGenRenderbuffers(1, &canvasRenderBuffer);
bglBindRenderbuffer(BGL_RENDERBUFFER, canvasRenderBuffer);
bglRenderbufferStorage(BGL_RENDERBUFFER, BGL_RGBA4, width, height);
bglFramebufferRenderbuffer(BGL_FRAMEBUFFER, BGL_COLOR_ATTACHMENT0, BGL_RENDERBUFFER, canvasRenderBuffer);
unsigned int canvasTexture;
bglGenTextures(1, &canvasTexture);
bglBindTexture(BGL_TEXTURE_2D, canvasTexture);
bglTexImage2D(BGL_TEXTURE_2D, 0, BGL_RGB, width, height, 0, BGL_RGB, BGL_UNSIGNED_BYTE, 0);
bglFramebufferTexture2D(BGL_FRAMEBUFFER, BGL_COLOR_ATTACHMENT0, BGL_TEXTURE_2D, canvasTexture, 0);
Matrix::matrix_t identity;
Matrix::LoadIdentity(&identity);
bglClearColor(1.0f, 1.0f, 1.0f, 1.0f);
bglClear(BGL_COLOR_BUFFER_BIT);
Draw(&identity, &identity, this);
bglFlush();
bglFinish();
byte *buffer = (byte*)Z_Malloc(width * height * 4, ZT_STATIC);
bglReadPixels(0, 0, width, height, BGL_RGB, BGL_UNSIGNED_BYTE, buffer);
SaveTGA("canvas.tga", buffer, width, height);
Z_Free(buffer);
// unbind frame buffer
bglBindRenderbuffer(BGL_RENDERBUFFER, 0);
bglBindFramebuffer(BGL_FRAMEBUFFER, 0);
bglDeleteTextures(1, &canvasTexture);
bglDeleteRenderbuffers(1, &canvasRenderBuffer);
bglDeleteFramebuffers(1, &canvasFrameBuffer);
Android includes support for high performance 2D and 3D graphics with the Open Graphics Library (OpenGL®), specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that specifies a standard software interface for 3D graphics processing hardware.
OpenGL ES (Embedded Systems) is a stripped down version of OpenGL. There are a lot of differences between those two and if you want to go way into the details, then you can read this 128 specification paper. But ES is a subset of OpenGL so all ES apps work on non ES systems but not the opposite.
The OpenGL method can be used to generate multiple handles at the same time; here we generate just one. Once we have a texture handle, we use it to load the texture.
Here's the solution, for anybody who needs it:
// Create framebuffer
unsigned int canvasFrameBuffer;
glGenFramebuffers(1, &canvasFrameBuffer);
glBindFramebuffer(GL_RENDERBUFFER, canvasFrameBuffer);
// Attach renderbuffer
unsigned int canvasRenderBuffer;
glGenRenderbuffers(1, &canvasRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, canvasRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, canvasRenderBuffer);
// Clear the target (optional)
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw whatever you want here
char *buffer = (char*)malloc(width * height * 3);
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
SaveTGA("canvas.tga", buffer, width, height); // Your own function to save the image data to a file (in this case, a TGA)
free(buffer);
// unbind frame buffer
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteRenderbuffers(1, &canvasRenderBuffer);
glDeleteFramebuffers(1, &canvasFrameBuffer);
You can render to a texture, read the pixels and draw a quad with that texture (if you want to show that to the user). It should not flicker but it degrades performance obviously.
On iOS for example:
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