首先说一下做这个功能的原因,是在应用里,有一个渲染线程,负责渲染出图,将最终的画面以texture形式传递给另一个线程,后者会再进行一些处理,然后渲染到屏幕上。那么在最后显示出来画面偶尔有花屏撕裂的现象,这样就需要确认问题出在哪一步。所以想要在中间把texture保存成图片检查一下。
实现这个功能主要依赖函数 glReadPixels(),它可以把gpu里的像素值读取到cpu内存中,这样才有可能保存下来。
另外一个关键点是,如何把RGBA格式的像素值写成BMP格式的文件。
接下来说实现步骤,首先需要绑定framebuffer,以及要读取的texture。
glBindFramebuffer(GL_FRAMEBUFFER, m_uSpareFbId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0);
然后 glReadBuffer(), glReadPixels(), 这里以宽高为 1920 * 1920 为例。
int width = 1920;
int height = 1920;
glReadBuffer ( GL_COLOR_ATTACHMENT0 );
GLint readType, readFormat;
GLubyte *pixels;
glGetIntegerv ( GL_IMPLEMENTATION_COLOR_READ_TYPE, &readType );
glGetIntegerv ( GL_IMPLEMENTATION_COLOR_READ_FORMAT, &readFormat );
unsigned int bytesPerPixel = 0;
switch ( readType )
case GL_UNSIGNED_BYTE:
case GL_BYTE:
switch ( readFormat )
case GL_RGBA:
bytesPerPixel = 4;
break;
case GL_RGB:
case GL_RGB_INTEGER:
bytesPerPixel = 3;
break;
case GL_RG:
case GL_RG_INTEGER:
case GL_LUMINANCE_ALPHA:
bytesPerPixel = 2;
break;
case GL_RED:
case GL_RED_INTEGER:
case GL_ALPHA:
case GL_LUMINANCE:
bytesPerPixel = 1;
break;
default:
break;
break;
case GL_FLOAT:
case GL_UNSIGNED_INT:
case GL_INT:
switch ( readFormat )
case GL_RGBA:
case GL_RGBA_INTEGER:
bytesPerPixel = 16;
break;
case GL_RGB:
case GL_RGB_INTEGER:
bytesPerPixel = 12;
break;
case GL_RG:
case GL_RG_INTEGER:
bytesPerPixel = 8;
break;
case GL_RED:
case GL_RED_INTEGER:
case GL_DEPTH_COMPONENT:
bytesPerPixel = 4;
break;
default:
break;
break;
case GL_HALF_FLOAT:
case GL_UNSIGNED_SHORT:
case GL_SHORT:
switch ( readFormat )
case GL_RGBA:
case GL_RGBA_INTEGER:
bytesPerPixel = 8;
break;
case GL_RGB:
case GL_RGB_INTEGER:
bytesPerPixel = 6;
break;
case GL_RG:
case GL_RG_INTEGER:
bytesPerPixel = 4;
break;
case GL_RED:
case GL_RED_INTEGER:
bytesPerPixel = 2;
break;
default:
break;
break;
case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: // GL_DEPTH_STENCIL
bytesPerPixel = 8;
break;
// GL_RGBA, GL_RGBA_INTEGER format
case GL_UNSIGNED_INT_2_10_10_10_REV:
case GL_UNSIGNED_INT_10F_11F_11F_REV: // GL_RGB format
case GL_UNSIGNED_INT_5_9_9_9_REV: // GL_RGB format
case GL_UNSIGNED_INT_24_8: // GL_DEPTH_STENCIL format
bytesPerPixel = 4;
break;
case GL_UNSIGNED_SHORT_4_4_4_4: // GL_RGBA format
case GL_UNSIGNED_SHORT_5_5_5_1: // GL_RGBA format
case GL_UNSIGNED_SHORT_5_6_5: // GL_RGB format
bytesPerPixel = 2;
break;
default:
break;
pixels = ( GLubyte* ) malloc ( width * height * bytesPerPixel );
glReadPixels ( 0, 0, width, height, readFormat, readType, pixels );
然后就可以把数据写到图片文件里,最后记得清内存。
SaveBmp(frameCount,pixels,width,height);
free(pixels);
frameCount ++;
转换bmp文件的实现方法如下,关键就是文件头部信息的填写,填写错误的话最后就会打不开图片文件,详细规则还未深入研究。
这里还存在一点问题,原格式是rgba,最后查看图片发现颜色变了,应该是显示的bgra,还没弄明白,有大佬路过还望不吝赐教!
#define FILENAME_MAX 64
#define CAMERA_DUMP_FRM_LOCATION "/sdcard/rgb/"
static int frameCount = 0;
typedef struct /**** BMP file header structure ****/
unsigned int bfSize; /* Size of file */
unsigned short bfReserved1; /* Reserved */
unsigned short bfReserved2; /* ... */
unsigned int bfOffBits; /* Offset to bitmap data */
} BITMAPFILEHEADER;
typedef struct /**** BMP file info structure ****/
unsigned int biSize; /* Size of info header */
int biWidth; /* Width of image */
int biHeight; /* Height of image */
unsigned short biPlanes; /* Number of color planes */
unsigned short biBitCount; /* Number of bits per pixel */
unsigned int biCompression; /* Type of compression to use */
unsigned int biSizeImage; /* Size of image data */
int biXPelsPerMeter; /* X pixels per meter */
int biYPelsPerMeter; /* Y pixels per meter */
unsigned int biClrUsed; /* Number of colors used */
unsigned int biClrImportant; /* Number of important colors */
} BITMAPINFOHEADER;
void SaveBmp(uint32_t frameid, unsigned char *rgbbuf, int width, int height) {
BITMAPFILEHEADER bfh;
BITMAPINFOHEADER bih;
/* Magic number for file. It does not fit in the header structure due to alignment requirements, so put it outside */
unsigned short bfType = 0x4d42;
bfh.bfReserved1 = 0;
bfh.bfReserved2 = 0;
bfh.bfSize = 2 + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + width * height * 4;
bfh.bfOffBits = 0x36;
bih.biSize = sizeof(BITMAPINFOHEADER);
bih.biWidth = width;
bih.biHeight = height;
bih.biPlanes = 1;
bih.biBitCount = 32;
bih.biCompression = 0;
bih.biSizeImage = bih.biWidth * bih.biHeight * bih.biBitCount;
bih.biXPelsPerMeter = 5000;
bih.biYPelsPerMeter = 5000;
bih.biClrUsed = 0;
bih.biClrImportant = 0;
char buf[FILENAME_MAX];
memset(buf, 0, sizeof(buf));
snprintf(buf, sizeof(buf), CAMERA_DUMP_FRM_LOCATION "frame_%dX%d_%d.bmp",
width, height, frameid);
LOG(" jjj: %s,%d buf : %s", __FUNCTION__, __LINE__, buf);
int file_fd = open(buf, O_RDWR | O_CREAT, 0644);
if (file_fd < 0) {
printf("Could not write file\n");
return;
/*Write headers*/
write(file_fd, &bfType, sizeof(bfType));
write(file_fd, &bfh, sizeof(bfh));
write(file_fd, &bih, sizeof(bih));
ssize_t result = write(file_fd, rgbbuf, width * height * 4);
LOG(" jjj: %s,%d : written to file %s, result %ld", __FUNCTION__, __LINE__, buf,
result);
close(file_fd);
int [] oldFboId = new int[1];
GLES20.glGetIntegerv(GLES20.GL_FRAMEBUFFER_BINDING, IntBuffer.wrap(oldFboId));
int [] framebuffers = new int[1];
GLES20.g...
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static void save_texture(int texture_id, bool is_2d, int width, int height, std::string file_name) {
GLint old_fbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_fbo);
GLuint tmp_fbo;
glGenFramebuffers(1, &tmp_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, t