opengl如何离屏渲染EGL图像,输入为一张图片
时间: 2024-03-05 16:48:24 浏览: 92
要将一张图片进行离屏渲染,我们需要将图片作为纹理绑定到OpenGL中,并在离屏上下文中进行渲染。下面是一个简单的示例代码,说明如何使用EGL进行离屏渲染一张图片:
```c++
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <opencv2/opencv.hpp>
void RenderOffscreen(cv::Mat& image)
{
// 创建EGLDisplay
EGLDisplay eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
EGLint major, minor;
eglInitialize(eglDisplay, &major, &minor);
// 配置EGLContext属性
EGLint contextAttribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
// 创建EGLContext
EGLConfig config;
EGLint numConfigs;
EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
eglChooseConfig(eglDisplay, attribs, &config, 1, &numConfigs);
EGLSurface eglSurface = eglCreatePbufferSurface(eglDisplay, config, NULL);
EGLContext eglContext = eglCreateContext(eglDisplay, config, NULL, contextAttribs);
// 绑定EGLContext和EGLSurface
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
// 将图像转换为OpenGL纹理
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.cols, image.rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 在离屏上下文中进行渲染
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 绘制纹理
GLfloat vertices[] = {
-1.0f, 1.0f, 0.0f, // 左上角
1.0f, 1.0f, 0.0f, // 右上角
-1.0f, -1.0f, 0.0f, // 左下角
1.0f, -1.0f, 0.0f // 右下角
};
GLfloat texcoords[] = {
0.0f, 1.0f, // 左上角
1.0f, 1.0f, // 右上角
0.0f, 0.0f, // 左下角
1.0f, 0.0f // 右下角
};
GLuint indices[] = { 0, 1, 2, 3 };
GLuint program = CreateProgram(vertexShaderSource, fragmentShaderSource);
glUseProgram(program);
GLuint positionHandle = glGetAttribLocation(program, "a_Position");
GLuint texcoordHandle = glGetAttribLocation(program, "a_Texcoord");
GLuint textureHandle = glGetUniformLocation(program, "u_Texture");
glEnableVertexAttribArray(positionHandle);
glVertexAttribPointer(positionHandle, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(texcoordHandle);
glVertexAttribPointer(texcoordHandle, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
glUniform1i(textureHandle, 0);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, indices);
// 将渲染结果保存到文件或内存中
// ...
// 解绑EGLContext和EGLSurface
eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
// 销毁EGLContext和EGLSurface
eglDestroySurface(eglDisplay, eglSurface);
eglDestroyContext(eglDisplay, eglContext);
// 终止EGLDisplay
eglTerminate(eglDisplay);
}
int main()
{
// 读取图像
cv::Mat image = cv::imread("test.jpg", cv::IMREAD_UNCHANGED);
// 在主上下文中进行渲染
// ...
// 在离屏上下文中进行渲染
RenderOffscreen(image);
return 0;
}
```
在上面的示例代码中,我们使用EGL创建一个离屏上下文和表面,将图像作为纹理绑定到OpenGL中,使用glDrawElements()函数在离屏上下文中进行渲染,然后将渲染结果保存到文件或内存中。最后,我们销毁离屏上下文和表面,终止EGLDisplay。
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