glfw/examples/PBO/main.cpp
2017-09-20 14:46:24 +08:00

960 lines
30 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// main.cpp
// ========
// testing Pixel Buffer Object for packing (read-back) pixel data from
// framebuffer to a PBO using GL_ARB_pixel_buffer_object extension
//
// AUTHOR: Song Ho Ahn (song.ahn@gmail.com)
// CREATED: 2007-11-30
// UPDATED: 2014-05-13
///////////////////////////////////////////////////////////////////////////////
// in order to get function prototypes from glext.h, define GL_GLEXT_PROTOTYPES before including glext.h
#define GL_GLEXT_PROTOTYPES
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "glext.h"
#include <iostream>
#include <sstream>
#include <iomanip>
#include <cstdlib>
#include <cstring>
#include "glInfo.h" // glInfo struct
#include "Timer.h"
// GLUT CALLBACK functions ////////////////////////////////////////////////////
void displayCB();
void displayFirstCB();
void reshapeCB(int w, int h);
void timerCB(int millisec);
void idleCB();
void keyboardCB(unsigned char key, int x, int y);
void mouseCB(int button, int stat, int x, int y);
void mouseMotionCB(int x, int y);
// CALLBACK function when exit() called ///////////////////////////////////////
void exitCB();
void initGL();
int initGLUT(int argc, char **argv);
bool initSharedMem();
void clearSharedMem();
void initLights();
void setCamera(float posX, float posY, float posZ, float targetX, float targetY, float targetZ);
void drawString(const char *str, int x, int y, float color[4], void *font);
void drawString3D(const char *str, float pos[3], float color[4], void *font);
void showInfo();
void showTransferRate();
void printTransferRate();
void draw();
void add(unsigned char* src, int width, int height, int shift, unsigned char* dst);
void toOrtho();
void toPerspective();
// constants
const int SCREEN_WIDTH = 256;
const int SCREEN_HEIGHT = 256;
const float CAMERA_DISTANCE = 5.0f;
const int CHANNEL_COUNT = 4;
const int DATA_SIZE = SCREEN_WIDTH * SCREEN_HEIGHT * CHANNEL_COUNT;
const GLenum PIXEL_FORMAT = GL_BGRA;
const int PBO_COUNT = 2;
// global variables
void *font = GLUT_BITMAP_8_BY_13;
GLuint pboIds[PBO_COUNT]; // IDs of PBOs
bool mouseLeftDown;
bool mouseRightDown;
float mouseX, mouseY;
float cameraAngleX;
float cameraAngleY;
float cameraDistance;
bool pboSupported;
bool pboUsed;
int drawMode = 0;
Timer timer, t1;
float readTime, processTime;
GLubyte* colorBuffer = 0;
// function pointers for PBO Extension
// Windows needs to get function pointers from ICD OpenGL drivers,
// because opengl32.dll does not support extensions higher than v1.1.
#ifdef _WIN32
PFNGLGENBUFFERSARBPROC pglGenBuffersARB = 0; // VBO Name Generation Procedure
PFNGLBINDBUFFERARBPROC pglBindBufferARB = 0; // VBO Bind Procedure
PFNGLBUFFERDATAARBPROC pglBufferDataARB = 0; // VBO Data Loading Procedure
PFNGLBUFFERSUBDATAARBPROC pglBufferSubDataARB = 0; // VBO Sub Data Loading Procedure
PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB = 0; // VBO Deletion Procedure
PFNGLGETBUFFERPARAMETERIVARBPROC pglGetBufferParameterivARB = 0; // return various parameters of VBO
PFNGLMAPBUFFERARBPROC pglMapBufferARB = 0; // map VBO procedure
PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB = 0; // unmap VBO procedure
#define glGenBuffersARB pglGenBuffersARB
#define glBindBufferARB pglBindBufferARB
#define glBufferDataARB pglBufferDataARB
#define glBufferSubDataARB pglBufferSubDataARB
#define glDeleteBuffersARB pglDeleteBuffersARB
#define glGetBufferParameterivARB pglGetBufferParameterivARB
#define glMapBufferARB pglMapBufferARB
#define glUnmapBufferARB pglUnmapBufferARB
#endif
// function pointers for WGL_EXT_swap_control
#ifdef _WIN32
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
PFNWGLSWAPINTERVALEXTPROC pwglSwapIntervalEXT = 0;
PFNWGLGETSWAPINTERVALEXTPROC pwglGetSwapIntervalEXT = 0;
#define wglSwapIntervalEXT pwglSwapIntervalEXT
#define wglGetSwapIntervalEXT pwglGetSwapIntervalEXT
#endif
///////////////////////////////////////////////////////////////////////////////
// draw a cube with immediate mode
// 54 calls = 24 glVertex*() calls + 24 glColor*() calls + 6 glNormal*() calls
///////////////////////////////////////////////////////////////////////////////
void draw()
{
glBegin(GL_QUADS);
// face v0-v1-v2-v3
glNormal3f(0,0,1);
glColor3f(1,1,1);
glVertex3f(1,1,1);
glColor3f(1,1,0);
glVertex3f(-1,1,1);
glColor3f(1,0,0);
glVertex3f(-1,-1,1);
glColor3f(1,0,1);
glVertex3f(1,-1,1);
// face v0-v3-v4-v6
glNormal3f(1,0,0);
glColor3f(1,1,1);
glVertex3f(1,1,1);
glColor3f(1,0,1);
glVertex3f(1,-1,1);
glColor3f(0,0,1);
glVertex3f(1,-1,-1);
glColor3f(0,1,1);
glVertex3f(1,1,-1);
// face v0-v5-v6-v1
glNormal3f(0,1,0);
glColor3f(1,1,1);
glVertex3f(1,1,1);
glColor3f(0,1,1);
glVertex3f(1,1,-1);
glColor3f(0,1,0);
glVertex3f(-1,1,-1);
glColor3f(1,1,0);
glVertex3f(-1,1,1);
// face v1-v6-v7-v2
glNormal3f(-1,0,0);
glColor3f(1,1,0);
glVertex3f(-1,1,1);
glColor3f(0,1,0);
glVertex3f(-1,1,-1);
glColor3f(0,0,0);
glVertex3f(-1,-1,-1);
glColor3f(1,0,0);
glVertex3f(-1,-1,1);
// face v7-v4-v3-v2
glNormal3f(0,-1,0);
glColor3f(0,0,0);
glVertex3f(-1,-1,-1);
glColor3f(0,0,1);
glVertex3f(1,-1,-1);
glColor3f(1,0,1);
glVertex3f(1,-1,1);
glColor3f(1,0,0);
glVertex3f(-1,-1,1);
// face v4-v7-v6-v5
glNormal3f(0,0,-1);
glColor3f(0,0,1);
glVertex3f(1,-1,-1);
glColor3f(0,0,0);
glVertex3f(-1,-1,-1);
glColor3f(0,1,0);
glVertex3f(-1,1,-1);
glColor3f(0,1,1);
glVertex3f(1,1,-1);
glEnd();
}
///////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv)
{
initSharedMem();
// register exit callback
atexit(exitCB);
// init GLUT and GL
initGLUT(argc, argv);
initGL();
// get OpenGL info
glInfo glInfo;
glInfo.getInfo();
glInfo.printSelf();
#ifdef _WIN32
// check PBO is supported by your video card
if(glInfo.isExtensionSupported("GL_ARB_pixel_buffer_object"))
{
// get pointers to GL functions
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)wglGetProcAddress("glBufferSubDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)wglGetProcAddress("glGetBufferParameterivARB");
glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
// check once again PBO extension
if(glGenBuffersARB && glBindBufferARB && glBufferDataARB && glBufferSubDataARB &&
glMapBufferARB && glUnmapBufferARB && glDeleteBuffersARB && glGetBufferParameterivARB)
{
pboSupported = pboUsed = true;
std::cout << "Video card supports GL_ARB_pixel_buffer_object." << std::endl;
}
else
{
pboSupported = pboUsed = false;
std::cout << "Video card does NOT support GL_ARB_pixel_buffer_object." << std::endl;
}
}
// check EXT_swap_control is supported
if(glInfo.isExtensionSupported("WGL_EXT_swap_control"))
{
// get pointers to WGL functions
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
if(wglSwapIntervalEXT && wglGetSwapIntervalEXT)
{
// disable v-sync
wglSwapIntervalEXT(0);
std::cout << "Video card supports WGL_EXT_swap_control." << std::endl;
}
}
#else // for linux, do not need to get function pointers, it is up-to-date
if(glInfo.isExtensionSupported("GL_ARB_pixel_buffer_object"))
{
pboSupported = pboUsed = true;
std::cout << "Video card supports GL_ARB_pixel_buffer_object." << std::endl;
}
else
{
pboSupported = pboUsed = false;
std::cout << "Video card does NOT support GL_ARB_pixel_buffer_object." << std::endl;
}
#endif
if(pboSupported)
{
// create 2 pixel buffer objects, you need to delete them when program exits.
// glBufferDataARB with NULL pointer reserves only memory space.
glGenBuffersARB(PBO_COUNT, pboIds);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[0]);
glBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, DATA_SIZE, 0, GL_STREAM_READ_ARB);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[1]);
glBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, DATA_SIZE, 0, GL_STREAM_READ_ARB);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
// start timer, the elapsed time will be used for updateVertices()
timer.start();
// the last GLUT call (LOOP)
// window will be shown and display callback is triggered by events
// NOTE: this call never return main().
glutMainLoop(); /* Start GLUT event-processing loop */
return 0;
}
///////////////////////////////////////////////////////////////////////////////
// initialize GLUT for windowing
///////////////////////////////////////////////////////////////////////////////
int initGLUT(int argc, char **argv)
{
// GLUT stuff for windowing
// initialization openGL window.
// it is called before any other GLUT routine
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_ALPHA); // display mode
glutInitWindowSize(SCREEN_WIDTH*2, SCREEN_HEIGHT); // window size
glutInitWindowPosition(100, 100); // window location
// finally, create a window with openGL context
// Window will not displayed until glutMainLoop() is called
// it returns a unique ID
int handle = glutCreateWindow(argv[0]); // param is the title of window
// register GLUT callback functions
glutDisplayFunc(displayFirstCB); // we will render normal drawing first
// so, the first frame has a valid content
//glutTimerFunc(33, timerCB, 33); // redraw only every given millisec
glutIdleFunc(idleCB); // redraw only every given millisec
glutReshapeFunc(reshapeCB);
glutKeyboardFunc(keyboardCB);
glutMouseFunc(mouseCB);
glutMotionFunc(mouseMotionCB);
return handle;
}
///////////////////////////////////////////////////////////////////////////////
// initialize OpenGL
// disable unused features
///////////////////////////////////////////////////////////////////////////////
void initGL()
{
glShadeModel(GL_SMOOTH); // shading mathod: GL_SMOOTH or GL_FLAT
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
// enable /disable features
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
//glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
// track material ambient and diffuse from surface color, call it before glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glClearColor(0, 0, 0, 0); // background color
glClearStencil(0); // clear stencil buffer
glClearDepth(1.0f); // 0 is near, 1 is far
glDepthFunc(GL_LEQUAL);
initLights();
//setCamera(0, 0, 8, 0, 0, 0);
}
///////////////////////////////////////////////////////////////////////////////
// write 2d text using GLUT
// The projection matrix must be set to orthogonal before call this function.
///////////////////////////////////////////////////////////////////////////////
void drawString(const char *str, int x, int y, float color[4], void *font)
{
glPushAttrib(GL_LIGHTING_BIT | GL_CURRENT_BIT); // lighting and color mask
glDisable(GL_LIGHTING); // need to disable lighting for proper text color
glDisable(GL_TEXTURE_2D);
glColor4fv(color); // set text color
glRasterPos2i(x, y); // place text position
// loop all characters in the string
while(*str)
{
glutBitmapCharacter(font, *str);
++str;
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glPopAttrib();
}
///////////////////////////////////////////////////////////////////////////////
// draw a string in 3D space
///////////////////////////////////////////////////////////////////////////////
void drawString3D(const char *str, float pos[3], float color[4], void *font)
{
glPushAttrib(GL_LIGHTING_BIT | GL_CURRENT_BIT); // lighting and color mask
glDisable(GL_LIGHTING); // need to disable lighting for proper text color
glDisable(GL_TEXTURE_2D);
glColor4fv(color); // set text color
glRasterPos3fv(pos); // place text position
// loop all characters in the string
while(*str)
{
glutBitmapCharacter(font, *str);
++str;
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glPopAttrib();
}
///////////////////////////////////////////////////////////////////////////////
// initialize global variables
///////////////////////////////////////////////////////////////////////////////
bool initSharedMem()
{
cameraAngleX = cameraAngleY = 0.0f;
cameraDistance = CAMERA_DISTANCE;
mouseX = mouseY = 0;
mouseLeftDown = mouseRightDown = false;
drawMode = 0; // 0:fill, 1:wireframe, 2:point
// allocate buffers to store frames
colorBuffer = new GLubyte[DATA_SIZE];
memset(colorBuffer, 255, DATA_SIZE);
return true;
}
///////////////////////////////////////////////////////////////////////////////
// clean up shared memory
///////////////////////////////////////////////////////////////////////////////
void clearSharedMem()
{
// deallocate frame buffer
delete [] colorBuffer;
colorBuffer = 0;
// clean up PBOs
if(pboSupported)
{
glDeleteBuffersARB(PBO_COUNT, pboIds);
}
}
///////////////////////////////////////////////////////////////////////////////
// initialize lights
///////////////////////////////////////////////////////////////////////////////
void initLights()
{
// set up light colors (ambient, diffuse, specular)
GLfloat lightKa[] = {.2f, .2f, .2f, 1.0f}; // ambient light
GLfloat lightKd[] = {.7f, .7f, .7f, 1.0f}; // diffuse light
GLfloat lightKs[] = {1, 1, 1, 1}; // specular light
glLightfv(GL_LIGHT0, GL_AMBIENT, lightKa);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightKd);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightKs);
// position the light
float lightPos[4] = {0, 0, 20, 1}; // positional light
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0); // MUST enable each light source after configuration
}
///////////////////////////////////////////////////////////////////////////////
// set camera position and lookat direction
///////////////////////////////////////////////////////////////////////////////
void setCamera(float posX, float posY, float posZ, float targetX, float targetY, float targetZ)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(posX, posY, posZ, targetX, targetY, targetZ, 0, 1, 0); // eye(x,y,z), focal(x,y,z), up(x,y,z)
}
///////////////////////////////////////////////////////////////////////////////
// display info messages
///////////////////////////////////////////////////////////////////////////////
void showInfo()
{
// backup current model-view matrix
glPushMatrix(); // save current modelview matrix
glLoadIdentity(); // reset modelview matrix
// set to 2D orthogonal projection
glMatrixMode(GL_PROJECTION); // switch to projection matrix
glPushMatrix(); // save current projection matrix
glLoadIdentity(); // reset projection matrix
gluOrtho2D(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT); // set to orthogonal projection
const int FONT_HEIGHT = 14;
float color[4] = {1, 1, 1, 1};
std::stringstream ss;
ss << "PBO: ";
if(pboUsed)
ss << "on" << std::ends;
else
ss << "off" << std::ends;
drawString(ss.str().c_str(), 1, SCREEN_HEIGHT-FONT_HEIGHT, color, font);
ss.str(""); // clear buffer
ss << "Read Time: " << readTime << " ms" << std::ends;
drawString(ss.str().c_str(), 1, SCREEN_HEIGHT-(2*FONT_HEIGHT), color, font);
ss.str("");
ss << std::fixed << std::setprecision(3);
ss << "Process Time: " << processTime << " ms" << std::ends;
drawString(ss.str().c_str(), 1, SCREEN_HEIGHT-(3*FONT_HEIGHT), color, font);
ss.str("");
ss << "Press SPACE to toggle PBO." << std::ends;
drawString(ss.str().c_str(), 1, 1, color, font);
// unset floating format
ss << std::resetiosflags(std::ios_base::fixed | std::ios_base::floatfield);
// restore projection matrix
glPopMatrix(); // restore to previous projection matrix
// restore modelview matrix
glMatrixMode(GL_MODELVIEW); // switch to modelview matrix
glPopMatrix(); // restore to previous modelview matrix
}
///////////////////////////////////////////////////////////////////////////////
// display transfer rates
///////////////////////////////////////////////////////////////////////////////
void showTransferRate()
{
static Timer timer;
static int count = 0;
static std::stringstream ss;
// update fps every second
++count;
double elapsedTime = timer.getElapsedTime();
if(elapsedTime > 1.0)
{
ss.str("");
ss << std::fixed << std::setprecision(1);
ss << "Transfer Rate: " << (count / elapsedTime) * (SCREEN_WIDTH * SCREEN_HEIGHT) / (1024 * 1024) << " Mp" << std::ends; // update fps string
ss << std::resetiosflags(std::ios_base::fixed | std::ios_base::floatfield);
count = 0; // reset counter
timer.start(); // restart timer
}
// backup current model-view matrix
glPushMatrix(); // save current modelview matrix
glLoadIdentity(); // reset modelview matrix
// set to 2D orthogonal projection
glMatrixMode(GL_PROJECTION); // switch to projection matrix
glPushMatrix(); // save current projection matrix
glLoadIdentity(); // reset projection matrix
gluOrtho2D(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT); // set to orthogonal projection
float color[4] = {1, 1, 0, 1};
drawString(ss.str().c_str(), 200, 286, color, font);
// restore projection matrix
glPopMatrix(); // restore to previous projection matrix
// restore modelview matrix
glMatrixMode(GL_MODELVIEW); // switch to modelview matrix
glPopMatrix(); // restore to previous modelview matrix
}
///////////////////////////////////////////////////////////////////////////////
// print transfer rates
///////////////////////////////////////////////////////////////////////////////
void printTransferRate()
{
const double INV_MEGA = 1.0 / (1024 * 1024);
static Timer timer;
static int count = 0;
static std::stringstream ss;
double elapsedTime;
// loop until 1 sec passed
elapsedTime = timer.getElapsedTime();
if(elapsedTime < 1.0)
{
++count;
}
else
{
std::cout << std::fixed << std::setprecision(1);
std::cout << "Transfer Rate: " << (count / elapsedTime) * (SCREEN_WIDTH * SCREEN_HEIGHT) * INV_MEGA << " Mpixels/s. (" << count / elapsedTime << " FPS)\n";
std::cout << std::resetiosflags(std::ios_base::fixed | std::ios_base::floatfield);
count = 0; // reset counter
timer.start(); // restart timer
}
}
///////////////////////////////////////////////////////////////////////////////
// change the brightness
///////////////////////////////////////////////////////////////////////////////
void add(unsigned char* src, int width, int height, int shift, unsigned char* dst)
{
if(!src || !dst)
return;
int value;
for(int i = 0; i < height; ++i)
{
for(int j = 0; j < width; ++j)
{
value = *src + shift;
if(value > 255) *dst = (unsigned char)255;
else *dst = (unsigned char)value;
++src;
++dst;
value = *src + shift;
if(value > 255) *dst = (unsigned char)255;
else *dst = (unsigned char)value;
++src;
++dst;
value = *src + shift;
if(value > 255) *dst = (unsigned char)255;
else *dst = (unsigned char)value;
++src;
++dst;
++src; // skip alpha
++dst;
}
}
}
///////////////////////////////////////////////////////////////////////////////
// set projection matrix as orthogonal
///////////////////////////////////////////////////////////////////////////////
void toOrtho()
{
// set viewport to be the entire window
glViewport((GLsizei)SCREEN_WIDTH, 0, (GLsizei)SCREEN_WIDTH, (GLsizei)SCREEN_HEIGHT);
// set orthographic viewing frustum
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, -1, 1);
// switch to modelview matrix in order to set scene
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
///////////////////////////////////////////////////////////////////////////////
// set the projection matrix as perspective
///////////////////////////////////////////////////////////////////////////////
void toPerspective()
{
// set viewport to be the entire window
glViewport(0, 0, (GLsizei)SCREEN_WIDTH, (GLsizei)SCREEN_HEIGHT);
// set perspective viewing frustum
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, (float)(SCREEN_WIDTH)/SCREEN_HEIGHT, 0.1f, 1000.0f); // FOV, AspectRatio, NearClip, FarClip
// switch to modelview matrix in order to set scene
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//=============================================================================
// CALLBACKS
//=============================================================================
void displayCB()
{
static int shift = 0;
static int index = 0;
int nextIndex = 0; // pbo index used for next frame
// brightness shift amount
shift = ++shift % 200;
// increment current index first then get the next index
// "index" is used to read pixels from a framebuffer to a PBO
// "nextIndex" is used to process pixels in the other PBO
index = (index + 1) % 2;
nextIndex = (index + 1) % 2;
// set the framebuffer to read
glReadBuffer(GL_FRONT);
if(pboUsed) // with PBO
{
// read framebuffer ///////////////////////////////
t1.start();
// copy pixels from framebuffer to PBO
// Use offset instead of ponter.
// OpenGL should perform asynch DMA transfer, so glReadPixels() will return immediately.
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_FORMAT, GL_UNSIGNED_BYTE, 0);
// measure the time reading framebuffer
t1.stop();
readTime = t1.getElapsedTimeInMilliSec();
///////////////////////////////////////////////////
// process pixel data /////////////////////////////
t1.start();
// map the PBO that contain framebuffer pixels before processing it
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
GLubyte* src = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB);
if(src)
{
// change brightness
add(src, SCREEN_WIDTH, SCREEN_HEIGHT, shift, colorBuffer);
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB); // release pointer to the mapped buffer
}
// measure the time reading framebuffer
t1.stop();
processTime = t1.getElapsedTimeInMilliSec();
///////////////////////////////////////////////////
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
else // without PBO
{
// read framebuffer ///////////////////////////////
t1.start();
glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_FORMAT, GL_UNSIGNED_BYTE, colorBuffer);
// measure the time reading framebuffer
t1.stop();
readTime = t1.getElapsedTimeInMilliSec();
///////////////////////////////////////////////////
// covert to greyscale ////////////////////////////
t1.start();
// change brightness
add(colorBuffer, SCREEN_WIDTH, SCREEN_HEIGHT, shift, colorBuffer);
// measure the time reading framebuffer
t1.stop();
processTime = t1.getElapsedTimeInMilliSec();
///////////////////////////////////////////////////
}
// render to the framebuffer //////////////////////////
glDrawBuffer(GL_BACK);
toPerspective(); // set to perspective on the left side of the window
// clear buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// tramsform camera
glTranslatef(0, 0, -cameraDistance);
glRotatef(cameraAngleX, 1, 0, 0); // pitch
glRotatef(cameraAngleY, 0, 1, 0); // heading
// draw a cube
glPushMatrix();
draw();
glPopMatrix();
// draw the read color buffer to the right side of the window
toOrtho(); // set to orthographic on the right side of the window
glRasterPos2i(0, 0);
glDrawPixels(SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_FORMAT, GL_UNSIGNED_BYTE, colorBuffer);
// draw info messages
showInfo();
printTransferRate();
glutSwapBuffers();
}
void displayFirstCB()
{
// normal drawing to the framebuffer, so, the first call of glReadPixels()
// in displayCB() will get valid content
// clear buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// tramsform camera
glTranslatef(0, 0, -cameraDistance);
glRotatef(cameraAngleX, 1, 0, 0); // pitch
glRotatef(cameraAngleY, 0, 1, 0); // heading
// draw a cube
glPushMatrix();
draw();
glPopMatrix();
// draw the read color buffer to the right side of the window
toOrtho(); // set to orthographic on the right side of the window
glRasterPos2i(0, 0);
glDrawPixels(SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_FORMAT, GL_UNSIGNED_BYTE, colorBuffer);
// draw info messages
showInfo();
printTransferRate();
glutSwapBuffers();
// switch to read-back drawing callback function
glutDisplayFunc(displayCB);
}
void reshapeCB(int w, int h)
{
toPerspective();
}
void timerCB(int millisec)
{
glutTimerFunc(millisec, timerCB, millisec);
glutPostRedisplay();
}
void idleCB()
{
glutPostRedisplay();
}
void keyboardCB(unsigned char key, int x, int y)
{
switch(key)
{
case 27: // ESCAPE
exit(0);
break;
case ' ':
if(pboSupported)
pboUsed = !pboUsed;
std::cout << "PBO mode: " << (pboUsed ? "on" : "off") << std::endl;
break;
case 'd': // switch rendering modes (fill -> wire -> point)
case 'D':
drawMode = ++drawMode % 3;
if(drawMode == 0) // fill mode
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
else if(drawMode == 1) // wireframe mode
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
else // point mode
{
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
break;
default:
;
}
}
void mouseCB(int button, int state, int x, int y)
{
mouseX = x;
mouseY = y;
if(button == GLUT_LEFT_BUTTON)
{
if(state == GLUT_DOWN)
{
mouseLeftDown = true;
}
else if(state == GLUT_UP)
mouseLeftDown = false;
}
else if(button == GLUT_RIGHT_BUTTON)
{
if(state == GLUT_DOWN)
{
mouseRightDown = true;
}
else if(state == GLUT_UP)
mouseRightDown = false;
}
}
void mouseMotionCB(int x, int y)
{
if(mouseLeftDown)
{
cameraAngleY += (x - mouseX);
cameraAngleX += (y - mouseY);
mouseX = x;
mouseY = y;
}
if(mouseRightDown)
{
cameraDistance -= (y - mouseY) * 0.2f;
if(cameraDistance < 2.0f)
cameraDistance = 2.0f;
mouseY = y;
}
}
void exitCB()
{
clearSharedMem();
}