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Benutzerbild von Jan
Jan

Registriert seit: 24. Sep 2002
Ort: Magdeburg
491 Beiträge
 
Delphi 7 Enterprise
 
#3

Re: (OpenGL) Texturen in PixelBuffer rendern

  Alt 30. Okt 2008, 18:04
draw:
Code:
void drawpBuffer()
{
   int flag = 0;
   wglQueryPbufferARB( g_pbuffer.hPBuffer, WGL_PBUFFER_LOST_ARB, &flag );

   if( flag != 0 )
   {
      exit(-1);
   }



   if( !wglReleaseTexImageARB( g_pbuffer.hPBuffer, WGL_FRONT_LEFT_ARB ) )
   {
      exit(-1);
   }

   
   if( !wglMakeCurrent( g_pbuffer.hDC, g_pbuffer.hRC ) )
   {
      exit(-1);
   }


   glMatrixMode(GL_MODELVIEW);
   glPushMatrix();
   glLoadIdentity();

   glMatrixMode(GL_PROJECTION);
   glPushMatrix();
   glLoadIdentity();
   xMatrix4D mOrtho = xMatrix4D_ortho(0,streetRes,0,streetRes, -1, 1);
   glMultMatrixf((float*)&mOrtho);
   glViewport(0, 0,streetRes, streetRes);


   glDisable(GL_DEPTH_TEST);

   //RENDER TO PBUFFER


   glClearColor(0.3, 0.7, 0.3, 0);
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   

   glEnable(GL_TEXTURE_2D);
   glMatrixMode(GL_MODELVIEW);

    glBindTexture( GL_TEXTURE_2D, TexIDpng[10] );
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

   glBegin(GL_QUADS);
   //quad with texture
   glColor4f(1,0,0,0.5);
   glNormal3f(0,0,1);
   glTexCoord2f(1,1);
   glVertex2f(0,0);
   glTexCoord2f(0,1);
   glVertex2f(3 ,0);
   glTexCoord2f(0,0);
   glVertex2f(3 ,-3);
   glTexCoord2f(1,0);
   glVertex2f(0,-3);

   glEnd();

   glDisable(GL_TEXTURE_2D);


   glMatrixMode(GL_PROJECTION);
   glPopMatrix();

   glMatrixMode(GL_MODELVIEW);
   glPopMatrix();

//QT window reactivate
   mainWindow->openGL->makeCurrent();



   glBindTexture( GL_TEXTURE_2D, pbufferTex );
   if( !wglBindTexImageARB( g_pbuffer.hPBuffer, WGL_FRONT_LEFT_ARB ) )
   {
      exit(-1);
   }

//cg shader update
   cgGLSetTextureParameter(myCgFragmentParam_TextureStreets,pbufferTex);
   cgGLEnableTextureParameter(myCgFragmentParam_TextureStreets);
}
und so sieht die Init aus:

Code:
void initpBuffer()
{
   initpb = true;
   GLuint PixelFormat;

   PIXELFORMATDESCRIPTOR pfd;
   memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));


   pfd.nSize     = sizeof(PIXELFORMATDESCRIPTOR);
   pfd.nVersion  = 1;
   pfd.dwFlags   = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
   pfd.iPixelType = PFD_TYPE_RGBA;
   pfd.cColorBits = 16;
   pfd.cDepthBits = 16;

   
   //PixelFormat = ChoosePixelFormat( g_hDC, &pfd );


   g_hDC = wglGetCurrentDC();
   PixelFormat = ChoosePixelFormat( g_hDC, &pfd );
   SetPixelFormat( g_hDC, PixelFormat, &pfd);
   g_hRC = wglCreateContext( g_hDC );
   wglMakeCurrent( g_hDC, g_hRC );



   wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
   char *ext = NULL;

   if( wglGetExtensionsStringARB )
      ext = (char*)wglGetExtensionsStringARB( wglGetCurrentDC() );
   else
   {
//       MessageBox(NULL,"Unable to get address for wglGetExtensionsStringARB!",
//          "ERROR",MB_OK|MB_ICONEXCLAMATION);
      exit(-1);
   }

   //
   // WGL_ARB_pbuffer
   //

   if( strstr( ext, "WGL_ARB_pbuffer" ) == NULL )
   {
      exit(-1);
   }
   else
   {
      wglCreatePbufferARB   = (PFNWGLCREATEPBUFFERARBPROC)wglGetProcAddress("wglCreatePbufferARB");
      wglGetPbufferDCARB    = (PFNWGLGETPBUFFERDCARBPROC)wglGetProcAddress("wglGetPbufferDCARB");
      wglReleasePbufferDCARB = (PFNWGLRELEASEPBUFFERDCARBPROC)wglGetProcAddress("wglReleasePbufferDCARB");
      wglDestroyPbufferARB  = (PFNWGLDESTROYPBUFFERARBPROC)wglGetProcAddress("wglDestroyPbufferARB");
      wglQueryPbufferARB    = (PFNWGLQUERYPBUFFERARBPROC)wglGetProcAddress("wglQueryPbufferARB");

      if( !wglCreatePbufferARB || !wglGetPbufferDCARB || !wglReleasePbufferDCARB ||
         !wglDestroyPbufferARB || !wglQueryPbufferARB )
      {
         exit(-1);
      }
   }

   //
   // WGL_ARB_pixel_format
   //

   if( strstr( ext, "WGL_ARB_pixel_format" ) == NULL )
   {
      return;
   }
   else
   {
      wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");

      if( !wglChoosePixelFormatARB )
      {
         exit(-1);
      }
   }

   //
   // WGL_ARB_render_texture
   //

   if( strstr( ext, "WGL_ARB_render_texture" ) == NULL )
   {
      exit(-1);
   }
   else
   {
      wglBindTexImageARB    = (PFNWGLBINDTEXIMAGEARBPROC)wglGetProcAddress("wglBindTexImageARB");
      wglReleaseTexImageARB = (PFNWGLRELEASETEXIMAGEARBPROC)wglGetProcAddress("wglReleaseTexImageARB");
      wglSetPbufferAttribARB = (PFNWGLSETPBUFFERATTRIBARBPROC)wglGetProcAddress("wglSetPbufferAttribARB");

      if( !wglBindTexImageARB || !wglReleaseTexImageARB || !wglSetPbufferAttribARB )
      {
         exit(-1);
      }
   }

   //-------------------------------------------------------------------------
   // Create a p-buffer for off-screen rendering.
   //-------------------------------------------------------------------------

   g_pbuffer.hPBuffer = NULL;
   g_pbuffer.nWidth  = streetRes;
   g_pbuffer.nHeight = streetRes;

   //
   // Define the minimum pixel format requirements we will need for our
   // p-buffer. A p-buffer is just like a frame buffer, it can have a depth
   // buffer associated with it and it can be double buffered.
   //

   int pf_attr[] =
   {
      WGL_SUPPORT_OPENGL_ARB, TRUE,      // P-buffer will be used with OpenGL
      WGL_DRAW_TO_PBUFFER_ARB, TRUE,     // Enable render to p-buffer
      WGL_BIND_TO_TEXTURE_RGBA_ARB, TRUE, // P-buffer will be used as a texture
      WGL_RED_BITS_ARB, 8,               // At least 8 bits for RED channel
      WGL_GREEN_BITS_ARB, 8,             // At least 8 bits for GREEN channel
      WGL_BLUE_BITS_ARB, 8,              // At least 8 bits for BLUE channel
      WGL_ALPHA_BITS_ARB, 8,             // At least 8 bits for ALPHA channel
      WGL_DEPTH_BITS_ARB, 16,            // At least 16 bits for depth buffer
      WGL_DOUBLE_BUFFER_ARB, FALSE,      // We don't require double buffering
      0                                   // Zero terminates the list
   };

   unsigned int count = 0;
   int pixelFormat;

   wglChoosePixelFormatARB( g_hDC,(const int*)pf_attr, NULL, 1, &pixelFormat, &count);

   if( count == 0 )
   {
      exit(-1);
   }

   //
   // Set some p-buffer attributes so that we can use this p-buffer as a
   // 2D RGBA texture target.
   //

   int pb_attr[] =
   {
      WGL_TEXTURE_FORMAT_ARB, WGL_TEXTURE_RGBA_ARB, // Our p-buffer will have a texture format of RGBA
      WGL_TEXTURE_TARGET_ARB, WGL_TEXTURE_2D_ARB,  // Of texture target will be GL_TEXTURE_2D
      0                                             // Zero terminates the list
   };

   //
   // Create the p-buffer...
   //

   g_pbuffer.hPBuffer = wglCreatePbufferARB( g_hDC, pixelFormat, g_pbuffer.nWidth, g_pbuffer.nHeight, pb_attr );
   g_pbuffer.hDC     = wglGetPbufferDCARB( g_pbuffer.hPBuffer );
   g_pbuffer.hRC     = wglCreateContext( g_pbuffer.hDC );

   if( !g_pbuffer.hPBuffer )
   {
      exit(-1);
   }

   int h;
   int w;
   wglQueryPbufferARB( g_pbuffer.hPBuffer, WGL_PBUFFER_WIDTH_ARB, &h );
   wglQueryPbufferARB( g_pbuffer.hPBuffer, WGL_PBUFFER_WIDTH_ARB, &w );

   if( h != g_pbuffer.nHeight || w != g_pbuffer.nWidth )
   {
      exit(-1);
   }

   //
   // We were successful in creating a p-buffer. We can now make its context
   // current and set it up just like we would a regular context
   // attached to a window.
   //

   if( !wglMakeCurrent( g_pbuffer.hDC, g_pbuffer.hRC ) )
   {
      exit(-1);
   }

   drawpBuffer();

}
Das ist der code der den pbuffer betrifft. Hoffe das hilft weiter.

mfg
Jan
Jan
Wenn die Sonne der Kultur tief steht, werfen auch kleine Gestalten lange Schatten.
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