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如何使用GLUT/OpenGL渲染文件?

如何解决《如何使用GLUT/OpenGL渲染文件?》经验,为你挑选了2个好方法。

我有一个程序模拟随时间变化的物理系统.我希望以预定的间隔(例如每10秒)输出模拟状态到文件的可视化.我想以这样的方式做到这一点,即很容易"关闭可视化"而根本不输出可视化.

我正在将OpenGL和GLUT作为图形工具来进行可视化.然而问题似乎是,首先,它看起来只是输出到窗口而无法输出到文件.其次,为了生成可视化,您必须调用GLUTMainLoop并停止执行main函数 - 从那时起调用的唯一函数是来自GUI的调用.但是我不希望这是一个基于GUI的应用程序 - 我希望它只是一个从命令行运行的应用程序,它会生成一系列图像.有没有办法在GLUT/OpenGL中执行此操作?或者OpenGL完全是错误的工具,我应该使用别的东西



1> Ciro Santill..:

glReadPixels 可运行的PBO示例

以下示例生成:

每帧一个ppm,200 FPS,没有额外的依赖性,

使用libpng,每帧一帧,每帧600帧

使用FFmpeg,1200 FPS的所有帧均为1 mpg

在ramfs上.压缩越好,FPS越大,因此我们必须对内存IO进行绑定.

我的60 FPS屏幕上的FPS大于200,并且所有图像都不同,所以我确信它不仅限于屏幕的FPS.

此答案中的GIF来自视频,如下所述:https://askubuntu.com/questions/648603/how-to-create-an-animated-gif-from-mp4-video-via-command-line/ 837574#837574

glReadPixels是从屏幕读取像素的关键OpenGL函数.另请看下面的设置init().

glReadPixels 与大多数图像格式不同,它首先读取像素的底线,因此通常需要转换.

#ifndef PPM
#define PPM 1
#endif
#ifndef LIBPNG
#define LIBPNG 1
#endif
#ifndef FFMPEG
#define FFMPEG 1
#endif

#include 
#include 
#include 
#include 

#define GL_GLEXT_PROTOTYPES 1
#include 
#include 
#include 
#include 

#if LIBPNG
#include 
#endif

#if FFMPEG
#include 
#include 
#include 
#include 
#endif

enum Constants { SCREENSHOT_MAX_FILENAME = 256 };
static GLubyte *pixels = NULL;
static GLuint fbo;
static GLuint rbo_color;
static GLuint rbo_depth;
static int offscreen = 1;
static unsigned int max_nframes = 128;
static unsigned int nframes = 0;
static unsigned int time0;
static unsigned int height = 128;
static unsigned int width = 128;
#define PPM_BIT (1 << 0)
#define LIBPNG_BIT (1 << 1)
#define FFMPEG_BIT (1 << 2)
static unsigned int output_formats = PPM_BIT | LIBPNG_BIT | FFMPEG_BIT;

/* Model. */
static double angle;
static double delta_angle;

#if PPM
/* Take screenshot with glReadPixels and save to a file in PPM format.
 *
 * -   filename: file path to save to, without extension
 * -   width: screen width in pixels
 * -   height: screen height in pixels
 * -   pixels: intermediate buffer to avoid repeated mallocs across multiple calls.
 *     Contents of this buffer do not matter. May be NULL, in which case it is initialized.
 *     You must `free` it when you won't be calling this function anymore.
 */
static void screenshot_ppm(const char *filename, unsigned int width,
        unsigned int height, GLubyte **pixels) {
    size_t i, j, cur;
    const size_t format_nchannels = 3;
    FILE *f = fopen(filename, "w");
    fprintf(f, "P3\n%d %d\n%d\n", width, height, 255);
    *pixels = realloc(*pixels, format_nchannels * sizeof(GLubyte) * width * height);
    glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, *pixels);
    for (i = 0; i < height; i++) {
        for (j = 0; j < width; j++) {
            cur = format_nchannels * ((height - i - 1) * width + j);
            fprintf(f, "%3d %3d %3d ", (*pixels)[cur], (*pixels)[cur + 1], (*pixels)[cur + 2]);
        }
        fprintf(f, "\n");
    }
    fclose(f);
}
#endif

#if LIBPNG
/* Adapted from https://github.com/cirosantilli/cpp-cheat/blob/19044698f91fefa9cb75328c44f7a487d336b541/png/open_manipulate_write.c */
static png_byte *png_bytes = NULL;
static png_byte **png_rows = NULL;
static void screenshot_png(const char *filename, unsigned int width, unsigned int height,
        GLubyte **pixels, png_byte **png_bytes, png_byte ***png_rows) {
    size_t i, nvals;
    const size_t format_nchannels = 4;
    FILE *f = fopen(filename, "wb");
    nvals = format_nchannels * width * height;
    *pixels = realloc(*pixels, nvals * sizeof(GLubyte));
    *png_bytes = realloc(*png_bytes, nvals * sizeof(png_byte));
    *png_rows = realloc(*png_rows, height * sizeof(png_byte*));
    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, *pixels);
    for (i = 0; i < nvals; i++)
        (*png_bytes)[i] = (*pixels)[i];
    for (i = 0; i < height; i++)
        (*png_rows)[height - i - 1] = &(*png_bytes)[i * width * format_nchannels];
    png_structp png = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
    if (!png) abort();
    png_infop info = png_create_info_struct(png);
    if (!info) abort();
    if (setjmp(png_jmpbuf(png))) abort();
    png_init_io(png, f);
    png_set_IHDR(
        png,
        info,
        width,
        height,
        8,
        PNG_COLOR_TYPE_RGBA,
        PNG_INTERLACE_NONE,
        PNG_COMPRESSION_TYPE_DEFAULT,
        PNG_FILTER_TYPE_DEFAULT
    );
    png_write_info(png, info);
    png_write_image(png, *png_rows);
    png_write_end(png, NULL);
    png_destroy_write_struct(&png, &info);
    fclose(f);
}
#endif

#if FFMPEG
/* Adapted from: https://github.com/cirosantilli/cpp-cheat/blob/19044698f91fefa9cb75328c44f7a487d336b541/ffmpeg/encode.c */

static AVCodecContext *c = NULL;
static AVFrame *frame;
static AVPacket pkt;
static FILE *file;
static struct SwsContext *sws_context = NULL;
static uint8_t *rgb = NULL;

static void ffmpeg_encoder_set_frame_yuv_from_rgb(uint8_t *rgb) {
    const int in_linesize[1] = { 4 * c->width };
    sws_context = sws_getCachedContext(sws_context,
            c->width, c->height, AV_PIX_FMT_RGB32,
            c->width, c->height, AV_PIX_FMT_YUV420P,
            0, NULL, NULL, NULL);
    sws_scale(sws_context, (const uint8_t * const *)&rgb, in_linesize, 0,
            c->height, frame->data, frame->linesize);
}

void ffmpeg_encoder_start(const char *filename, int codec_id, int fps, int width, int height) {
    AVCodec *codec;
    int ret;
    avcodec_register_all();
    codec = avcodec_find_encoder(codec_id);
    if (!codec) {
        fprintf(stderr, "Codec not found\n");
        exit(1);
    }
    c = avcodec_alloc_context3(codec);
    if (!c) {
        fprintf(stderr, "Could not allocate video codec context\n");
        exit(1);
    }
    c->bit_rate = 400000;
    c->width = width;
    c->height = height;
    c->time_base.num = 1;
    c->time_base.den = fps;
    c->gop_size = 10;
    c->max_b_frames = 1;
    c->pix_fmt = AV_PIX_FMT_YUV420P;
    if (codec_id == AV_CODEC_ID_H264)
        av_opt_set(c->priv_data, "preset", "slow", 0);
    if (avcodec_open2(c, codec, NULL) < 0) {
        fprintf(stderr, "Could not open codec\n");
        exit(1);
    }
    file = fopen(filename, "wb");
    if (!file) {
        fprintf(stderr, "Could not open %s\n", filename);
        exit(1);
    }
    frame = av_frame_alloc();
    if (!frame) {
        fprintf(stderr, "Could not allocate video frame\n");
        exit(1);
    }
    frame->format = c->pix_fmt;
    frame->width  = c->width;
    frame->height = c->height;
    ret = av_image_alloc(frame->data, frame->linesize, c->width, c->height, c->pix_fmt, 32);
    if (ret < 0) {
        fprintf(stderr, "Could not allocate raw picture buffer\n");
        exit(1);
    }
}

void ffmpeg_encoder_finish(void) {
    uint8_t endcode[] = { 0, 0, 1, 0xb7 };
    int got_output, ret;
    do {
        fflush(stdout);
        ret = avcodec_encode_video2(c, &pkt, NULL, &got_output);
        if (ret < 0) {
            fprintf(stderr, "Error encoding frame\n");
            exit(1);
        }
        if (got_output) {
            fwrite(pkt.data, 1, pkt.size, file);
            av_packet_unref(&pkt);
        }
    } while (got_output);
    fwrite(endcode, 1, sizeof(endcode), file);
    fclose(file);
    avcodec_close(c);
    av_free(c);
    av_freep(&frame->data[0]);
    av_frame_free(&frame);
}

void ffmpeg_encoder_encode_frame(uint8_t *rgb) {
    int ret, got_output;
    ffmpeg_encoder_set_frame_yuv_from_rgb(rgb);
    av_init_packet(&pkt);
    pkt.data = NULL;
    pkt.size = 0;
    ret = avcodec_encode_video2(c, &pkt, frame, &got_output);
    if (ret < 0) {
        fprintf(stderr, "Error encoding frame\n");
        exit(1);
    }
    if (got_output) {
        fwrite(pkt.data, 1, pkt.size, file);
        av_packet_unref(&pkt);
    }
}

void ffmpeg_encoder_glread_rgb(uint8_t **rgb, GLubyte **pixels, unsigned int width, unsigned int height) {
    size_t i, j, k, cur_gl, cur_rgb, nvals;
    const size_t format_nchannels = 4;
    nvals = format_nchannels * width * height;
    *pixels = realloc(*pixels, nvals * sizeof(GLubyte));
    *rgb = realloc(*rgb, nvals * sizeof(uint8_t));
    /* Get RGBA to align to 32 bits instead of just 24 for RGB. May be faster for FFmpeg. */
    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, *pixels);
    for (i = 0; i < height; i++) {
        for (j = 0; j < width; j++) {
            cur_gl  = format_nchannels * (width * (height - i - 1) + j);
            cur_rgb = format_nchannels * (width * i + j);
            for (k = 0; k < format_nchannels; k++)
                (*rgb)[cur_rgb + k] = (*pixels)[cur_gl + k];
        }
    }
}
#endif

static void model_init(void) {
    angle = 0;
    delta_angle = 1;
}

static int model_update(void) {
    angle += delta_angle;
    return 0;
}

static int model_finished(void) {
    return nframes >= max_nframes;
}

static void init(void)  {
    int glget;

    if (offscreen) {
        /*  Framebuffer */
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);

        /* Color renderbuffer. */
        glGenRenderbuffers(1, &rbo_color);
        glBindRenderbuffer(GL_RENDERBUFFER, rbo_color);
        /* Storage must be one of: */
        /* GL_RGBA4, GL_RGB565, GL_RGB5_A1, GL_DEPTH_COMPONENT16, GL_STENCIL_INDEX8. */
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, width, height);
        glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo_color);

        /* Depth renderbuffer. */
        glGenRenderbuffers(1, &rbo_depth);
        glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
        glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo_depth);

        glReadBuffer(GL_COLOR_ATTACHMENT0);

        /* Sanity check. */
        assert(glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glget);
        assert(width < (unsigned int)glget);
        assert(height < (unsigned int)glget);
    } else {
        glReadBuffer(GL_BACK);
    }

    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glPixelStorei(GL_PACK_ALIGNMENT, 1);
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);

    time0 = glutGet(GLUT_ELAPSED_TIME);
    model_init();
#if FFMPEG
    ffmpeg_encoder_start("tmp.mpg", AV_CODEC_ID_MPEG1VIDEO, 25, width, height);
#endif
}

static void deinit(void)  {
    printf("FPS = %f\n", 1000.0 * nframes / (double)(glutGet(GLUT_ELAPSED_TIME) - time0));
    free(pixels);
#if LIBPNG
    if (output_formats & LIBPNG_BIT) {
        free(png_bytes);
        free(png_rows);
    }
#endif
#if FFMPEG
    if (output_formats & FFMPEG_BIT) {
        ffmpeg_encoder_finish();
        free(rgb);
    }
#endif
    if (offscreen) {
        glDeleteFramebuffers(1, &fbo);
        glDeleteRenderbuffers(1, &rbo_color);
        glDeleteRenderbuffers(1, &rbo_depth);
    }
}

static void draw_scene(void) {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glRotatef(angle, 0.0f, 0.0f, -1.0f);
    glBegin(GL_TRIANGLES);
    glColor3f(1.0f, 0.0f, 0.0f);
    glVertex3f( 0.0f,  0.5f, 0.0f);
    glColor3f(0.0f, 1.0f, 0.0f);
    glVertex3f(-0.5f, -0.5f, 0.0f);
    glColor3f(0.0f, 0.0f, 1.0f);
    glVertex3f( 0.5f, -0.5f, 0.0f);
    glEnd();
}

static void display(void) {
    char filename[SCREENSHOT_MAX_FILENAME];
    draw_scene();
    if (offscreen) {
        glFlush();
    } else {
        glutSwapBuffers();
    }
#if PPM
    if (output_formats & PPM_BIT) {
        snprintf(filename, SCREENSHOT_MAX_FILENAME, "tmp.%d.ppm", nframes);
        screenshot_ppm(filename, width, height, &pixels);
    }
#endif
#if LIBPNG
    if (output_formats & LIBPNG_BIT) {
        snprintf(filename, SCREENSHOT_MAX_FILENAME, "tmp.%d.png", nframes);
        screenshot_png(filename, width, height, &pixels, &png_bytes, &png_rows);
    }
#endif
# if FFMPEG
    if (output_formats & FFMPEG_BIT) {
        frame->pts = nframes;
        ffmpeg_encoder_glread_rgb(&rgb, &pixels, width, height);
        ffmpeg_encoder_encode_frame(rgb);
    }
#endif
    nframes++;
    if (model_finished())
        exit(EXIT_SUCCESS);
}

static void idle(void) {
    while (model_update());
    glutPostRedisplay();
}

int main(int argc, char **argv) {
    int arg;
    GLint glut_display;

    /* CLI args. */
    glutInit(&argc, argv);
    arg = 1;
    if (argc > arg) {
        offscreen = (argv[arg][0] == '1');
    } else {
        offscreen = 1;
    }
    arg++;
    if (argc > arg) {
        max_nframes = strtoumax(argv[arg], NULL, 10);
    }
    arg++;
    if (argc > arg) {
        width = strtoumax(argv[arg], NULL, 10);
    }
    arg++;
    if (argc > arg) {
        height = strtoumax(argv[arg], NULL, 10);
    }
    arg++;
    if (argc > arg) {
        output_formats = strtoumax(argv[arg], NULL, 10);
    }

    /* Work. */
    if (offscreen) {
        /* TODO: if we use anything smaller than the window, it only renders a smaller version of things. */
        /*glutInitWindowSize(50, 50);*/
        glutInitWindowSize(width, height);
        glut_display = GLUT_SINGLE;
    } else {
        glutInitWindowSize(width, height);
        glutInitWindowPosition(100, 100);
        glut_display = GLUT_DOUBLE;
    }
    glutInitDisplayMode(glut_display | GLUT_RGBA | GLUT_DEPTH);
    glutCreateWindow(argv[0]);
    if (offscreen) {
        /* TODO: if we hide the window the program blocks. */
        /*glutHideWindow();*/
    }
    init();
    glutDisplayFunc(display);
    glutIdleFunc(idle);
    atexit(deinit);
    glutMainLoop();
    return EXIT_SUCCESS;
}

在GitHub上.

编译:

sudo apt-get install libpng-dev libavcodec-dev libavutil-dev
gcc -DPPM=1 -DLIBPNG=1 -DFFMPEG=1 -ggdb3 -std=c99 -O0 -Wall -Wextra \
  -o offscreen offscreen.c -lGL -lGLU -lglut -lpng -lavcodec -lswscale -lavutil

在屏幕外运行10帧(主要是TODO,有效,但没有优势),尺寸为200 x 100,所有输出格式:

./offscreen 1 10 200 100 7

CLI格式是:

./offscreen [offscreen [nframes [width [height [output_formats]]]]]

并且output_formats是一个位掩码:

ppm >> 0 | png >> 1 | mpeg >> 2

在屏幕上运行(也不限制我的FPS):

./offscreen 0

基于Ubuntu 15.10,OpenGL 4.4.0 NVIDIA 352.63,联想Thinkpad T430进行基准测试.

还在ubuntu 18.04,OpenGL 4.6.0 NVIDIA 390.77,联想Thinkpad P51上进行了测试.

TODO:在没有GUI的机器上找到一种方法(例如X11).似乎OpenGL不是用于屏幕外渲染,而是在与窗口系统(例如GLX)的接口上实现读回GPU的像素.请参阅:Linux中没有X.org的OpenGL

TODO:使用1x1窗口,使其不可调整大小,并隐藏它以使事情更加健壮.如果我执行其中任何一个,渲染失败,请参阅代码注释.在Glut中防止调整大小似乎是不可能的,但GLFW支持它.在任何情况下,那些并不重要,因为我的FPS不受屏幕刷新频率的限制,即使offscreen关闭也是如此.

PBO以外的其他选择

渲染到后台缓冲区(默认渲染位置)

渲染到纹理

渲染到Pixelbuffer对象(PBO)

Framebuffer并且Pixelbuffer比backbuffer和纹理更好,因为它们是为了将数据读回CPU而制作的,而后备缓冲区和纹理则留在GPU上并显示在屏幕上.

PBO用于异步传输,所以我认为我们不需要它,请参阅:OpenGL中帧缓冲区对象和像素缓冲区对象之间有什么区别?,

也许屏幕外的梅萨值得研究:http://www.mesa3d.org/osmesa.html

apiretrace

https://github.com/apitrace/apitrace

只是工作,并且根本不需要您修改代码:

git clone https://github.com/apitrace/apitrace
cd apitrace
git checkout 7.0
mkdir build
cd build
cmake ..
make
# Creates opengl_executable.out.trace
./apitrace trace /path/to/opengl_executable.out
./apitrace dump-images opengl_executable.out.trace

也可以在Ubuntu 18.10上使用:

 sudo apt-get install apitrace

您现在有一堆名为的屏幕截图:

animation.out..png

TODO:工作原理.

文档还建议用于视频:

apitrace dump-images -o - application.trace \
  | ffmpeg -r 30 -f image2pipe -vcodec ppm -i pipe: -vcodec mpeg4 -y output.mp4

也可以看看:

图像到GIF:https://unix.stackexchange.com/questions/24014/creating-a-gif-animation-from-png-files/489210#489210

图像到视频:如何使用FFmpeg从图像创建视频?

福尔康

It seems that Vulkan is designed to support offscreen rendering better than OpenGL.

This is mentioned on this NVIDIA overview: https://developer.nvidia.com/transitioning-opengl-vulkan

There is a runnable example at: https://github.com/SaschaWillems/Vulkan/blob/0616eeff4e697e4cd23cb9c97f5dd83afb79d908/offscreen/offscreen.cpp but I haven't managed get Vulkan running yet. 1 kloc :-)

Related: Is it possible to do offscreen rendering without Surface in Vulkan?

Bibliography

How to use GLUT/OpenGL to render to a file?

How to take screenshot in OpenGL

How to render offscreen on OpenGL?

glReadPixels() "data" argument usage?

Render OpenGL ES 2.0 to image

http://www.songho.ca/opengl/gl_fbo.html

http://www.mesa3d.org/brianp/sig97/offscrn.htm

Render off screen (with FBO and RenderBuffer) and pixel transfer of color, depth, stencil

https://gamedev.stackexchange.com/questions/59204/opengl-fbo-render-off-screen-and-texture

What are the differences between a Frame Buffer Object and a Pixel Buffer Object in OpenGL?

glReadPixels() "data" argument usage?

FBO larger than window:

OpenGL how to create, and render to, a framebuffer that's larger than the window?

FBO lwjgl bigger than Screen Size - What I'm doing wrong?

Renderbuffers larger than window size - OpenGL

problem saving openGL FBO larger than window

No Window/X11:

OpenGL without X.org in linux

Can you create OpenGL context without opening a window?

Using OpenGL Without X-Window System



2> Jerry Coffin..:

无论如何,你几乎肯定不想要GLUT.您的要求不适合什么它打算做(甚至当你的要求符合其预期的目的,你通常不希望也无妨).

您可以使用OpenGL.要在文件中生成输出,您基本上将OpenGL设置为渲染到纹理,然后将生成的纹理读取到主存储器中并将其保存到文件中.至少在某些系统(例如Windows)上,我很确定你仍然需要创建一个窗口并将渲染上下文与窗口相关联,但如果窗口总是被隐藏的话,它可能会很好.

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