生成某一个view的png图片

  NSInteger index =0;//用来给保存的png命名

    for (UIView *subViewin [self.viewsubviews]) {//遍历这个viewsubViews

        if ([subViewisKindOfClass:NSClassFromString(@"UIImageView")] || [subViewisKindOfClass:NSClassFromString(@"UIThreePartButton")]) {//找到自己需要的subView

      

            if(&UIGraphicsBeginImageContextWithOptions !=NULL)

            {

                UIGraphicsBeginImageContextWithOptions(subView.frame.size,NO,0.0);

            } else {

                UIGraphicsBeginImageContext(subView.frame.size);

            }

            

            //获取图像

            [subView.layerrenderInContext:UIGraphicsGetCurrentContext()];

            UIImage *image =UIGraphicsGetImageFromCurrentImageContext();

            UIGraphicsEndImageContext();

            

    //真机

//    NSArray *filePaths=NSSearchPathForDirectoriesInDomains(NSDocumentationDirectory, NSUserDomainMask, YES);

//    NSString *documentDic=[filePaths objectAtIndex:0];

//    NSString *fileName=[NSString stringWithFormat:@"share.png"];

//    NSString *filePath=[documentDic stringByAppendingString:fileName];

            //保存图像

            NSString *path = [NSHomeDirectory()stringByAppendingFormat:@"/%d.png",index];

            if ([UIImagePNGRepresentation(image)writeToFile:filePathatomically:YES]) {

                index += 1;

                NSLog(@"Succeeded!");

            }

            else {

                NSLog(@"Failed!");

            }

        }

    }

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DirectX本身并不直接支持生成PNG格式的图片,但是我们可以通过使用第三方库来实现将DirectX中的渲染结果保存为PNG格式的图片。以下是一个简单的流程: 1. 使用DirectX进行渲染,并将渲染结果存储在一个纹理中。 2. 将存储渲染结果的纹理复制到一个CPU可访问的内存中。 3. 使用第三方库(如libpng)将存储在内存中的渲染结果转换为PNG格式,并保存为文件。 具体实现步骤可以参考下面的代码示例: ``` // 创建渲染目标纹理 ID3D11Texture2D* renderTargetTexture; D3D11_TEXTURE2D_DESC textureDesc; ZeroMemory(&textureDesc, sizeof(textureDesc)); textureDesc.Width = screenWidth; textureDesc.Height = screenHeight; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; textureDesc.SampleDesc.Count = 1; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = 0; device->CreateTexture2D(&textureDesc, NULL, &renderTargetTexture); // 创建渲染目标视图 ID3D11RenderTargetView* renderTargetView; D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; ZeroMemory(&renderTargetViewDesc, sizeof(renderTargetViewDesc)); renderTargetViewDesc.Format = textureDesc.Format; renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; renderTargetViewDesc.Texture2D.MipSlice = 0; device->CreateRenderTargetView(renderTargetTexture, &renderTargetViewDesc, &renderTargetView); // 设置渲染目标 deviceContext->OMSetRenderTargets(1, &renderTargetView, NULL); // 渲染场景... // 复制渲染结果到CPU可访问的内存中 D3D11_TEXTURE2D_DESC textureDesc; renderTargetTexture->GetDesc(&textureDesc); D3D11_TEXTURE2D_DESC copyTextureDesc; ZeroMemory(&copyTextureDesc, sizeof(copyTextureDesc)); copyTextureDesc.Width = textureDesc.Width; copyTextureDesc.Height = textureDesc.Height; copyTextureDesc.MipLevels = 1; copyTextureDesc.ArraySize = 1; copyTextureDesc.Format = textureDesc.Format; copyTextureDesc.SampleDesc.Count = 1; copyTextureDesc.Usage = D3D11_USAGE_STAGING; copyTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; copyTextureDesc.MiscFlags = 0; ID3D11Texture2D* copyTexture; device->CreateTexture2D(&copyTextureDesc, NULL, &copyTexture); deviceContext->CopyResource(copyTexture, renderTargetTexture); // 将渲染结果转换为PNG格式并保存为文件 BYTE* imageData = new BYTE[textureDesc.Width * textureDesc.Height * 4]; deviceContext->CopyResource(copyTexture, renderTargetTexture); D3D11_MAPPED_SUBRESOURCE mappedResource; deviceContext->Map(copyTexture, 0, D3D11_MAP_READ, 0, &mappedResource); BYTE* imageData = new BYTE[textureDesc.Width * textureDesc.Height * 4]; memcpy(imageData, mappedResource.pData, textureDesc.Width * textureDesc.Height * 4); deviceContext->Unmap(copyTexture, 0); stbi_write_png("renderResult.png", textureDesc.Width, textureDesc.Height, 4, imageData, textureDesc.Width * 4); delete[] imageData; // 清理资源 renderTargetTexture->Release(); renderTargetView->Release(); copyTexture->Release(); ``` 这段代码中使用了第三方库stb_image_write来实现将内存中的图像数据保存为PNG格式文件。需要注意的是,stb_image_write库并不是官方的库,使用前需要自行下载并添加到项目中。
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