方法1:
- (UIImage *)imageFromTextureWithwidth:(int)width height:(int)height {
// glActiveTexture(GL_TEXTURE1); 先绑定某个纹理
int size = width * height * 4;
GLubyte *buffer = malloc(size);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, size, NULL);
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
UIImage *image = [UIImage imageWithCGImage:imageRef];
free(buffer);
return image;
}
方法2:
#if 1 - 读取framebuffer到CPU内存
//glFinish();
//glActiveTexture(GL_TEXTURE3); //先绑定某个纹理
GLint x = 0, y = 0, width = 512, height = 512;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
NSDate *startTime = [NSDate date];
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 1);
//glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
glReadPixels(x, y, width, height, GL_RGB, GL_BYTE, data);
NSLog(@"code runing Time duration : %f", -[startTime timeIntervalSinceNow]);
// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaNone,
ref, NULL, true, kCGRenderingIntentDefault);
// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
NSInteger widthInPoints, heightInPoints;
if (NULL != &UIGraphicsBeginImageContextWithOptions) {
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// Set the scale parameter to your OpenGL ES view's contentScaleFactor
// so that you get a high-resolution snapshot when its value is greater than 1.0
CGFloat scale = [UIScreen mainScreen].scale;
widthInPoints = width / scale;
heightInPoints = height / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}else {
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
// widthInPoints = width;
// heightInPoints = height;
// UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
image = nil;
UIGraphicsEndImageContext();
// Clean up
free(data);
#endif
方法1参考内容:https://www.jianshu.com/p/949b8b1075d8