iOS openGL将纹理保存为UIImage

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

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