我需要在 iOS 上编写 OpenGL ES 二维渲染器。它应该将一些图元(如线条和多边形)绘制到二维图像中(它将渲染矢量图)。在该任务中,哪种方式最适合从 OpenGL 上下文中获取图像?我的意思是,我应该将这些图元渲染成纹理,然后从中获取图像,还是什么?此外,如果有人给出看起来像我需要的东西(2d GL 渲染成图像)的示例或教程,那将是很棒的。提前致谢!
1 回答
如果您需要渲染 OpenGL ES 2-D 场景,然后提取该场景的图像以在 OpenGL ES 之外使用,您有两个主要选择。
第一种是简单地渲染你的场景并使用它glReadPixels()
来获取场景的 RGBA 数据并将其放置在一个字节数组中,如下所示:
GLubyte *rawImagePixels = (GLubyte *)malloc(totalBytesForImage);
glReadPixels(0, 0, (int)currentFBOSize.width, (int)currentFBOSize.height, GL_RGBA, GL_UNSIGNED_BYTE, rawImagePixels);
// Do something with the image
free(rawImagePixels);
第二种更快的方法是将场景渲染到纹理支持的帧缓冲区对象 (FBO),其中纹理由 iOS 5.0 的纹理缓存提供。我在这个答案中描述了这种方法,尽管我没有在那里显示原始数据访问的代码。
您可以执行以下操作来设置纹理缓存并绑定 FBO 纹理:
CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, (__bridge void *)[[GPUImageOpenGLESContext sharedImageProcessingOpenGLESContext] context], NULL, &rawDataTextureCache);
if (err)
{
NSAssert(NO, @"Error at CVOpenGLESTextureCacheCreate %d");
}
// Code originally sourced from http://allmybrain.com/2011/12/08/rendering-to-a-texture-with-ios-5-texture-cache-api/
CFDictionaryRef empty; // empty value for attr value.
CFMutableDictionaryRef attrs;
empty = CFDictionaryCreate(kCFAllocatorDefault, // our empty IOSurface properties dictionary
NULL,
NULL,
0,
&kCFTypeDictionaryKeyCallBacks,
&kCFTypeDictionaryValueCallBacks);
attrs = CFDictionaryCreateMutable(kCFAllocatorDefault,
1,
&kCFTypeDictionaryKeyCallBacks,
&kCFTypeDictionaryValueCallBacks);
CFDictionarySetValue(attrs,
kCVPixelBufferIOSurfacePropertiesKey,
empty);
//CVPixelBufferPoolCreatePixelBuffer (NULL, [assetWriterPixelBufferInput pixelBufferPool], &renderTarget);
CVPixelBufferCreate(kCFAllocatorDefault,
(int)imageSize.width,
(int)imageSize.height,
kCVPixelFormatType_32BGRA,
attrs,
&renderTarget);
CVOpenGLESTextureRef renderTexture;
CVOpenGLESTextureCacheCreateTextureFromImage (kCFAllocatorDefault,
rawDataTextureCache, renderTarget,
NULL, // texture attributes
GL_TEXTURE_2D,
GL_RGBA, // opengl format
(int)imageSize.width,
(int)imageSize.height,
GL_BGRA, // native iOS format
GL_UNSIGNED_BYTE,
0,
&renderTexture);
CFRelease(attrs);
CFRelease(empty);
glBindTexture(CVOpenGLESTextureGetTarget(renderTexture), CVOpenGLESTextureGetName(renderTexture));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, CVOpenGLESTextureGetName(renderTexture), 0);
然后你可以直接从支持这个纹理的字节中读取(BGRA 格式,而不是 RGBA 的glReadPixels()
),使用类似:
CVPixelBufferLockBaseAddress(renderTarget, 0);
_rawBytesForImage = (GLubyte *)CVPixelBufferGetBaseAddress(renderTarget);
// Do something with the bytes
CVPixelBufferUnlockBaseAddress(renderTarget, 0);
但是,如果您只想在 OpenGL ES 中重用您的图像,您只需将场景渲染到支持纹理的 FBO,然后在第二级渲染中使用该纹理。
I show an example of rendering to a texture, and then performing some processing on it, within the CubeExample sample application within my open source GPUImage framework, if you want to see this in action.