更新:用实际代码替换原始答案中的断开链接。
这是对我有用的代码:
-(void) mergeWithImage:(UIImage*) image
{
if(image==nil)
{
return;
}
glPushMatrix();
glColor4f(256,
256,
256,
1.0);
GLuint stampTexture; // = texture.id;
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glGenTextures(1, &stampTexture);
glBindTexture(GL_TEXTURE_2D, stampTexture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
GLuint imgwidth = CGImageGetWidth(image.CGImage);
GLuint imgheight = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( imgheight * imgwidth * 4 );
CGContextRef context2 = CGBitmapContextCreate( imageData, imgwidth, imgheight, 8, 4 * imgwidth, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGContextTranslateCTM (context2, 0, imgheight);
CGContextScaleCTM (context2, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context2, CGRectMake( 0, 0, imgwidth, imgheight ) );
CGContextTranslateCTM( context2, 0, imgheight - imgheight );
CGContextDrawImage( context2, CGRectMake( 0, 0, imgwidth, imgheight ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imgwidth, imgheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context2);
free(imageData);
static const GLfloat texCoords[] = {
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0
};
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
/*
These arrays would need to be changed if the size of the paintview changes. You must make sure that all image imput is 64x64, 256x256, 512x512 or 1024x1024. Here we are using 512, but you can use 1024 as follows:
use the numbers:
{
0.0, height, 0.0,
1024, height, 0.0,
0.0, height-1024, 0.0,
1024, height-1024, 0.0
}
*/
NSLog(@"height of me: %f", self.bounds.size.height);
static const GLfloat vertices[] = {
0.0, 643, 0.0,
1024, 643, 0.0,
0.0, -381, 0.0,
1024, -381, 0.0
};
static const GLfloat normals[] = {
0.0, 0.0, 1024,
0.0, 0.0, 1024,
0.0, 0.0, 1024,
0.0, 0.0, 1024
};
glBindTexture(GL_TEXTURE_2D, stampTexture);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glPopMatrix();
glDeleteTextures( 1, &stampTexture );
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
-(void) addImageToView{
UIImage* imageToAdd= [UIImage imageNamed:@"IMAGE_TO_ADD_TO_GL_VIEW.png"];
// all images added to the paining view MUST be 512x512.
// You can also add smaller images (even transformed ones) using this method - just add it to a UIView and then get it's graphics context
UIView* imageView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 512, 512)];
UIImageView* subView = [[UIImageView alloc] initWithImage:imageToAdd];
[imageView addSubview:subView];
UIImage* blendedImage =nil;
UIGraphicsBeginImageContext(imageView.frame.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
blendedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self mergeWithImage: blendedImage ];