如何将屏幕外 SCNScene
渲染渲染成UIImage
?
我知道这SCNView
提供了一种-snapshot
方法,但不幸的是,这不适用于屏幕外视图。之前有人问过一个类似的问题,其中一个答案建议使用 OpenGL 从 OpenGL 读取位图数据glReadPixels
,但这种方法对我来说不适用于屏幕外场景。
我尝试渲染到GLKView
使用的上下文中SCNRenderer
但没有成功。
带有 SCNRenderer 的 Swift 4:
您可以使用SCNRenderer的快照方法将屏幕外的 SCNScene 轻松渲染为 UIImage。
这里有一些警告,这使用金属。我不知道设备/iOS 版本的截止日期在哪里,但您需要更新的设备。您也将无法在模拟器上运行它。
第 1 步 - 像往常一样设置场景:
// Set up your scene which won't be displayed
let hiddenScene = SCNScene()
[insert code to set up your nodes, cameras, and lights here]
第 2 步 - 设置 SCNRenderer - 模拟器上的渲染器将为零:
// Set up the renderer -- this returns nil on simulator
let renderer = SCNRenderer(device: MTLCreateSystemDefaultDevice(), options: nil)
renderer!.scene = hiddenScene
第 3 步 - 将场景渲染到 UIImage:
// You can use zero for renderTime unless you are using animations,
// in which case, renderTime should be the current scene time.
let renderTime = TimeInterval(0)
// Output size
let size = CGSize(width:300, height: 150)
// Render the image
let image = renderer!.snapshot(atTime: renderTime, with: size,
antialiasingMode: SCNAntialiasingMode.multisampling4X)
如果您正在运行动画,则需要增加 renderTime 或将其设置为您要渲染的时间索引。例如,如果您想将帧渲染到场景中 4 秒,您可以将其设置为 4。这只会影响动画——它不会及时返回并显示场景的历史视图。
例如,如果您使用 SCNNode.runAction 运行正在运行的动画,您可能希望每 60 秒(0.16667 秒)增加一次渲染时间,这样每当您决定渲染时,您就会获得更新的渲染时间:
var timer : Timer
var renderTime = TimeInterval(0)
timer = Timer.scheduledTimer(withTimeInterval: 0.016667, repeats: true, block: { (t) in
self?.renderTime += 0.016667
}
})
不过,使用CADisplayLink可能是更好的计时解决方案。
这是一个非常快速和肮脏的实现示例。
这是我写的一个小代码。你可以用它记笔记。
public extension SCNRenderer {
public func renderToImageSize(size: CGSize, floatComponents: Bool, atTime time: NSTimeInterval) -> CGImage? {
var thumbnailCGImage: CGImage?
let width = GLsizei(size.width), height = GLsizei(size.height)
let samplesPerPixel = 4
#if os(iOS)
let oldGLContext = EAGLContext.currentContext()
let glContext = unsafeBitCast(context, EAGLContext.self)
EAGLContext.setCurrentContext(glContext)
objc_sync_enter(glContext)
#elseif os(OSX)
let oldGLContext = CGLGetCurrentContext()
let glContext = unsafeBitCast(context, CGLContextObj.self)
CGLSetCurrentContext(glContext)
CGLLockContext(glContext)
#endif
// set up the OpenGL buffers
var thumbnailFramebuffer: GLuint = 0
glGenFramebuffers(1, &thumbnailFramebuffer)
glBindFramebuffer(GLenum(GL_FRAMEBUFFER), thumbnailFramebuffer); checkGLErrors()
var colorRenderbuffer: GLuint = 0
glGenRenderbuffers(1, &colorRenderbuffer)
glBindRenderbuffer(GLenum(GL_RENDERBUFFER), colorRenderbuffer)
if floatComponents {
glRenderbufferStorage(GLenum(GL_RENDERBUFFER), GLenum(GL_RGBA16F), width, height)
} else {
glRenderbufferStorage(GLenum(GL_RENDERBUFFER), GLenum(GL_RGBA8), width, height)
}
glFramebufferRenderbuffer(GLenum(GL_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT0), GLenum(GL_RENDERBUFFER), colorRenderbuffer); checkGLErrors()
var depthRenderbuffer: GLuint = 0
glGenRenderbuffers(1, &depthRenderbuffer)
glBindRenderbuffer(GLenum(GL_RENDERBUFFER), depthRenderbuffer)
glRenderbufferStorage(GLenum(GL_RENDERBUFFER), GLenum(GL_DEPTH_COMPONENT24), width, height)
glFramebufferRenderbuffer(GLenum(GL_FRAMEBUFFER), GLenum(GL_DEPTH_ATTACHMENT), GLenum(GL_RENDERBUFFER), depthRenderbuffer); checkGLErrors()
let framebufferStatus = Int32(glCheckFramebufferStatus(GLenum(GL_FRAMEBUFFER)))
assert(framebufferStatus == GL_FRAMEBUFFER_COMPLETE)
if framebufferStatus != GL_FRAMEBUFFER_COMPLETE {
return nil
}
// clear buffer
glViewport(0, 0, width, height)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); checkGLErrors()
// render
renderAtTime(time); checkGLErrors()
// create the image
if floatComponents { // float components (16-bits of actual precision)
// slurp bytes out of OpenGL
typealias ComponentType = Float
var imageRawBuffer = [ComponentType](count: Int(width * height) * samplesPerPixel * sizeof(ComponentType), repeatedValue: 0)
glReadPixels(GLint(0), GLint(0), width, height, GLenum(GL_RGBA), GLenum(GL_FLOAT), &imageRawBuffer)
// flip image vertically — OpenGL has a different 'up' than CoreGraphics
let rowLength = Int(width) * samplesPerPixel
for rowIndex in 0..<(Int(height) / 2) {
let baseIndex = rowIndex * rowLength
let destinationIndex = (Int(height) - 1 - rowIndex) * rowLength
swap(&imageRawBuffer[baseIndex..<(baseIndex + rowLength)], &imageRawBuffer[destinationIndex..<(destinationIndex + rowLength)])
}
// make the CGImage
var imageBuffer = vImage_Buffer(
data: UnsafeMutablePointer<Float>(imageRawBuffer),
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: Int(width) * sizeof(ComponentType) * samplesPerPixel)
var format = vImage_CGImageFormat(
bitsPerComponent: UInt32(sizeof(ComponentType) * 8),
bitsPerPixel: UInt32(sizeof(ComponentType) * samplesPerPixel * 8),
colorSpace: nil, // defaults to sRGB
bitmapInfo: CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Little.rawValue | CGBitmapInfo.FloatComponents.rawValue),
version: UInt32(0),
decode: nil,
renderingIntent: kCGRenderingIntentDefault)
var error: vImage_Error = 0
thumbnailCGImage = vImageCreateCGImageFromBuffer(&imageBuffer, &format, nil, nil, vImage_Flags(kvImagePrintDiagnosticsToConsole), &error)!.takeRetainedValue()
} else { // byte components
// slurp bytes out of OpenGL
typealias ComponentType = UInt8
var imageRawBuffer = [ComponentType](count: Int(width * height) * samplesPerPixel * sizeof(ComponentType), repeatedValue: 0)
glReadPixels(GLint(0), GLint(0), width, height, GLenum(GL_RGBA), GLenum(GL_UNSIGNED_BYTE), &imageRawBuffer)
// flip image vertically — OpenGL has a different 'up' than CoreGraphics
let rowLength = Int(width) * samplesPerPixel
for rowIndex in 0..<(Int(height) / 2) {
let baseIndex = rowIndex * rowLength
let destinationIndex = (Int(height) - 1 - rowIndex) * rowLength
swap(&imageRawBuffer[baseIndex..<(baseIndex + rowLength)], &imageRawBuffer[destinationIndex..<(destinationIndex + rowLength)])
}
// make the CGImage
var imageBuffer = vImage_Buffer(
data: UnsafeMutablePointer<Float>(imageRawBuffer),
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: Int(width) * sizeof(ComponentType) * samplesPerPixel)
var format = vImage_CGImageFormat(
bitsPerComponent: UInt32(sizeof(ComponentType) * 8),
bitsPerPixel: UInt32(sizeof(ComponentType) * samplesPerPixel * 8),
colorSpace: nil, // defaults to sRGB
bitmapInfo: CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Big.rawValue),
version: UInt32(0),
decode: nil,
renderingIntent: kCGRenderingIntentDefault)
var error: vImage_Error = 0
thumbnailCGImage = vImageCreateCGImageFromBuffer(&imageBuffer, &format, nil, nil, vImage_Flags(kvImagePrintDiagnosticsToConsole), &error)!.takeRetainedValue()
}
#if os(iOS)
objc_sync_exit(glContext)
if oldGLContext != nil {
EAGLContext.setCurrentContext(oldGLContext)
}
#elseif os(OSX)
CGLUnlockContext(glContext)
if oldGLContext != nil {
CGLSetCurrentContext(oldGLContext)
}
#endif
return thumbnailCGImage
}
}
func checkGLErrors() {
var glError: GLenum
var hadError = false
do {
glError = glGetError()
if glError != 0 {
println(String(format: "OpenGL error %#x", glError))
hadError = true
}
} while glError != 0
assert(!hadError)
}