4

我正在尝试在 iPhone 上开发一个复杂的绘画应用程序。我目前正在使用 Quartz 进行绘图(例如CGContext...)。不幸的是,Quartz 开销对于我正在做的绘图类型来说太慢了,我正在使用 GLPaint 示例作为参考点移植到 OpenGL 调用。

有没有办法从 EAGLview 类(相当于 Quartz 的 UIGraphicsGetImageFromCurrentImageContext)中获取 UIImage/CGImage ?基本上我需要保存由 GLPaint 应用程序绘制的图片。

4

5 回答 5

15
-(UIImage *) saveImageFromGLView
{
    NSInteger myDataLength = 320 * 480 * 4;
    // allocate array and read pixels into it.
    GLubyte *buffer = (GLubyte *) malloc(myDataLength);
    glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    // gl renders "upside down" so swap top to bottom into new array.
    // there's gotta be a better way, but this works.
    GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
    for(int y = 0; y <480; y++)
    {
        for(int x = 0; x <320 * 4; x++)
        {
            buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x];
        }
    }
    // make data provider with data.
    CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
    // prep the ingredients
    int bitsPerComponent = 8;
    int bitsPerPixel = 32;
    int bytesPerRow = 4 * 320;
    CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
    CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
    CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
    // make the cgimage
    CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
    // then make the uiimage from that
    UIImage *myImage = [UIImage imageWithCGImage:imageRef];
    return myImage;
}
于 2009-12-22T11:09:23.803 回答
7

与@Quakeboy 的答案相同,但传入视图以便动态确定大小(我将其用于我的通用应用程序):

- (UIImage *)saveImageFromGLView:(UIView *)glView {
    int width = glView.frame.size.width;
    int height = glView.frame.size.height;

    NSInteger myDataLength = width * height * 4;
    // allocate array and read pixels into it.
    GLubyte *buffer = (GLubyte *) malloc(myDataLength);
    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    // gl renders "upside down" so swap top to bottom into new array.
    // there's gotta be a better way, but this works.
    GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
    for(int y = 0; y < height; y++)
    {
        for(int x = 0; x < width * 4; x++)
        {
            buffer2[((height - 1) - y) * width * 4 + x] = buffer[y * 4 * width + x];
        }
    }
    // make data provider with data.
    CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
    // prep the ingredients
    int bitsPerComponent = 8;
    int bitsPerPixel = 32;
    int bytesPerRow = 4 * width;
    CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
    CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
    CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
    // make the cgimage
    CGImageRef imageRef = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
    // then make the uiimage from that
    UIImage *myImage = [UIImage imageWithCGImage:imageRef];
    return myImage;
}
于 2011-01-26T16:54:09.213 回答
3

这绝对是可能的。诀窍是使用 glReadPixels 将图像数据从 OpenGL 帧缓冲区中提取到您可以使用的内存中。一旦有了指向图像数据的指针,就可以使用 CGDataProviderCreateWithData 和 CGI​​mageCreate 从数据中创建 CGImage。我正在开发一个大量使用这种技术的基于 OpenGL 的绘图应用程序!

于 2009-06-04T00:26:50.693 回答
0

此代码不会像上述解决方案那样泄漏内存,并考虑动态视图大小以及视网膜与标准显示器:

-(BOOL)iPhoneRetina{
    return ([[UIScreen mainScreen] respondsToSelector:@selector(displayLinkWithTarget:selector:)] && ([UIScreen mainScreen].scale == 2.0))?YES:NO;
}

void releasePixels(void *info, const void *data, size_t size) {
    free((void*)data);
}

-(UIImage *) glToUIImage{

    int imageWidth, imageHeight;

    int scale = [self iPhoneRetina]?2:1;

    imageWidth = self.frame.size.width*scale;
    imageHeight = self.frame.size.height*scale;

    NSInteger myDataLength = imageWidth * imageHeight * 4;

    // allocate array and read pixels into it.
    GLubyte *buffer = (GLubyte *) malloc(myDataLength);
    glReadPixels(0, 0, imageWidth, imageHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

    // make data provider with data.
    CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, myDataLength, releasePixels);

    // prep the ingredients
    int bitsPerComponent = 8;
    int bitsPerPixel = 32;
    int bytesPerRow = 4 * imageWidth;
    CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
    CGBitmapInfo bitmapInfo =  kCGImageAlphaPremultipliedLast;
    CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;

    // make the cgimage

    CGImageRef imageRef = CGImageCreate(imageWidth, imageHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);

    UIImage *myImage = [UIImage imageWithCGImage:imageRef scale:scale orientation:UIImageOrientationDownMirrored]; //Render image flipped, since OpenGL's data is mirrored

    CGImageRelease(imageRef);
    CGColorSpaceRelease(colorSpaceRef);

    CGDataProviderRelease(provider);

    return myImage;
}

其他的泄漏内存是因为 CGDataProviderCreateWithData 的最后一个参数应该是释放内存的函数,而且它们也省略了 CGRelease 函数。

于 2014-01-30T11:11:41.010 回答
-1
void SaveScreenImage()

{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
CGImageRef cgImage = UIGetScreenImage();
void *imageBytes = NULL;
if (cgImage == NULL) {
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
imageBytes = malloc(320 * 480 * 4);
CGContextRef context = CGBitmapContextCreate(imageBytes, 320, 480, 8, 320 * 4, colorspace, kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Big);
    CGColorSpaceRelease(colorspace);
for (UIWindow *window in [[UIApplication sharedApplication] windows]) {
        CGRect bounds = [window bounds];
        CALayer *layer = [window layer];
        CGContextSaveGState(context);
        if ([layer contentsAreFlipped]) {
            CGContextTranslateCTM(context, 0.0f, bounds.size.height);
            CGContextScaleCTM(context, 1.0f, -1.0f);
        }
[layer renderInContext:(CGContextRef)context];
        CGContextRestoreGState(context);
    }
    cgImage = CGBitmapContextCreateImage(context);
    CGContextRelease(context);
}
UIImage *image=[UIImage imageWithCGImage:cgImage];
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil); 
[pool release];
}

此代码将保存为您在屏幕上看到的内容。但它可能是私有 api。

于 2010-07-04T09:06:17.337 回答