我有一个UITableView
,每个单元格内有 3 个EAGLView
,用户可以在其中绘制一些东西(遵循苹果 GLPaint,我只是使用那个例子中的 PaintingView 类)
我正在尝试将这个 3 EAGLView
转换为按钮压力事件的 3 个不同UIImage
,但生成的 UIImage 始终等于最后编辑的EAGLView
这是我正在使用的代码(从这里复制):
- (UIImage*)saveImageFromGLView:(UIView *)glView withName:(NSString *)name{
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
{
/// This IS being activated with code 0
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
}
int s = 1;
UIScreen* screen = [ UIScreen mainScreen ];
if ( [ screen respondsToSelector:@selector(scale) ] )
s = (int) [ screen scale ];
const int w = self.frame.size.width;
const int h = self.frame.size.height;
const NSInteger myDataLength = w * h * 4 * s * s;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, w*s, h*s, 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 < h*s; y++)
{
memcpy( buffer2 + (h*s - 1 - y) * w * 4 * s, buffer + (y * 4 * w * s), w * 4 * s );
}
free(buffer); // work with the flipped buffer, so get rid of the original one.
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * w * s;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(w*s, h*s, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *myImage = [ UIImage imageWithCGImage:imageRef scale:s orientation:UIImageOrientationUp ];
// Create path.
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *filePath = [[paths objectAtIndex:0] stringByAppendingPathComponent:name];
// Save image.
[UIImagePNGRepresentation(myImage) writeToFile:filePath atomically:YES];
CGImageRelease( imageRef );
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
free(buffer2);
return myImage;
}
我认为这是一个上下文问题,我如何获得三个不同的图像?
假设您对这些视图使用保留的支持(否则glReadPixels()
在呈现到屏幕后不起作用),我的猜测是每个视图都有不同的OpenGL ES上下文。 glReadPixels()
只会从当前活动的上下文中提取,从而提取呈现的最后一个视图。
在上述方法中读取每个视图的上下文之前,您需要使用如下所示的代码:
[EAGLContext setCurrentContext:context];
上下文是从您的 OpenGL ES 渲染 UIView 中提取的。您可能希望将该上下文设置为UIView子类的只读属性,然后更改上述方法以接受该子类。然后,您可以在使用 glReadPixels()
之前切换到相应的上下文。
作为一个附带问题,您不应该在上面使用glCheckFramebufferStatusOES()
。这只真正属于你的帧缓冲创建代码,在上面的方法中没有真正的用途。