在纹理中转换UIImage



在我的opengl项目中,我需要在纹理中转换UIImage;怎么做呢?你能帮我吗?

我还没有测试以下内容,但我会将转换分解为3步:

  1. 为您的图像提取信息:

    UIImage* image = [UIImage imageNamed:@"imageToApplyAsATexture.png"];
    CGImageRef imageRef = [image CGImage];
    int width = CGImageGetWidth(imageRef);
    int height = CGImageGetHeight(imageRef);
    
  2. 分配具有上述属性的textureData:

    GLubyte* textureData = (GLubyte *)malloc(width * height * 4); // if 4 components per pixel (RGBA)
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    NSUInteger bytesPerPixel = 4;
    NSUInteger bytesPerRow = bytesPerPixel * width;
    NSUInteger bitsPerComponent = 8;  
    CGContextRef context = CGBitmapContextCreate(textureData, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    CGColorSpaceRelease(colorSpace);
    CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
    CGContextRelease(context);
    
  3. 设置纹理:

    GLuint textureID;    
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
    
编辑:

阅读这篇文章;从将图像转换为纹理以及在iOS环境中应用纹理的所有内容都进行了解释。

下面是从UIImage获取纹理的快速版本

func setupTexture(sourceImage: UIImage) -> GLuint {
guard let textureImage = sourceImage.cgImage else {
    print("Failed to load image")
    return 0
}
let width = textureImage.width
let height = textureImage.height
/*
 it will write one byte each for red, green, blue, and alpha – so 4 bytes in total.
 */
let textureData = calloc(width * height * 4, MemoryLayout<GLubyte>.size) //4 components per pixel (RGBA)
let spriteContext = CGContext(data: textureData,
                              width: width,
                              height: height,
                              bitsPerComponent: 8,
                              bytesPerRow: width * 4,
                              space: textureImage.colorSpace!,
                              bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)
spriteContext?.draw(textureImage, in: CGRect(x: 0, y: 0, width: width, height: height))
var textName = GLuint()
glGenTextures(1, &textName)
glBindTexture(GLenum(GL_TEXTURE_2D), textName)
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_NEAREST)
glTexImage2D(GLenum(GL_TEXTURE_2D), 0, GL_RGBA, GLsizei(width),
             GLsizei(height), 0, GLenum(GL_RGBA), GLenum(GL_UNSIGNED_BYTE), textureData)
return textName

}

注意:需要记住,当我们加载图像时,Core Graphics会翻转图像

使用GLKit框架的另一种方法:

//Path to image
NSString *path = [[NSBundle mainBundle] pathForResource:@"textureImage" ofType:@"png"];
//Set eaglContext
[EAGLContext setCurrentContext:[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]];
//Create texture
NSError *theError;    
GLKTextureInfo *texture = [GLKTextureLoader textureWithContentsOfFile:filePath options:nil error:&theError];
glBindTexture(texture.target, texture.name);

texture.name是OpenGL上下文的纹理名称。

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