How to get UIImage from EAGLView?

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悲&欢浪女
悲&欢浪女 2020-11-28 09:09

I am trying to get a UIImage from what is displayed in my EAGLView. Any suggestions on how to do this?

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  •  猫巷女王i
    2020-11-28 09:37

    Here is a cleaned up version of Quakeboy's code. I tested it on iPad, and works just fine. The improvements include:

    • works with any size EAGLView
    • works with retina display (point scale 2)
    • replaced nested loop with memcpy
    • cleaned up memory leaks
    • saves the UIImage in the photoalbum as a bonus.

    Use this as a method in your EAGLView:

    -(void)snapUIImage
    {
        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 ];
        UIImageWriteToSavedPhotosAlbum( myImage, nil, nil, nil );
        CGImageRelease( imageRef );
        CGDataProviderRelease(provider);
        CGColorSpaceRelease(colorSpaceRef);
        free(buffer2);
    }
    

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