As a primarily high-level/iOS dev, I\'m interested in using SceneKit for animation projects.
I\'ve been having fun with SceneKit for some months now, despite it obvi
** This is the answer for SceneKit using Metal.
** Warning: This may not be a proper method for App Store. But it's working.
Step 1: Swap the method of nextDrawable of CAMetalLayer with a new one using swizzling. Save the CAMetalDrawable for each render loop.
extension CAMetalLayer {
public static func setupSwizzling() {
struct Static {
static var token: dispatch_once_t = 0
}
dispatch_once(&Static.token) {
let copiedOriginalSelector = #selector(CAMetalLayer.orginalNextDrawable)
let originalSelector = #selector(CAMetalLayer.nextDrawable)
let swizzledSelector = #selector(CAMetalLayer.newNextDrawable)
let copiedOriginalMethod = class_getInstanceMethod(self, copiedOriginalSelector)
let originalMethod = class_getInstanceMethod(self, originalSelector)
let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)
let oldImp = method_getImplementation(originalMethod)
method_setImplementation(copiedOriginalMethod, oldImp)
method_exchangeImplementations(originalMethod, swizzledMethod)
}
}
func newNextDrawable() -> CAMetalDrawable? {
let drawable = orginalNextDrawable()
// Save the drawable to any where you want
AppManager.sharedInstance.currentSceneDrawable = drawable
return drawable
}
func orginalNextDrawable() -> CAMetalDrawable? {
// This is just a placeholder. Implementation will be replaced with nextDrawable.
return nil
}
}
Step 2: Setup the swizzling in AppDelegate: didFinishLaunchingWithOptions
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
CAMetalLayer.setupSwizzling()
return true
}
Step 3: Disable framebufferOnly for your's SCNView's CAMetalLayer (In order to call getBytes for MTLTexture)
if let metalLayer = scnView.layer as? CAMetalLayer {
metalLayer.framebufferOnly = false
}
Step 4: In your SCNView's delegate (SCNSceneRendererDelegate), play with the texture
func renderer(renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: NSTimeInterval) {
if let texture = AppManager.sharedInstance.currentSceneDrawable?.texture where !texture.framebufferOnly {
AppManager.sharedInstance.currentSceneDrawable = nil
// Get image from texture
let image = texture.toImage()
// Use the image for video recording
}
}
extension MTLTexture {
func bytes() -> UnsafeMutablePointer {
let width = self.width
let height = self.height
let rowBytes = self.width * 4
let p = malloc(width * height * 4) //Beware for memory leak
self.getBytes(p, bytesPerRow: rowBytes, fromRegion: MTLRegionMake2D(0, 0, width, height), mipmapLevel: 0)
return p
}
func toImage() -> UIImage? {
var uiImage: UIImage?
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.NoneSkipFirst.rawValue | CGBitmapInfo.ByteOrder32Little.rawValue
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let selftureSize = self.width * self.height * 4
let rowBytes = self.width * 4
let provider = CGDataProviderCreateWithData(nil, p, selftureSize, {_,_,_ in })!
if let cgImage = CGImageCreate(self.width, self.height, 8, 32, rowBytes, pColorSpace, bitmapInfo, provider, nil, true, CGColorRenderingIntent.RenderingIntentDefault) {
uiImage = UIImage(CGImage: cgImage)
}
return uiImage
}
func toImageAsJpeg(compressionQuality: CGFloat) -> UIImage? {
}
}
Step 5 (Optional): You may need to confirm the drawable at CAMetalLayer you are getting is your target. (If more then one CAMetalLayer at the same time)