将openGL ES纹理读取到原始数组 [英] Reading a openGL ES texture to a raw array
本文介绍了将openGL ES纹理读取到原始数组的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我正在尝试从openGL ES中的RGBA纹理获取字节.我想我想模仿香草openGL中的glGetTexImage
.到目前为止,从调用到glClear
,像素都为零,而不是我要查找的纹理数据.
I'm trying to get the bytes from a RGBA texture in openGL ES. I think I'm trying to imitate glGetTexImage
from vanilla openGL. As is right now, the pixels are all nil, from the call to glClear
, not the texture data I'm looking for.
这是从Sparrow Framework扩展SPTexture的类别中的一种方法.
This is a method in a category extending SPTexture from Sparrow Framework.
-(NSMutableData *) getPixelsFromTexture
{
GLsizei width = (GLsizei) self.width;
GLsizei height = (GLsizei) self.height;
GLint oldBind = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBind);
glBindTexture(GL_TEXTURE_2D, self.textureID);
GLuint fbo[1];
glGenFramebuffersOES(1, fbo);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo[0]);
GLuint rbo[1];
glGenRenderbuffersOES(1, rbo);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, rbo[0]);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGBA4_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, rbo[0]);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"Incomplete FBO");
}
// draw
static float texCoords[8] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
static float vertexCoords[8] = { -1.0f, -1.0f, 1-.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f };
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glOrthof(0.0f, self.width, self.height, 0.0f, 0.0f, 1.0f);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glVertexPointer(2, GL_FLOAT, 0, vertexCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// end draw
GLsizei count = width * height * 4;
GLubyte * pixels = (GLubyte *)malloc((sizeof(GLubyte) * count));
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glBindTexture(GL_TEXTURE_2D, oldBind);
glDeleteRenderbuffersOES(1, rbo);
glDeleteFramebuffersOES(1, fbo);
return [NSMutableData dataWithBytes:pixels length:count];
}
我在做什么错了?
推荐答案
So, I was eventually able to solve this using a variation of the code seen here. My code is:
@interface SPRenderTexture (RenderToImage)
- (NSMutableData *)renderToPixelData;
@end
@implementation SPRenderTexture (RenderToImage)
- (NSMutableData *)renderToPixelData
{
__block NSMutableData * pixels = nil;
[self bundleDrawCalls:^()
{
float scale = [SPStage contentScaleFactor];
int width = scale * self.width;
int height = scale * self.height;
int nrOfColorComponents = 4; //RGBA
int rawImageDataLength = width * height * nrOfColorComponents;
GLenum pixelDataFormat = GL_RGBA;
GLenum pixelDataType = GL_UNSIGNED_BYTE;
GLubyte *rawImageDataBuffer = (GLubyte *) malloc(rawImageDataLength);
glReadPixels(0, 0, width, height, pixelDataFormat, pixelDataType, rawImageDataBuffer);
pixels = [[NSMutableData alloc] initWithBytes:rawImageDataBuffer length:rawImageDataLength];
}];
return [pixels autorelease];
}
@end
我希望这对其他人有用.
I hope this will be useful to other people.
这篇关于将openGL ES纹理读取到原始数组的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!
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