【问题标题】:screenShot code Not working on ipad, works on iphonescreenShot代码不适用于ipad,适用于iphone
【发布时间】:2011-07-14 11:29:24
【问题描述】:

我遇到了这个奇怪的问题... 我必须捕获屏幕数据并使用以下代码将其转换为图像..此代码在 iphone/ipad 模拟器和 iphone 设备上运行良好,但不适用于 iPad。 iphone 设备是 ios 版本 3.1.1 而 ipad 是 ios 4.2...

- (UIImage *)screenshotImage {
CGRect screenBounds = [[UIScreen mainScreen] bounds];
int backingWidth = screenBounds.size.width;
int backingHeight =screenBounds.size.height;
NSInteger myDataLength = backingWidth * backingHeight * 4;
GLuint *buffer = (GLuint *) malloc(myDataLength);
glReadPixels(0, 0, backingWidth, backingHeight, GL_RGBA4, GL_UNSIGNED_BYTE, buffer);
for(int y = 0; y < backingHeight / 2; y++) {
    for(int xt = 0; xt < backingWidth; xt++) {
        GLuint top = buffer[y * backingWidth + xt];
        GLuint bottom = buffer[(backingHeight - 1 - y) * backingWidth + xt];
        buffer[(backingHeight - 1 - y) * backingWidth + xt] = top;
        buffer[y * backingWidth + xt] = bottom;
    }
}
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, myDataLength, releaseScreenshotData);
const int bitsPerComponent = 8;
const int bitsPerPixel = 4 * bitsPerComponent;
const int bytesPerRow = 4 * backingWidth;

CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(backingWidth,backingHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);

UIImage *myImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);

// myImage = [self addIconToImage:myImage];
return myImage;}    

知道出了什么问题吗..??

【问题讨论】:

    标签: ios ipad opengl-es glreadpixels


    【解决方案1】:

    这两行不匹配

    NSInteger myDataLength = backingWidth * backingHeight * 4;
    
    glReadPixels(0, 0, backingWidth, backingHeight, GL_RGBA4, GL_UNSIGNED_BYTE, buffer);
    

    GL_RGB4 表示每个通道 4 位,但是您为每个通道分配 8 位。正确的令牌是GL_RGB8。在 iPhone 上,GL_RGB4 可能不受支持并回退到 GL_RGBA

    还要确保您正在从正确的缓冲区读取数据(正面与左侧与任何(意外)绑定的 FBO)。我建议在进行缓冲区交换之前从后台缓冲区读取数据。

    【讨论】:

    • k 感谢您的快速回复.. 现在我已将 GL_RGB4 更改为 GL_RGBA。代码在 iphone 设备上运行良好,但在 ipad 设备上运行良好不知道是什么问题....我在两个设备上使用相同的代码
    • 将其更改为 GL_RGBA8,而不仅仅是 GL_RGBA(注意“8”)。
    • 嘿,我的 xcode 并没有准确地给我 GL_RGBA8 的选项,而是给了 GL_RGBA8_OES 作为选项..当我使用这个 GL_RGBA8_OES 时,它给出了编译时错误“”GL_RGBA8_OES 没有在这个范围内定义“”
    • @Tornado:包含 OES 标头?
    • Hmmmm .. Opengl 框架包含在项目中...我已经包含了#import .....我还需要导入什么?
    【解决方案2】:

    对于 ios 4 或更高版本,我使用多采样技术进行抗锯齿 ....glReadpixels() 无法直接从 multiSampled FBO 读取,您需要将其解析为单采样缓冲区,然后尝试读取它...请参考到以下帖子:-

    Reading data using glReadPixel() with multisampling

    【讨论】:

      【解决方案3】:

      openGL ES 苹果文档截图

      - (UIImage*)snapshot:(UIView*)eaglview
      {
          GLint backingWidth, backingHeight;
      
          // Bind the color renderbuffer used to render the OpenGL ES view
          // If your application only creates a single color renderbuffer which is already bound at this point, 
          // this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
          // Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
          glBindRenderbufferOES(GL_RENDERBUFFER_OES, _colorRenderbuffer);
      
          // Get the size of the backing CAEAGLLayer
          glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
          glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
      
          NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
          NSInteger dataLength = width * height * 4;
          GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
      
          // Read pixel data from the framebuffer
          glPixelStorei(GL_PACK_ALIGNMENT, 4);
          glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
      
          // Create a CGImage with the pixel data
          // If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
          // otherwise, use kCGImageAlphaPremultipliedLast
          CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
          CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
          CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
                                          ref, NULL, true, kCGRenderingIntentDefault);
      
          // OpenGL ES measures data in PIXELS
          // Create a graphics context with the target size measured in POINTS
          NSInteger widthInPoints, heightInPoints;
          if (NULL != UIGraphicsBeginImageContextWithOptions) {
              // On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
              // Set the scale parameter to your OpenGL ES view's contentScaleFactor
              // so that you get a high-resolution snapshot when its value is greater than 1.0
              CGFloat scale = eaglview.contentScaleFactor;
              widthInPoints = width / scale;
              heightInPoints = height / scale;
              UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
          }
          else {
              // On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
              widthInPoints = width;
              heightInPoints = height;
              UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
          }
      
          CGContextRef cgcontext = UIGraphicsGetCurrentContext();
      
          // UIKit coordinate system is upside down to GL/Quartz coordinate system
          // Flip the CGImage by rendering it to the flipped bitmap context
          // The size of the destination area is measured in POINTS
          CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
          CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
      
          // Retrieve the UIImage from the current context
          UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
      
          UIGraphicsEndImageContext();
      
          // Clean up
          free(data);
          CFRelease(ref);
          CFRelease(colorspace);
          CGImageRelease(iref);
      
          return image;
      }
      

      【讨论】:

        猜你喜欢
        • 1970-01-01
        • 2011-03-08
        • 1970-01-01
        • 1970-01-01
        • 1970-01-01
        • 1970-01-01
        • 1970-01-01
        • 1970-01-01
        • 2011-11-16
        相关资源
        最近更新 更多