【问题标题】:Why is this GLView Screenshot code returning a blank/black UIImage?为什么此 GLView 屏幕截图代码返回空白/黑色 UIImage?
【发布时间】:2012-06-23 10:09:41
【问题描述】:

我正在使用以下代码截取GLView 中的像素的屏幕截图。问题是,它返回一个完全黑色的UIImage。这段代码在LineDrawer.m 中调用,这是GLView 代码的核心——所以它是从正确的.m 文件中调用的。如何保存实际的屏幕截图而不是黑色图像?

- (UIImage*) getGLScreenshot {

NSLog(@"1");

float scale = 0.0;
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
{
    // scale value should be 1.0 on 3G and 3GS, and 2.0 on iPhone 4.
    scale = [[UIScreen mainScreen] scale]; 
}

// these are swapped since the screen is rotatey
float h = 768 * scale;
float w = 924 * scale;

NSInteger myDataLength = w * h * 4;

// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, w, h, 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; y++)
{
    for(int x = 0; x <w * 4; x++)
    {
        buffer2[(((int)h-1) - y) * (int)w * 4 + x] = buffer[y * 4 * (int)w + x];
    }
}

// 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;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;

// make the cgimage
CGImageRef imageRef = CGImageCreate(w, h, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);

// then make the uiimage from that
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
return myImage;

}

- (void)saveGLScreenshotToPhotosAlbum {
UIImageWriteToSavedPhotosAlbum([self getGLScreenshot], nil, nil, nil);
}

【问题讨论】:

  • 您需要释放两个缓冲区并释放providercolorSpaceRefimageRef。您也可以通过在某处提供负的stride 值来进行垂直翻转。
  • 我该怎么做?抱歉,我对 OpenGL 不太熟悉,这是一个嵌入式库!我真的很感激一个例子:-)
  • 我的评论不是您问题的答案,我指出您的内存泄漏。一般来说,您应该阅读 CoreFoundation 和 Objective-C 中的引用计数。在使用 malloc 时,您还需要注意 C 中的内存管理。
  • 在运行上述捕获代码时,您的 OpenGL ES 上下文可能与当前线程没有关联。尝试在该方法的开头添加[EAGLContext setCurrentContext:self.context];。此外,glReadPixels() 只会捕获帧缓冲区中当前可见的内容,因此如果您在-drawRect: 中为您的 GLKView 调用它,则该内容可能尚未呈现。我不确定使用 GLKView 强制执行此操作的正确方法,但 glFinish()glReadPixels() 之前可能就足够了。
  • 您是否尝试过没有在循环中翻转图像?您是否在控制台上输出了像素?它们真的是 0(黑色)吗?

标签: iphone objective-c ios xcode opengl-es


【解决方案1】:

不久前我不得不在 Sparrow 框架中做类似的事情,你应该能够从这个论坛回复中的代码中提取你需要的部分: http://forum.sparrow-framework.org/topic/spdisplayobjectscreenshot

编辑:还有这篇文章http://forum.sparrow-framework.org/topic/taking-screenshots

【讨论】:

    【解决方案2】:

    更改您的可绘制属性

    eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:

                [NSNumber numberWithBool:YES],  
                    kEAGLDrawablePropertyRetainedBacking, 
                    kEAGLColorFormatRGB565, 
                    kEAGLDrawablePropertyColorFormat, nil];
    

    kEAGLDrawablePropertyRetainedBacking 为 YES

    【讨论】:

      【解决方案3】:

      试试这个我经历了很多事情,终于找到了解决方案。

      -(UIImage*)renderImg{
              GLint backingWidth = 0;
              GLint backingHeight = 0;
              glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
              glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
              GLubyte *buffer = (GLubyte *) malloc(backingWidth * backingHeight * 4);
              GLubyte *buffer2 = (GLubyte *) malloc(backingWidth * backingHeight * 4);
      
              glReadPixels(0, 0, backingWidth, backingHeight, GL_RGBA, GL_UNSIGNED_BYTE,
                           (GLvoid *)buffer);
              for (int y=0; y<backingHeight; y++) {
                  for (int x=0; x<backingWidth*4; x++) {
                      buffer2[y * 4 * backingWidth + x] =
                      buffer[(backingHeight - y - 1) * backingWidth * 4 + x];
                  }
              }
              free(buffer);
              CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2,
                                                                        backingWidth * backingHeight * 4,
                                                                        myProviderReleaseData);
              // set up for CGImage creation
              int bitsPerComponent = 8;
              int bitsPerPixel = 32;
              int bytesPerRow = 4 * backingWidth;
              CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
              // Use this to retain alpha
              CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
              CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
              CGImageRef imageRef = CGImageCreate(backingWidth, backingHeight,
                                                  bitsPerComponent, bitsPerPixel,
                                                  bytesPerRow, colorSpaceRef,
                                                  bitmapInfo, provider,
                                                  NULL, NO,
                                                  renderingIntent);
              // this contains our final image.
              UIImage *newUIImage = [UIImage imageWithCGImage:imageRef];
              CGImageRelease(imageRef);
              CGColorSpaceRelease(colorSpaceRef);
              CGDataProviderRelease(provider);
      
              return newUIImage;
          }
      

      我认为它应该可以完美运行。

      【讨论】:

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