IOS opengl离屏渲染并截图

环境:IOS

依赖库:GLKit

目标:借助openGL离屏渲染在不影响前端展示的情况下渲染出所需要的模型并截图保存(因为前端展示的和需要的图片背景、角度等参数不同)


//print screen when model rotates to angle
void printScreen(GLint* viewPort, const char* fileName)
{
    GLbyte* colorArr = new GLbyte[viewPort[2] * viewPort[3] * 4];
    if(colorArr==NULL)
    {
        NSLog(@"Funtion printScreen new colorArr Error!");
        return;
    }
    glReadPixels(viewPort[0], viewPort[1], viewPort[2], viewPort[3], GL_RGBA, GL_UNSIGNED_BYTE, colorArr);
    
    int WW=viewPort[2];
    int HH=viewPort[3];
    cv::Mat img;
    
    vector<cv::Mat> imgPlanes;
    img.create(HH, WW, CV_8UC3);
    split(img, imgPlanes);
    for(int i = 0; i < HH; i ++) {
        uchar* plane0Ptr = imgPlanes[2].ptr<uchar>(i);
        uchar* plane1Ptr = imgPlanes[1].ptr<uchar>(i);
        uchar* plane2Ptr = imgPlanes[0].ptr<uchar>(i);
        for(int j = 0; j < WW; j ++) {
            int k = 4 * (i * WW + j); // RGBA
            plane0Ptr[j] = colorArr[k];
            plane1Ptr[j] = colorArr[k+1];
            plane2Ptr[j] = colorArr[k+2];
        }
    }
    delete[] colorArr;
    colorArr=NULL;
    merge(imgPlanes, img);
    flip(img, img ,0);
    imwrite(fileName,img);
}

//fileName 保存图片的名字
//viewPort 存放四个整型,分别为窗口(截图)的左上x坐标、y坐标、宽度、高度
-(void)offScreenSave:(const char*)fileName ViewPort:(GLint*)viewPort
{
    GLuint framebuffer;
    glGenFramebuffers(1, &framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    
    GLuint renderbuffer[2];
    glGenRenderbuffers(2, renderbuffer);
    
    //绑定颜色缓冲对象
    glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer[0]);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, (GLsizei)self.view.frame.size.width, (GLsizei)self.view.frame.size.height);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer[0]);
    
    //如果是三维渲染切记要加上这部分,绑定深度缓冲对象。否则即使设置了深度测试也无法展示出深度测试的效果
    glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer[1]);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, (GLsizei)self.view.frame.size.width, (GLsizei)self.view.frame.size.height);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer[1]);
    
    
    if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
    {
        CGFloat scale = 1.0;
        glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glViewport(viewPort[0], viewPort[1], viewPort[2], viewPort[3]);
        
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
        
        //渲染,这部分改为你的正常渲染程序
        glUseProgram(self.myProgram);
        glBindVertexArrayOES(VAOId);
        GLKMatrix4 mMV = GLKMatrix4Translate(GLKMatrix4Identity, 0.0f, 0.0f, -2.0f);
        mMV = GLKMatrix4RotateY(GLKMatrix4Scale(mMV, 1.2, 1.2, 1.2), 0.5);
        glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, 0);
        glBindVertexArrayOES(0);
        
        printScreen(viewPort, fileName);
    }
    
    glDeleteFramebuffers(1, &framebuffer);
}

 

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