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ios - glReadPixels 通过多重采样返回零

转载 作者:塔克拉玛干 更新时间:2023-11-02 20:13:35 26 4
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我正在为 iOS 编写 OpenGL 应用程序,我需要获取渲染场景的应用程序内屏幕截图。当我不使用多重采样时,一切正常。但是,当我打开多重采样时,glReadPixels 不会返回正确的数据(场景绘制正确 - 多重采样的图形质量要好得多)。

我已经在 SO 和其他一些地方检查了一堆类似的问题,但没有一个能解决我的问题,因为我已经按照建议的方式做了:

  1. 我在解析缓冲区后但在呈现缓冲区之前截取屏幕截图。
  2. glReadPixels 不返回错误。
  3. 我什至尝试将 kEAGLDrawablePropertyRetainedBacking 设置为 YES 并在缓冲区出现后截取屏幕截图 - 也不起作用。
  4. 我支持 OpenGLES 1.x 渲染 API(使用 kEAGLRenderingAPIOpenGLES1 初始化上下文)

基本上我不知道哪里出了问题。在 SO 上发布问题是我最后的选择。

这是相关的源代码:

创建帧缓冲区

- (BOOL)createFramebuffer
{

glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);

glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);

glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);

// Multisample support

glGenFramebuffersOES(1, &sampleFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, sampleFramebuffer);

glGenRenderbuffersOES(1, &sampleColorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, sampleColorRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_RGBA8_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, sampleColorRenderbuffer);

glGenRenderbuffersOES(1, &sampleDepthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, sampleDepthRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, sampleDepthRenderbuffer);

// End of multisample support

if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}

return YES;
}

解析缓冲区部分并拍摄快照

    glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, viewFramebuffer);
glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, sampleFramebuffer);
glResolveMultisampleFramebufferAPPLE();
[self checkGlError];

//glFinish();

if (capture)
captureImage = [self snapshot:self];

const GLenum discards[] = {GL_COLOR_ATTACHMENT0_OES,GL_DEPTH_ATTACHMENT_OES};
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE,2,discards);

glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);

[context presentRenderbuffer:GL_RENDERBUFFER_OES];

快照方法(基本上是从apple docs抄来的)

- (UIImage*)snapshot:(UIView*)eaglview
{

// 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, viewRenderbuffer);


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);
[self checkGlError];
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
[self checkGlError];

// 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;
}

最佳答案

在将 viewFramebuffer 绑定(bind)为绘制帧缓冲区并将 sampleFramebuffer 绑定(bind)为读取帧缓冲区后,您可以通过执行 glResolveMultisampleFramebufferAPPLE 像往常一样解析多重采样缓冲区。但是您是否还记得将 viewFramebuffer 绑定(bind)为读取帧缓冲区 (glBindFramebuffer(GL_READ_FRAMEBUFFER, viewFramebuffer)) 然后在 glReadPixels 之前? glReadPixels 将始终从当前绑定(bind)的读取帧缓冲区中读取,如果您在多重采样解析后未更改此绑定(bind),这仍将是多重采样帧缓冲区,而不是默认帧缓冲区。

我还发现你的 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer) - 调用非常烦人,因为这并没有真正做任何有意义的事情,当前绑定(bind)的渲染缓冲区仅与处理渲染缓冲区的函数相关(实际上仅glRenderbufferStorage)(但也可能是 ES 对它做了一些有意义的事情并且绑定(bind)它是 [context presentRenderbuffer:GL_RENDERBUFFER_OES] 工作所必需的)。但是尽管如此,您可能认为此绑定(bind)还控制着 glReadPixels 将从中读取的缓冲区,但事实并非如此,它总是从当前的 framebuffer 中读取 绑定(bind)到 GL_READ_FRAMEBUFFER

关于ios - glReadPixels 通过多重采样返回零,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16942625/

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