我正在尝试在 iPhone 上开发一个复杂的绘画应用程序。我目前正在使用 Quartz 绘图(例如 CGContext ...)。不幸的是,Quartz 开销对于我正在做的绘图类型来说太慢了,我正在使用 GLPaint 示例作为引用点移植到 OpenGL 调用。

有没有办法从 EAGLview 类(相当于 Quartz 的 UIGraphicsGetImageFromCurrentImageContext )获取 UIImage/CGImage ?基本上,我需要保存GLPaint应用程序绘制的图片。

最佳答案

-(UIImage *) saveImageFromGLView
{
    NSInteger myDataLength = 320 * 480 * 4;
    // allocate array and read pixels into it.
    GLubyte *buffer = (GLubyte *) malloc(myDataLength);
    glReadPixels(0, 0, 320, 480, 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 <480; y++)
    {
        for(int x = 0; x <320 * 4; x++)
        {
            buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + 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 * 320;
    CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
    CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
    CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
    // make the cgimage
    CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
    // then make the uiimage from that
    UIImage *myImage = [UIImage imageWithCGImage:imageRef];
    return myImage;
}

10-08 07:32