Save OpenGL drawn item as an image - iphone

I have downloaded the sample code GLPaint from developer.Apple website to draw pictures on a Canvas using OpenGL.
I have made many changes to the GLPaint application to meet my requirements. Now, I would like to save the drawn item into photo-library as an image.
I know the method to save an image in the photo-library. So, I tried to create the corresponding image file after drawing a picture. Do you know what's the good way to do it? Any help on this is highly appreciated.
The code details are described below.
PaintingView.h
EAGLContext *context;
// OpenGL names for the renderbuffer and framebuffers used to render to this view
GLuint viewRenderbuffer, viewFramebuffer;
// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
GLuint depthRenderbuffer;
GLuint brushTexture;
CGPoint location;
CGPoint previousLocation;
PaintingView.m
// Handles the start of a touch
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
firstTouch = YES;
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
location = [touch locationInView:self];
location.y = bounds.size.height - location.y;
}
// Handles the continuation of a touch.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
if (firstTouch) {
firstTouch = NO;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
} else {
location = [touch locationInView:self];
location.y = bounds.size.height - location.y;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
}
// Render the stroke
[self renderLineFromPoint:previousLocation toPoint:location];
}
// Handles the end of a touch event when the touch is a tap.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
if (firstTouch) {
firstTouch = NO;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
[self renderLineFromPoint:previousLocation toPoint:location];
}
}
// Drawings a line onscreen based on where the user touches
- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end
{
static GLfloat* vertexBuffer = NULL;
static NSUInteger vertexMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
CGFloat scale = self.contentScaleFactor;
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
// Allocate vertex array buffer
if(vertexBuffer == NULL)
vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
// Add points to the buffer so there are drawing points every X pixels
count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
for(i = 0; i < count; ++i) {
if(vertexCount == vertexMax) {
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
}
vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
// Erases the screen
- (void) erase
{
[EAGLContext setCurrentContext:context];
// Clear the buffer
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
// The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
- (id)initWithCoder:(NSCoder*)coder {
CGImageRef brushImage;
CGContextRef brushContext;
GLubyte *brushData;
size_t width, height;
if ((self = [super initWithCoder:coder])) {
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
// In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer.
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
return nil;
}
// Create a texture from an image
// First create a UIImage object from the data in a image file, and then extract the Core Graphics image
brushImage = [UIImage imageNamed:#"Particle.png"].CGImage;
// Get the width and height of the image
width = CGImageGetWidth(brushImage);
height = CGImageGetHeight(brushImage);
// Texture dimensions must be a power of 2. If you write an application that allows users to supply an image,
// you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2.
// Make sure the image exists
if(brushImage) {
// Allocate memory needed for the bitmap context
brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
// Use the bitmatp creation function provided by the Core Graphics framework.
brushContext = CGBitmapContextCreate(brushData, width, height, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
// After you create the context, you can draw the image to the context.
CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage);
// You don't need the context at this point, so you need to release it to avoid memory leaks.
CGContextRelease(brushContext);
// Use OpenGL ES to generate a name for the texture.
glGenTextures(1, &brushTexture);
// Bind the texture name.
glBindTexture(GL_TEXTURE_2D, brushTexture);
// Set the texture parameters to use a minifying filter and a linear filer (weighted average)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Specify a 2D texture image, providing the a pointer to the image data in memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
// Release the image data; it's no longer needed
free(brushData);
}
// Set the view's scale factor
self.contentScaleFactor = 1.0;
// Setup OpenGL states
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
CGFloat scale = self.contentScaleFactor;
// Setup the view port in Pixels
glOrthof(0, frame.size.width * scale, 0, frame.size.height * scale, -1, 1);
glViewport(0, 0, frame.size.width * scale, frame.size.height * scale);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_BLEND);
// Set a blending function appropriate for premultiplied alpha pixel data
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glPointSize(width / kBrushScale);
// Make sure to start with a cleared buffer
needsErase = YES;
}
return self;
}
AppDelegate.h
PaintingWindow *window; //its a class inherited from window.
PaintingView *drawingView;
#property (nonatomic, retain) IBOutlet PaintingWindow *window;
#property (nonatomic, retain) IBOutlet PaintingView *drawingView;
#synthesize window;
#synthesize drawingView;
AppDelegate.m
- (void) applicationDidFinishLaunching:(UIApplication*)application
{
CGRect rect = [[UIScreen mainScreen] applicationFrame];
CGFloat components[3];
// Create a segmented control so that the user can choose the brush color.
UISegmentedControl *segmentedControl = [[UISegmentedControl alloc] initWithItems:
[NSArray arrayWithObjects:
[UIImage imageNamed:#"Red.png"],
[UIImage imageNamed:#"Yellow.png"],
[UIImage imageNamed:#"Green.png"],
[UIImage imageNamed:#"Blue.png"],
[UIImage imageNamed:#"Purple.png"],
nil]];
// Compute a rectangle that is positioned correctly for the segmented control you'll use as a brush color palette
//CGRect frame = CGRectMake(rect.origin.x + kLeftMargin, rect.size.height - kPaletteHeight - kTopMargin, rect.size.width - (kLeftMargin + kRightMargin), kPaletteHeight);
CGRect frame = CGRectMake(50, 22, (rect.size.width - (kLeftMargin + kRightMargin)) - 20, kPaletteHeight);
segmentedControl.frame = frame;
// When the user chooses a color, the method changeBrushColor: is called.
[segmentedControl addTarget:self action:#selector(changeBrushColor:) forControlEvents:UIControlEventValueChanged];
segmentedControl.segmentedControlStyle = UISegmentedControlStyleBar;
// Make sure the color of the color complements the black background
segmentedControl.tintColor = [UIColor darkGrayColor];
// Set the third color (index values start at 0)
segmentedControl.selectedSegmentIndex = 2;
// Add the control to the window
[window addSubview:segmentedControl];
// Now that the control is added, you can release it
[segmentedControl release];
[self addBackgroundSegmentControll];
// Define a starting color
HSL2RGB((CGFloat) 2.0 / (CGFloat)kPaletteSize, kSaturation, kLuminosity, &components[0], &components[1], &components[2]);
// Defer to the OpenGL view to set the brush color
[drawingView setBrushColorWithRed:components[0] green:components[1] blue:components[2]];
// Look in the Info.plist file and you'll see the status bar is hidden
// Set the style to black so it matches the background of the application
[application setStatusBarStyle:UIStatusBarStyleBlackTranslucent animated:NO];
// Now show the status bar, but animate to the style.
[application setStatusBarHidden:NO withAnimation:YES];
// Load the sounds
NSBundle *mainBundle = [NSBundle mainBundle];
erasingSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:#"Erase" ofType:#"caf"]];
selectSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:#"Select" ofType:#"caf"]];
[window setFrame:CGRectMake(0, 0, 768, 1024)];
drawingView.frame = CGRectMake(0, 0, 768, 1024);
// Erase the view when recieving a notification named "shake" from the NSNotificationCenter object
// The "shake" nofification is posted by the PaintingWindow object when user shakes the device
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(eraseView) name:#"shake" object:nil];
}

An improved version of Ramshad's answer:
This one has no memory leaks and works with new versions of iOS and for different view sizes and displays (retina and non-retina).
CGFloat scale = [[UIScreen mainScreen] scale]; // use nativeScale on iOS 8.0+
CGSize imageSize = CGSizeMake((scale * view.frame.size.width), (scale * view.frame.size.height));
NSUInteger length = imageSize.width * imageSize.height * 4;
GLubyte * buffer = (GLubyte *)malloc(length * sizeof(GLubyte));
if(buffer == NULL)
return nil;
glReadPixels(0, 0, imageSize.width, imageSize.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, length, NULL);
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * imageSize.width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(imageSize.width, imageSize.height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
UIGraphicsBeginImageContext(imageSize);
CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0.0, 0.0, imageSize.width, imageSize.height), imageRef);
UIImage * image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGImageRelease(imageRef);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
free(buffer);
return image;

Please refer the below link to save an OpenGL drawn item as an image in the photo-library.
Save an OpenGL drawn item as an image
Code Details;
Call [self captureToPhotoAlbum]; after writing the below code.
-(void)captureToPhotoAlbum {
UIImage *image = [self glToUIImage];
UIImageWriteToSavedPhotosAlbum(image, self, nil, nil);
}
- (UIImage *)glToUIImage {
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;
}
For iPad or to fix the scaling issue,change all the width's as 640 instead of 320 and height's as 960 instead of 480. Change the
Height and Width values up to meet your scaling.
Manage the memory(free the buffers)
Thanks.

If the iPhone supports it, you can read from an OpenGL context using glReadPixels. After that's done, you should be able to create something like a UIImage from the pixel data you have read and save it to the photo library like you would for any other image created by an application.

The code works perfectly on iOS 5.0 programmed in XCode 4.0.
Although, now in XCode 4.5 and with the developers preview iOS 6.0 the code does not work as it should.The image tha is saved is tottaly black! It is saved in "My photos", with the resolution we choose, but it is a black image!
I guess that something has changed from the XCode programmers in
glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
or in
CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
It is not a matter of 320, 480 or any other resolution variables. In XCode 4.0 worked perfectly and fast even for Retina resolutions.

Related

Blank image is coming when I try to get image from EAGLView using snapshot method [duplicate]

The following is code I use for reading an image from an OpenGL ES scene:
-(UIImage *)getImage{
GLint width;
GLint height;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
NSLog(#"%d %d",width,height);
NSInteger myDataLength = width * height * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, width, height, 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 < height; y++)
{
for(int x = 0; x < width * 4; x++)
{
buffer2[((height - 1) - y) * width * 4 + x] = buffer[y * 4 * width + 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 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
free(buffer);
free(buffer2);
return myImage;
}
This is working in iOS 5.x and lower versions, but on iOS 6.0 this is now returning a black image. Why is glReadPixels() failing on iOS 6.0?
CAEAGLLayer *eaglLayer = (CAEAGLLayer *) self.layer;
eaglLayer.drawableProperties = #{
kEAGLDrawablePropertyRetainedBacking: [NSNumber numberWithBool:YES],
kEAGLDrawablePropertyColorFormat: kEAGLColorFormatRGBA8
};
set
kEAGLDrawablePropertyRetainedBacking = YES
(I do not know why this tip is going well..///)
bro try this method to get your screenshot image. The output image is MailImage
- (UIImage*)screenshot
{
// Create a graphics context with the target size
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
CGSize imageSize = [[UIScreen mainScreen] bounds].size;
if (NULL != UIGraphicsBeginImageContextWithOptions)
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
else
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
// Iterate over every window from back to front
for (UIWindow *window in [[UIApplication sharedApplication] windows])
{
if (![window respondsToSelector:#selector(screen)] || [window screen] == [UIScreen mainScreen])
{
// -renderInContext: renders in the coordinate space of the layer,
// so we must first apply the layer's geometry to the graphics context
CGContextSaveGState(context);
// Center the context around the window's anchor point
CGContextTranslateCTM(context, [window center].x, [window center].y);
// Apply the window's transform about the anchor point
CGContextConcatCTM(context, [window transform]);
// Offset by the portion of the bounds left of and above the anchor point
CGContextTranslateCTM(context,
-[window bounds].size.width * [[window layer] anchorPoint].x,
-[window bounds].size.height * [[window layer] anchorPoint].y);
// Render the layer hierarchy to the current context
[[window layer] renderInContext:context];
// Restore the context
CGContextRestoreGState(context);
}
}
// Retrieve the screenshot image
Mailimage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return Mailimage;
}

Record the drawing as a m4v video file - OpenGL

I have downloaded the sample code GLPaint from developer.Apple website to draw pictures on a Canvas using OpenGL.
I have done the changes in GLPaint application to meet my requirements.
Now I need to record the drawing as a m4v video file that should integrated my spoken instructions which I spoken while drawing the image.
Eg:
After I clicked on Draw and Record button, I started drawing a circle and spoken "This is a circle".
After I clicked the Done button, the result should be a video file that include the Drawing actions with the voice "This is a circle"
I researched on this topic but I didn't find any good methods to do the functionality.
Code:
PaintingView.h
EAGLContext *context;
// OpenGL names for the renderbuffer and framebuffers used to render to this view
GLuint viewRenderbuffer, viewFramebuffer;
// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
GLuint depthRenderbuffer;
GLuint brushTexture;
CGPoint location;
CGPoint previousLocation;
PaintingView.m
// Handles the start of a touch
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
firstTouch = YES;
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
location = [touch locationInView:self];
location.y = bounds.size.height - location.y;
}
// Handles the continuation of a touch.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
if (firstTouch) {
firstTouch = NO;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
} else {
location = [touch locationInView:self];
location.y = bounds.size.height - location.y;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
}
// Render the stroke
[self renderLineFromPoint:previousLocation toPoint:location];
}
// Handles the end of a touch event when the touch is a tap.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
if (firstTouch) {
firstTouch = NO;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
[self renderLineFromPoint:previousLocation toPoint:location];
}
}
// Drawings a line onscreen based on where the user touches
- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end
{
static GLfloat* vertexBuffer = NULL;
static NSUInteger vertexMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
CGFloat scale = self.contentScaleFactor;
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
// Allocate vertex array buffer
if(vertexBuffer == NULL)
vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
// Add points to the buffer so there are drawing points every X pixels
count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
for(i = 0; i < count; ++i) {
if(vertexCount == vertexMax) {
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
}
vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
// Erases the screen
- (void) erase
{
[EAGLContext setCurrentContext:context];
// Clear the buffer
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
// The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
- (id)initWithCoder:(NSCoder*)coder {
CGImageRef brushImage;
CGContextRef brushContext;
GLubyte *brushData;
size_t width, height;
if ((self = [super initWithCoder:coder])) {
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
// In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer.
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
return nil;
}
// Create a texture from an image
// First create a UIImage object from the data in a image file, and then extract the Core Graphics image
brushImage = [UIImage imageNamed:#"Particle.png"].CGImage;
// Get the width and height of the image
width = CGImageGetWidth(brushImage);
height = CGImageGetHeight(brushImage);
// Texture dimensions must be a power of 2. If you write an application that allows users to supply an image,
// you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2.
// Make sure the image exists
if(brushImage) {
// Allocate memory needed for the bitmap context
brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
// Use the bitmatp creation function provided by the Core Graphics framework.
brushContext = CGBitmapContextCreate(brushData, width, height, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
// After you create the context, you can draw the image to the context.
CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage);
// You don't need the context at this point, so you need to release it to avoid memory leaks.
CGContextRelease(brushContext);
// Use OpenGL ES to generate a name for the texture.
glGenTextures(1, &brushTexture);
// Bind the texture name.
glBindTexture(GL_TEXTURE_2D, brushTexture);
// Set the texture parameters to use a minifying filter and a linear filer (weighted average)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Specify a 2D texture image, providing the a pointer to the image data in memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
// Release the image data; it's no longer needed
free(brushData);
}
// Set the view's scale factor
self.contentScaleFactor = 1.0;
// Setup OpenGL states
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
CGFloat scale = self.contentScaleFactor;
// Setup the view port in Pixels
glOrthof(0, frame.size.width * scale, 0, frame.size.height * scale, -1, 1);
glViewport(0, 0, frame.size.width * scale, frame.size.height * scale);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_BLEND);
// Set a blending function appropriate for premultiplied alpha pixel data
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glPointSize(width / kBrushScale);
// Make sure to start with a cleared buffer
needsErase = YES;
}
AppDelegate.h
PaintingWindow *window; //its a class inherited from window.
PaintingView *drawingView;
#property (nonatomic, retain) IBOutlet PaintingWindow *window;
#property (nonatomic, retain) IBOutlet PaintingView *drawingView;
#synthesize window;
#synthesize drawingView;
return self;
}
Appdelegate.m
- (void) applicationDidFinishLaunching:(UIApplication*)application
{
CGRect rect = [[UIScreen mainScreen] applicationFrame];
CGFloat components[3];
// Create a segmented control so that the user can choose the brush color.
UISegmentedControl *segmentedControl = [[UISegmentedControl alloc] initWithItems:
[NSArray arrayWithObjects:
[UIImage imageNamed:#"Red.png"],
[UIImage imageNamed:#"Yellow.png"],
[UIImage imageNamed:#"Green.png"],
[UIImage imageNamed:#"Blue.png"],
[UIImage imageNamed:#"Purple.png"],
nil]];
// Compute a rectangle that is positioned correctly for the segmented control you'll use as a brush color palette
//CGRect frame = CGRectMake(rect.origin.x + kLeftMargin, rect.size.height - kPaletteHeight - kTopMargin, rect.size.width - (kLeftMargin + kRightMargin), kPaletteHeight);
CGRect frame = CGRectMake(50, 22, (rect.size.width - (kLeftMargin + kRightMargin)) - 20, kPaletteHeight);
segmentedControl.frame = frame;
// When the user chooses a color, the method changeBrushColor: is called.
[segmentedControl addTarget:self action:#selector(changeBrushColor:) forControlEvents:UIControlEventValueChanged];
segmentedControl.segmentedControlStyle = UISegmentedControlStyleBar;
// Make sure the color of the color complements the black background
segmentedControl.tintColor = [UIColor darkGrayColor];
// Set the third color (index values start at 0)
segmentedControl.selectedSegmentIndex = 2;
// Add the control to the window
[window addSubview:segmentedControl];
// Now that the control is added, you can release it
[segmentedControl release];
[self addBackgroundSegmentControll];
// Define a starting color
HSL2RGB((CGFloat) 2.0 / (CGFloat)kPaletteSize, kSaturation, kLuminosity, &components[0], &components[1], &components[2]);
// Defer to the OpenGL view to set the brush color
[drawingView setBrushColorWithRed:components[0] green:components[1] blue:components[2]];
// Look in the Info.plist file and you'll see the status bar is hidden
// Set the style to black so it matches the background of the application
[application setStatusBarStyle:UIStatusBarStyleBlackTranslucent animated:NO];
// Now show the status bar, but animate to the style.
[application setStatusBarHidden:NO withAnimation:YES];
// Load the sounds
NSBundle *mainBundle = [NSBundle mainBundle];
erasingSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:#"Erase" ofType:#"caf"]];
selectSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:#"Select" ofType:#"caf"]];
[window setFrame:CGRectMake(0, 0, 768, 1024)];
drawingView.frame = CGRectMake(0, 0, 768, 1024);
// Erase the view when recieving a notification named "shake" from the NSNotificationCenter object
// The "shake" nofification is posted by the PaintingWindow object when user shakes the device
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(eraseView) name:#"shake" object:nil];
}
First, GLPaint is a terrible application to start with if you are not at all familiar with OpenGL ES. It's way too complex of a sample application to start with.
That said, I can describe what I use for recording H.264 video from OpenGL ES in my GPUImage framework. If you care to see the full implementation of this, look at the GPUImageMovieWriter class. Note that my implementation of this is based on OpenGL ES 2.0, so you may need to make some adaptations to have this work in OpenGL ES 1.1 (used by GLPaint).
You'll use an AVAssetWriter for this. In order to get decent recording performance, you'll need to provide frames to the writer in BGRA format, not the RGBA you get from reading the screen using glReadPixels(). In my case, I used a color-swizzling shader to convert from RGBA to BGRA before reading, but you don't have that option with OpenGL ES 1.1. I'm not sure what you can do to work around this and still get decent recording speeds (with RGBA frames, I was seeing 3-5 FPS recording, where with BGRA I get a solid 30 FPS).
I set up the writer using code like the following:
frameData = (GLubyte *) malloc((int)videoSize.width * (int)videoSize.height * 4);
NSError *error = nil;
assetWriter = [[AVAssetWriter alloc] initWithURL:movieURL fileType:AVFileTypeAppleM4V error:&error];
if (error != nil)
{
NSLog(#"Error: %#", error);
}
NSMutableDictionary * outputSettings = [[NSMutableDictionary alloc] init];
[outputSettings setObject: AVVideoCodecH264 forKey: AVVideoCodecKey];
[outputSettings setObject: [NSNumber numberWithInt: videoSize.width] forKey: AVVideoWidthKey];
[outputSettings setObject: [NSNumber numberWithInt: videoSize.height] forKey: AVVideoHeightKey];
assetWriterVideoInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:outputSettings];
assetWriterVideoInput.expectsMediaDataInRealTime = YES;
// You need to use BGRA for the video in order to get realtime encoding. I use a color-swizzling shader to line up glReadPixels' normal RGBA output with the movie input's BGRA.
NSDictionary *sourcePixelBufferAttributesDictionary = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithInt:kCVPixelFormatType_32BGRA], kCVPixelBufferPixelFormatTypeKey,
[NSNumber numberWithInt:videoSize.width], kCVPixelBufferWidthKey,
[NSNumber numberWithInt:videoSize.height], kCVPixelBufferHeightKey,
nil];
assetWriterPixelBufferInput = [AVAssetWriterInputPixelBufferAdaptor assetWriterInputPixelBufferAdaptorWithAssetWriterInput:assetWriterVideoInput sourcePixelBufferAttributes:sourcePixelBufferAttributesDictionary];
[assetWriter addInput:assetWriterVideoInput];
and begin recording with the following:
startTime = [NSDate date];
[assetWriter startWriting];
[assetWriter startSessionAtSourceTime:kCMTimeZero];
I grab and encode a color-swizzled frame using the following:
CVPixelBufferRef pixel_buffer = NULL;
CVReturn status = CVPixelBufferPoolCreatePixelBuffer (NULL, [assetWriterPixelBufferInput pixelBufferPool], &pixel_buffer);
if ((pixel_buffer == NULL) || (status != kCVReturnSuccess))
{
return;
}
else
{
CVPixelBufferLockBaseAddress(pixel_buffer, 0);
GLubyte *pixelBufferData = (GLubyte *)CVPixelBufferGetBaseAddress(pixel_buffer);
glReadPixels(0, 0, videoSize.width, videoSize.height, GL_RGBA, GL_UNSIGNED_BYTE, pixelBufferData);
}
// May need to add a check here, because if two consecutive times with the same value are added to the movie, it aborts recording
CMTime currentTime = CMTimeMakeWithSeconds([[NSDate date] timeIntervalSinceDate:startTime],120);
if(![assetWriterPixelBufferInput appendPixelBuffer:pixel_buffer withPresentationTime:currentTime])
{
NSLog(#"Problem appending pixel buffer at time: %lld", currentTime.value);
}
else
{
}
CVPixelBufferUnlockBaseAddress(pixel_buffer, 0);
CVPixelBufferRelease(pixel_buffer);
and then when I'm done with it, I finish it off with the following:
[assetWriterVideoInput markAsFinished];
[assetWriter finishWriting];
Again, you can see this in action in the above-linked framework. You might be able to modify this to use with OpenGL ES 1.1 and the GLPaint sample, but it might not have the best recording performance. As I said at the start, GLPaint is a horrible place for a newcomer to OpenGL ES to begin, so you might want to try with something a lot simpler first.

iPhone take augmented reality screenshot with AVCaptureVideoPreviewLayer

I have a small augmented reality app that I'm developing and would like to know how to save a screenshot of what the user sees with a tap of a button or a timer.
The app works by overlaying live camera feed above another UIView. I can save screenshots by using power button +home button, these are saved to camera roll. However, Apple will not render the AVCaptureVideoPreviewLayer, even if I ask the window to save itself. It will create a transparent piece of canvas where the preview layer is.
What's the proper way for an augmented reality app to save screenshots, including transparency and subviews?
//displaying a live preview on one of the views
-(void)startCapture
{
captureSession = [[AVCaptureSession alloc] init];
AVCaptureDevice *audioCaptureDevice = nil;
// AVCaptureDevice *audioCaptureDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
NSArray *videoDevices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
for (AVCaptureDevice *device in videoDevices) {
if(useFrontCamera){
if (device.position == AVCaptureDevicePositionFront) {
//FRONT-FACING CAMERA EXISTS
audioCaptureDevice = device;
break;
}
}else{
if (device.position == AVCaptureDevicePositionBack) {
//Rear-FACING CAMERA EXISTS
audioCaptureDevice = device;
break;
}
}
}
NSError *error = nil;
AVCaptureDeviceInput *audioInput = [AVCaptureDeviceInput deviceInputWithDevice:audioCaptureDevice error:&error];
if (audioInput) {
[captureSession addInput:audioInput];
}
else {
// Handle the failure.
}
if([captureSession canAddOutput:captureOutput]){
captureOutput = [[AVCaptureVideoDataOutput alloc] init];
[captureOutput setAlwaysDiscardsLateVideoFrames:YES];
[captureOutput setSampleBufferDelegate:self queue:queue];
[captureOutput setVideoSettings:videoSettings];
dispatch_release(queue);
}else{
//handle failure
}
previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:captureSession];
UIView *aView = arOverlayView;
previewLayer.frame =CGRectMake(0,0, arOverlayView.frame.size.width,arOverlayView.frame.size.height); // Assume you want the preview layer to fill the view.
[aView.layer addSublayer:previewLayer];
[captureSession startRunning];
}
//ask the entire window to draw itself in a graphics context. This call will not render
//the AVCaptureVideoPreviewLayer . It has to be replaced with a UIImageView or GL based view.
//see following code for creating a dynamically updating UIImageView
-(void)saveScreenshot
{
UIGraphicsBeginImageContext(appDelegate.window.bounds.size);
[appDelegate.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(screenshot, self,
#selector(image:didFinishSavingWithError:contextInfo:), nil);
}
//image saved to camera roll callback
- (void)image:(UIImage *)image didFinishSavingWithError:(NSError *)error
contextInfo:(void *)contextInfo
{
// Was there an error?
if (error != NULL)
{
// Show error message...
NSLog(#"save failed");
}
else // No errors
{
NSLog(#"save successful");
// Show message image successfully saved
}
}
Here's the code for creating the image:
//you need to add your view controller as a delegate to the camera output to be notified of buffereed data
-(void)activateCameraFeed
{
//this is the code responsible for capturing feed for still image processing
dispatch_queue_t queue = dispatch_queue_create("com.AugmentedRealityGlamour.ImageCaptureQueue", NULL);
captureOutput = [[AVCaptureVideoDataOutput alloc] init];
[captureOutput setAlwaysDiscardsLateVideoFrames:YES];
[captureOutput setSampleBufferDelegate:self queue:queue];
[captureOutput setVideoSettings:videoSettings];
dispatch_release(queue);
//......configure audio feed, add inputs and outputs
}
//buffer delegate callback
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
if ( ignoreImageStream )
return;
[self performImageCaptureFrom:sampleBuffer];
}
Create a UIImage:
- (void) performImageCaptureFrom:(CMSampleBufferRef)sampleBuffer
{
CVImageBufferRef imageBuffer;
if ( CMSampleBufferGetNumSamples(sampleBuffer) != 1 )
return;
if ( !CMSampleBufferIsValid(sampleBuffer) )
return;
if ( !CMSampleBufferDataIsReady(sampleBuffer) )
return;
imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
if ( CVPixelBufferGetPixelFormatType(imageBuffer) != kCVPixelFormatType_32BGRA )
return;
CVPixelBufferLockBaseAddress(imageBuffer,0);
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddress(imageBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
CGImageRef newImage = nil;
if ( cameraDeviceSetting == CameraDeviceSetting640x480 )
{
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newContext = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
newImage = CGBitmapContextCreateImage(newContext);
CGColorSpaceRelease( colorSpace );
CGContextRelease(newContext);
}
else
{
uint8_t *tempAddress = malloc( 640 * 4 * 480 );
memcpy( tempAddress, baseAddress, bytesPerRow * height );
baseAddress = tempAddress;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newContext = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaNoneSkipFirst);
newImage = CGBitmapContextCreateImage(newContext);
CGContextRelease(newContext);
newContext = CGBitmapContextCreate(baseAddress, 640, 480, 8, 640*4, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CGContextScaleCTM( newContext, (CGFloat)640/(CGFloat)width, (CGFloat)480/(CGFloat)height );
CGContextDrawImage(newContext, CGRectMake(0,0,640,480), newImage);
CGImageRelease(newImage);
newImage = CGBitmapContextCreateImage(newContext);
CGColorSpaceRelease( colorSpace );
CGContextRelease(newContext);
free( tempAddress );
}
if ( newImage != nil )
{
//modified for iOS5.0 with ARC
tempImage = [[UIImage alloc] initWithCGImage:newImage scale:(CGFloat)1.0 orientation:cameraImageOrientation];
CGImageRelease(newImage);
//this call creates the illusion of a preview layer, while we are actively switching images created with this method
[self performSelectorOnMainThread:#selector(newCameraImageNotification:) withObject:tempImage waitUntilDone:YES];
}
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
}
update the interface with a UIView that can actually be rendered in a graphics context:
- (void) newCameraImageNotification:(UIImage*)newImage
{
if ( newImage == nil )
return;
[arOverlayView setImage:newImage];
//or do more advanced processing of the image
}
If you are wanting a snapshot of what's on screen, this is what I'm doing in one of my camera apps. I haven't touched this code in a long time so there might be a better 5.0 way now but this is solid with over 1 million downloads. There is a function for grabbing a UIView based screen and one for grabbing an Open/GLES1 screen:
//
// ScreenCapture.m
// LiveEffectsCam
//
// Created by John Carter on 10/8/10.
//
#import "ScreenCapture.h"
#import <QuartzCore/CABase.h>
#import <QuartzCore/CATransform3D.h>
#import <QuartzCore/CALayer.h>
#import <QuartzCore/CAScrollLayer.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGLDrawable.h>
#implementation ScreenCapture
+ (UIImage *) GLViewToImage:(GLView *)glView
{
UIImage *glImage = [GLView snapshot:glView]; // returns an autoreleased image
return glImage;
}
+ (UIImage *) GLViewToImage:(GLView *)glView withOverlayImage:(UIImage *)overlayImage
{
UIImage *glImage = [GLView snapshot:glView]; // returns an autoreleased image
// Merge Image and Overlay
//
CGRect imageRect = CGRectMake((CGFloat)0.0, (CGFloat)0.0, glImage.size.width*glImage.scale, glImage.size.height*glImage.scale);
CGImageRef overlayCopy = CGImageCreateCopy( overlayImage.CGImage );
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, (int)glImage.size.width*glImage.scale, (int)glImage.size.height*glImage.scale, 8, (int)glImage.size.width*4*glImage.scale, colorSpace, kCGImageAlphaPremultipliedLast);
CGContextDrawImage(context, imageRect, glImage.CGImage);
CGContextDrawImage(context, imageRect, overlayCopy);
CGImageRef newImage = CGBitmapContextCreateImage(context);
UIImage *combinedViewImage = [[[UIImage alloc] initWithCGImage:newImage] autorelease];
CGImageRelease(newImage);
CGImageRelease(overlayCopy);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
return combinedViewImage;
}
+ (UIImage *) UIViewToImage:(UIView *)view withOverlayImage:(UIImage *)overlayImage
{
UIImage *viewImage = [ScreenCapture UIViewToImage:view]; // returns an autoreleased image
// Merge Image and Overlay
//
CGRect imageRect = CGRectMake((CGFloat)0.0, (CGFloat)0.0, viewImage.size.width*viewImage.scale, viewImage.size.height*viewImage.scale);
CGImageRef overlayCopy = CGImageCreateCopy( overlayImage.CGImage );
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, (int)viewImage.size.width*viewImage.scale, (int)viewImage.size.height*viewImage.scale, 8, (int)viewImage.size.width*4*viewImage.scale, colorSpace, kCGImageAlphaPremultipliedLast);
CGContextDrawImage(context, imageRect, viewImage.CGImage);
CGContextDrawImage(context, imageRect, overlayCopy);
CGImageRef newImage = CGBitmapContextCreateImage(context);
UIImage *combinedViewImage = [[[UIImage alloc] initWithCGImage:newImage] autorelease];
CGImageRelease(newImage);
CGImageRelease(overlayCopy);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
return combinedViewImage;
}
+ (UIImage *) UIViewToImage:(UIView *)view
{
// Create a graphics context with the target size
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
//
// CGSize imageSize = [[UIScreen mainScreen] bounds].size;
CGSize imageSize = CGSizeMake( (CGFloat)480.0, (CGFloat)640.0 ); // camera image size
if (NULL != UIGraphicsBeginImageContextWithOptions)
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
else
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
// Start with the view...
//
CGContextSaveGState(context);
CGContextTranslateCTM(context, [view center].x, [view center].y);
CGContextConcatCTM(context, [view transform]);
CGContextTranslateCTM(context,-[view bounds].size.width * [[view layer] anchorPoint].x,-[view bounds].size.height * [[view layer] anchorPoint].y);
[[view layer] renderInContext:context];
CGContextRestoreGState(context);
// ...then repeat for every subview from back to front
//
for (UIView *subView in [view subviews])
{
if ( [subView respondsToSelector:#selector(screen)] )
if ( [(UIWindow *)subView screen] == [UIScreen mainScreen] )
continue;
CGContextSaveGState(context);
CGContextTranslateCTM(context, [subView center].x, [subView center].y);
CGContextConcatCTM(context, [subView transform]);
CGContextTranslateCTM(context,-[subView bounds].size.width * [[subView layer] anchorPoint].x,-[subView bounds].size.height * [[subView layer] anchorPoint].y);
[[subView layer] renderInContext:context];
CGContextRestoreGState(context);
}
UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); // autoreleased image
UIGraphicsEndImageContext();
return image;
}
+ (UIImage *) snapshot:(GLView *)eaglview
{
NSInteger x = 0;
NSInteger y = 0;
NSInteger width = [eaglview backingWidth];
NSInteger height = [eaglview backingHeight];
NSInteger dataLength = width * height * 4;
NSUInteger i;
for ( i=0; i<100; i++ )
{
glFlush();
CFRunLoopRunInMode(kCFRunLoopDefaultMode, (float)1.0/(float)60.0, FALSE);
}
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;
NSInteger 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(); // autoreleased image
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
#end

How do I create/render a UIImage from a 3D transformed UIImageView?

After applying a 3d transform to an UIImageView.layer, I need to save the resulting "view" as a new UIImage... Seemed like a simple task at first :-) but no luck so far, and searching hasn't turned up any clues :-( so I'm hoping someone will be kind enough to point me in the right direction.
A very simple iPhone project is available here.
Thanks.
- (void)transformImage {
float degrees = 12.0;
float zDistance = 250;
CATransform3D transform3D = CATransform3DIdentity;
transform3D.m34 = 1.0 / zDistance; // the m34 cell of the matrix controls perspective, and zDistance affects the "sharpness" of the transform
transform3D = CATransform3DRotate(transform3D, DEGREES_TO_RADIANS(degrees), 1, 0, 0); // perspective transform on y-axis
imageView.layer.transform = transform3D;
}
/* FAIL : capturing layer contents doesn't get the transformed image -- just the original
CGImageRef newImageRef = (CGImageRef)imageView.layer.contents;
UIImage *image = [UIImage imageWithCGImage:newImageRef];
*/
/* FAIL : docs for renderInContext states that it does not render 3D transforms
UIGraphicsBeginImageContext(imageView.image.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
*/
//
// header
//
#import <QuartzCore/QuartzCore.h>
#define DEGREES_TO_RADIANS(x) x * M_PI / 180
UIImageView *imageView;
#property (nonatomic, retain) IBOutlet UIImageView *imageView;
//
// code
//
#synthesize imageView;
- (void)transformImage {
float degrees = 12.0;
float zDistance = 250;
CATransform3D transform3D = CATransform3DIdentity;
transform3D.m34 = 1.0 / zDistance; // the m34 cell of the matrix controls perspective, and zDistance affects the "sharpness" of the transform
transform3D = CATransform3DRotate(transform3D, DEGREES_TO_RADIANS(degrees), 1, 0, 0); // perspective transform on y-axis
imageView.layer.transform = transform3D;
}
- (UIImage *)captureView:(UIImageView *)view {
UIGraphicsBeginImageContext(view.frame.size);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
- (void)imageSavedToPhotosAlbum:(UIImage *)image didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo {
NSString *title = #"Save to Photo Album";
NSString *message = (error ? [error description] : #"Success!");
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:title message:message delegate:nil cancelButtonTitle:#"OK" otherButtonTitles:nil];
[alert show];
[alert release];
}
- (IBAction)saveButtonClicked:(id)sender {
UIImage *newImage = [self captureView:imageView];
UIImageWriteToSavedPhotosAlbum(newImage, self, #selector(imageSavedToPhotosAlbum: didFinishSavingWithError: contextInfo:), nil);
}
I ended up creating a render method pixel per pixel on the CPU using the inverse of the view transform.
Basically, it renders the original UIImageView into a UIImage. Then every pixel in the UIImage is multiplied by the inverse transform matrix to generate the transformed UIImage.
RenderUIImageView.h
#import <UIKit/UIKit.h>
#import <QuartzCore/CATransform3D.h>
#import <QuartzCore/CALayer.h>
#interface RenderUIImageView : UIImageView
- (UIImage *)generateImage;
#end
RenderUIImageView.m
#import "RenderUIImageView.h"
#interface RenderUIImageView()
#property (assign) CATransform3D transform;
#property (assign) CGRect rect;
#property (assign) float denominatorx;
#property (assign) float denominatory;
#property (assign) float denominatorw;
#property (assign) float factor;
#end
#implementation RenderUIImageView
- (UIImage *)generateImage
{
_transform = self.layer.transform;
_denominatorx = _transform.m12 * _transform.m21 - _transform.m11 * _transform.m22 + _transform.m14 * _transform.m22 * _transform.m41 - _transform.m12 * _transform.m24 * _transform.m41 - _transform.m14 * _transform.m21 * _transform.m42 +
_transform.m11 * _transform.m24 * _transform.m42;
_denominatory = -_transform.m12 *_transform.m21 + _transform.m11 *_transform.m22 - _transform.m14 *_transform.m22 *_transform.m41 + _transform.m12 *_transform.m24 *_transform.m41 + _transform.m14 *_transform.m21 *_transform.m42 -
_transform.m11* _transform.m24 *_transform.m42;
_denominatorw = _transform.m12 *_transform.m21 - _transform.m11 *_transform.m22 + _transform.m14 *_transform.m22 *_transform.m41 - _transform.m12 *_transform.m24 *_transform.m41 - _transform.m14 *_transform.m21 *_transform.m42 +
_transform.m11 *_transform.m24 *_transform.m42;
_rect = self.bounds;
if (UIGraphicsBeginImageContextWithOptions != NULL) {
UIGraphicsBeginImageContextWithOptions(_rect.size, NO, 0.0);
} else {
UIGraphicsBeginImageContext(_rect.size);
}
if ([[UIScreen mainScreen] respondsToSelector:#selector(displayLinkWithTarget:selector:)] &&
([UIScreen mainScreen].scale == 2.0)) {
_factor = 2.0f;
} else {
_factor = 1.0f;
}
UIImageView *img = [[UIImageView alloc] initWithFrame:_rect];
img.image = self.image;
[img.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *source = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGContextRef ctx;
CGImageRef imageRef = [source CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *inputData = malloc(height * width * 4);
unsigned char *outputData = malloc(height * width * 4);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(inputData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
context = CGBitmapContextCreate(outputData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
for (int ii = 0 ; ii < width * height ; ++ii)
{
int x = ii % width;
int y = ii / width;
int indexOutput = 4 * x + 4 * width * y;
CGPoint p = [self modelToScreen:(x*2/_factor - _rect.size.width)/2.0 :(y*2/_factor - _rect.size.height)/2.0];
p.x *= _factor;
p.y *= _factor;
int indexInput = 4*(int)p.x + (4*width*(int)p.y);
if (p.x >= width || p.x < 0 || p.y >= height || p.y < 0 || indexInput > width * height *4)
{
outputData[indexOutput] = 0.0;
outputData[indexOutput+1] = 0.0;
outputData[indexOutput+2] = 0.0;
outputData[indexOutput+3] = 0.0;
}
else
{
outputData[indexOutput] = inputData[indexInput];
outputData[indexOutput+1] = inputData[indexInput + 1];
outputData[indexOutput+2] = inputData[indexInput + 2];
outputData[indexOutput+3] = 255.0;
}
}
ctx = CGBitmapContextCreate(outputData,CGImageGetWidth( imageRef ),CGImageGetHeight( imageRef ),8,CGImageGetBytesPerRow( imageRef ),CGImageGetColorSpace( imageRef ), kCGImageAlphaPremultipliedLast );
imageRef = CGBitmapContextCreateImage (ctx);
UIImage* rawImage = [UIImage imageWithCGImage:imageRef];
CGContextRelease(ctx);
free(inputData);
free(outputData);
return rawImage;
}
- (CGPoint) modelToScreen : (float) x: (float) y
{
float xp = (_transform.m22 *_transform.m41 - _transform.m21 *_transform.m42 - _transform.m22* x + _transform.m24 *_transform.m42 *x + _transform.m21* y - _transform.m24* _transform.m41* y) / _denominatorx;
float yp = (-_transform.m11 *_transform.m42 + _transform.m12 * (_transform.m41 - x) + _transform.m14 *_transform.m42 *x + _transform.m11 *y - _transform.m14 *_transform.m41* y) / _denominatory;
float wp = (_transform.m12 *_transform.m21 - _transform.m11 *_transform.m22 + _transform.m14*_transform.m22* x - _transform.m12 *_transform.m24* x - _transform.m14 *_transform.m21* y + _transform.m11 *_transform.m24 *y) / _denominatorw;
CGPoint result = CGPointMake(xp/wp, yp/wp);
return result;
}
#end
Theoretically, you could use the (now-allowed) undocumented call UIGetScreenImage() after quickly rendering it to the screen on a black background, but in practice this will be slow and ugly, so don't use it ;P.
I have the same problem with you and I found the solution!
I want to rotate the UIImageView, because I will have the animation.
And save the image, I use this method:
void CGContextConcatCTM(CGContextRef c, CGAffineTransform transform)
the transform param is the transform of your UIImageView!. So anything you have done to the imageView will be the same with image!.
And I have write a category method of UIImage.
-(UIImage *)imageRotateByTransform:(CGAffineTransform)transform{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,self.size.width, self.size.height)];
rotatedViewBox.transform = transform;
CGSize rotatedSize = rotatedViewBox.frame.size;
[rotatedViewBox release];
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
//Rotate the image context using tranform
CGContextConcatCTM(bitmap, transform);
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Hope this will help you.
Have you had a look at this? UIImage from UIView
I had the same problem, I was able to use UIView's drawViewHierarchyInRect:afterScreenUpdates: method, from iOS 7.0 -
(Documentation)
It draws the whole tree as it appears on the screen.
UIGraphicsBeginImageContextWithOptions(viewToRender.bounds.size, YES, 0);
[viewToRender drawViewHierarchyInRect:viewToRender.bounds afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Let say you have and UIImageView called imageView.
If you apply 3d transform and try to render this view with UIGraphicsImageRenderer transforms are ignored.
imageView.layer.transform = someTransform3d
but if you convert CATransform3d to CGAffine transform using CATransform3DGetAffineTransform and apply it to transform property of image view, it works.
imageView.transform = CATransform3DGetAffineTransform(someTransform3d)
And then, you can use the extension below to save it as UIImage
extension UIView {
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image { rendererContext in
layer.render(in: rendererContext.cgContext)
}
}
}
And just call
let image = imageView.asImage()
In your captureView: method, try replacing this line:
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
with this:
[view.layer.superlayer renderInContext:UIGraphicsGetCurrentContext()];
You may have to adjust the size you use to create the image context.
I don't see anything in the API doc that says renderInContext: ignores 3D transformations. However, the transformations apply to the layer, not its contents, which is why you need to render the superlayer to see the transformation applied.
Note that calling drawRect: on the superview definitely won't work, as drawRect: does not draw subviews.
3D transform on UIImage / CGImageRef
I've improved Marcos Fuentes answer. You should be able to calculate the mapping of each pixel yourself.. Not perfect, but it does the trick...
It is available on this repository http://github.com/hfossli/AGGeometryKit/
The interesting files is
https://github.com/hfossli/AGGeometryKit/blob/master/Source/AGTransformPixelMapper.m
https://github.com/hfossli/AGGeometryKit/blob/master/Source/CGImageRef%2BCATransform3D.m
https://github.com/hfossli/AGGeometryKit/blob/master/Source/UIImage%2BCATransform3D.m
3D transform on UIView / UIImageView
https://stackoverflow.com/a/12820877/202451
Then you will have full control over each point in the quadrilateral. :)
A solution I found that at least worked in my case was to subclass CALayer. When a renderInContext: message is sent to a layer, that layer automatically forwards that message to all its sublayers. So all I had to do was to subclass CALayer and override the renderInContext: method and render what I needed to be rendered in the provided context.
For example, in my code I had a layer for which I was setting its contents to an image of an arrow:
UIImage *image = [UIImage imageNamed:#"arrow.png"];
MYLayer *myLayer = [[CALayer alloc] init];
[myLayer setContents:(__bridge id)[image CGImage]];
[self.mainLayer addSublayer:myLayer];
Now when I was applying a 3D 180 degree rotation over the Y-axis on the arrow and was trying to do a [self.mainLayer renderInContext:context] afterwards I was still getting the un-rotated image.
So in my subclass MyLayer I overrode renderInContext: and used an already rotated image to draw in provided context:
- (void)renderInContext:(CGContextRef)ctx
{
NSLog(#"Rendered in context");
UIImage *image = [UIImage imageNamed:#"arrow_rotated.png"];
CGContextDrawImage(ctx, self.bounds, image.CGImage);
}
This worked in my case, however I can see that if you are doing lots of 3D transforms you may not be able to have an image ready for every possible scenario. In many other cases though it should be possible to render the result of 3D transform using 2D transforms in the passed context. For example in my case instead of using a different image arrow_rotated.png I could use the arrow.png image and mirror it and draw it in the context.

How to get UIImage from EAGLView?

I am trying to get a UIImage from what is displayed in my EAGLView. Any suggestions on how to do this?
Here is a cleaned up version of Quakeboy's code.
I tested it on iPad, and works just fine.
The improvements include:
works with any size EAGLView
works with retina display (point scale 2)
replaced nested loop with memcpy
cleaned up memory leaks
saves the UIImage in the photoalbum as a bonus.
Use this as a method in your EAGLView:
-(void)snapUIImage
{
int s = 1;
UIScreen* screen = [ UIScreen mainScreen ];
if ( [ screen respondsToSelector:#selector(scale) ] )
s = (int) [ screen scale ];
const int w = self.frame.size.width;
const int h = self.frame.size.height;
const NSInteger myDataLength = w * h * 4 * s * s;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, w*s, h*s, 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*s; y++)
{
memcpy( buffer2 + (h*s - 1 - y) * w * 4 * s, buffer + (y * 4 * w * s), w * 4 * s );
}
free(buffer); // work with the flipped buffer, so get rid of the original one.
// 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 * s;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(w*s, h*s, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *myImage = [ UIImage imageWithCGImage:imageRef scale:s orientation:UIImageOrientationUp ];
UIImageWriteToSavedPhotosAlbum( myImage, nil, nil, nil );
CGImageRelease( imageRef );
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
free(buffer2);
}
I was unable to get the other answers here to work correctly for me.
After a few days I finally got a working solution to this. There is code provided by Apple which produces a UIImage from a EAGLView. Then you simply need to flip the image vertically since UIkit is upside down.
Apple Provided Method - Modified to be inside the view you want to make into an image.
-(UIImage *) drawableToCGImage
{
GLint backingWidth2, backingHeight2;
//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);
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth2);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight2);
NSInteger x = 0, y = 0, width2 = backingWidth2, height2 = backingHeight2;
NSInteger dataLength = width2 * height2 * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width2, height2, 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(width2, height2, 8, 32, width2 * 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 = self.contentScaleFactor;
widthInPoints = width2 / scale;
heightInPoints = height2 / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else {
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
widthInPoints = width2;
heightInPoints = height2;
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;
}
And heres a method to flip the image
- (UIImage *) flipImageVertically:(UIImage *)originalImage {
UIImageView *tempImageView = [[UIImageView alloc] initWithImage:originalImage];
UIGraphicsBeginImageContext(tempImageView.frame.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGAffineTransform flipVertical = CGAffineTransformMake(
1, 0, 0, -1, 0, tempImageView.frame.size.height
);
CGContextConcatCTM(context, flipVertical);
[tempImageView.layer renderInContext:context];
UIImage *flippedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//[tempImageView release];
return flippedImage;
}
And here's a link to the Apple dev page where I found the first method for reference.
http://developer.apple.com/library/ios/#qa/qa1704/_index.html
-(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];
CGImageRelease( imageRef );
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
free(buffer2);
return myImage;
}
EDIT: as demianturner notes below, you no longer need to render the layer, you can (and should) now use the higher-level [UIView drawViewHierarchyInRect:]. Other than that; this should work the same.
An EAGLView is just a kind of view, and its underlying CAEAGLLayer is just a kind of layer. That means, that the standard approach for converting a view/layer into a UIImage will work. (The fact that the linked question is UIWebview doesn't matter; that's just yet another kind of view.)
CGDataProviderCreateWithData comes with a release callback to release the data, where you should do the release:
void releaseBufferData(void *info, const void *data, size_t size)
{
free((void*)data);
}
Then do this like other examples, but NOT to free data here:
GLubyte *bufferData = (GLubyte *) malloc(bufferDataSize);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, bufferData, bufferDataSize, releaseBufferData);
....
CGDataProviderRelease(provider);
Or simply use CGDataProviderCreateWithCFData without release callback stuff instead:
GLubyte *bufferData = (GLubyte *) malloc(bufferDataSize);
NSData *data = [NSData dataWithBytes:bufferData length:bufferDataSize];
CGDataProviderRef provider = CGDataProviderCreateWithCFData((CFDataRef)data);
....
CGDataProviderRelease(provider);
free(bufferData); // Remember to free it
For more information, please check this discuss:
What's the right memory management pattern for buffer->CGImageRef->UIImage?
With this above code of Brad Larson, you have to edit your EAGLView.m
- (id)initWithCoder:(NSCoder*)coder{
self = [super initWithCoder:coder];
if (self) {
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = TRUE;
eaglLayer.drawableProperties =
[NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
}
return self;
}
You have to change numberWithBool value YES