我该如何将OpenGL RenderBuffer转换为PNG或JPG图像?

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我正在开发一个使用OpenGL framebuffer/renderbuffer来绘制手写线条的项目。这个应用程序使用的是OpenGL ES 1.x,我无法弄清楚如何将当前屏幕转储为PNG或JPG图像。

感谢您阅读这个问题。

来自OpenGL新手。

用于创建frame buffer和render buffer的代码。

// Generate IDs for a framebuffer object and a color renderbuffer
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);

glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);

// This call associates the storage for the current render buffer with the EAGLDrawable (our CAEAGLLayer)
// allowing us to draw into a buffer that will later be rendered to screen wherever the layer is (which corresponds with our view).
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)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);

// For this sample, we also need a depth buffer, so we'll create and attach one via another renderbuffer.
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);

我找到了一个相关信息的网页。http://www.iphonedevsdk.com/forum/iphone-sdk-development/23525-cgimagecreate-alpha.html - Seunghoon
这是另一个。http://www.bit-101.com/blog/?p=1861 - Seunghoon
1个回答

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-(UIImage *)dumpImage
{
    GLubyte *buffer = (GLubyte *) malloc(backingWidth * backingHeight * 4);
    GLubyte *buffer2 = (GLubyte *) malloc(backingWidth * backingHeight * 4);

    GLvoid *pixel_data = nil;
    glReadPixels(0, 0, backingWidth, backingHeight, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)buffer);

    /* make upside down */

    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];
        }
    }

    // make data provider from buffer
    CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, backingWidth * backingHeight * 4, freeImageData);

    // set up for CGImage creation
    int bitsPerComponent = 8;
    int bitsPerPixel = 32;
    int bytesPerRow = 4 * backingWidth;
    CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
    CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
    // Use this to retain alpha
    //CGBitmapInfo bitmapInfo = kCGImageAlphaPremultipliedLast;
    CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
    CGImageRef imageRef = CGImageCreate(backingWidth, backingHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);

    // make UIImage from CGImage
    UIImage *newUIImage = [UIImage imageWithCGImage:imageRef];

    return newUIImage;
}

freeImageData() 用于释放后续数据。

void freeImageData(void *info, const void *data, size_t size) 
{
    //printf("freeImageData called");
    free((void*)data);
}

为了完成这个想法,您可以使用UIImagePNGRepresentation或UIImageJPEGRepresentation来获取包含以PNG或JPEG编码的UIImage的NSData。然后,您可以将NSData输出到磁盘上的任何位置(或传输它或任何您想要的方式),或使用UIImageWriteToSavedPhotosAlbum直接写入相册。 - Tommy
如果速度是您关心的问题,您可以在读取图像之前在GPU上翻转它。这可以通过在固定功能模式下使用翻转纹理坐标绘制四边形或利用简单的着色器来完成。 - kvark

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