我正在拍摄openGL截图,如果相机处于纵向模式,则拍摄快照,然后返回纵向模式。但是,如果我从纵向模式将相机旋转到横向模式,然后截屏它只返回纵向模式截图。但我的相机视图显示实时流完整模式和截图节省1024X768。
ImageTargetsEAGLView.mm:
- (BOOL)presentFramebuffer
{
if (_takePhotoFlag1)
{
[self glToUIImage1];
UIImageWriteToSavedPhotosAlbum([self glToUIImage1], nil, nil, nil);
NSLog(@"Screenshot size: %d, %d", (int)[[self glToUIImage1] size].width, (int)[[self glToUIImage1] size].height);
_takePhotoFlag1 = NO;
}
// setFramebuffer must have been called before presentFramebuffer, therefore
// we know the context is valid and has been set for this (render) thread
// Bind the colour render buffer and present it
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
return [context presentRenderbuffer:GL_RENDERBUFFER];
}
- (UIImage*) glToUIImage1
{
UIImage *outputImage = nil;
UIInterfaceOrientation orientation = [UIApplication sharedApplication].statusBarOrientation;
if (UIInterfaceOrientationIsLandscape(orientation))
{
NSLog(@"landscape screen");
CGRect screenBounds = [[UIScreen mainScreen] bounds];
// CGFloat scale = [[UIScreen mainScreen] scale];
// CGRect s = CGRectMake(0, 0, 320.0f * scale, 480.0f * scale);
CGRect s = CGRectMake(0, 0, 1024 , 768);
uint8_t *buffer = (uint8_t *) malloc(s.size.width * s.size.height * 4);
glReadPixels(0, 0, s.size.width, s.size.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, buffer, s.size.width * s.size.height * 4, NULL);
CGImageRef iref = CGImageCreate(s.size.width, s.size.height, 8, 32, s.size.width * 4, CGColorSpaceCreateDeviceRGB(), kCGBitmapByteOrderDefault, ref, NULL, true, kCGRenderingIntentDefault);
size_t width = CGImageGetWidth(iref);
size_t height = CGImageGetHeight(iref);
size_t length = width * height * 4;
uint32_t *pixels = (uint32_t *)malloc(length);
CGContextRef context1 = CGBitmapContextCreate(pixels, width, height, 8, width * 4,
CGImageGetColorSpace(iref), kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Big);
CGAffineTransform transform = CGAffineTransformIdentity;
transform = CGAffineTransformMakeTranslation(0.0f, height);
transform = CGAffineTransformScale(transform, 1.0, -1.0);
CGContextConcatCTM(context1, transform);
CGContextDrawImage(context1, CGRectMake(0.0f, 0.0f, width, height), iref);
CGImageRef outputRef = CGBitmapContextCreateImage(context1);
outputImage = [UIImage imageWithCGImage: outputRef];
CGDataProviderRelease(ref);
CGImageRelease(iref);
CGContextRelease(context1);
CGImageRelease(outputRef);
free(pixels);
free(buffer);
}else{
NSLog(@"portrait screen");
// CGFloat scale = [[UIScreen mainScreen] scale];
// CGRect s = CGRectMake(0, 0, 320.0f * scale, 480.0f * scale);
CGRect s = CGRectMake(0, 0, 768, 1024);
uint8_t *buffer = (uint8_t *) malloc(s.size.width * s.size.height * 4);
glReadPixels(0, 0, s.size.width, s.size.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, buffer, s.size.width * s.size.height * 4, NULL);
CGImageRef iref = CGImageCreate(s.size.width, s.size.height, 8, 32, s.size.width * 4, CGColorSpaceCreateDeviceRGB(), kCGBitmapByteOrderDefault, ref, NULL, true, kCGRenderingIntentDefault);
size_t width = CGImageGetWidth(iref);
size_t height = CGImageGetHeight(iref);
size_t length = width * height * 4;
uint32_t *pixels = (uint32_t *)malloc(length);
CGContextRef context1 = CGBitmapContextCreate(pixels, width, height, 8, width * 4,
CGImageGetColorSpace(iref), kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Big);
CGAffineTransform transform = CGAffineTransformIdentity;
transform = CGAffineTransformMakeTranslation(0.0f, height);
transform = CGAffineTransformScale(transform, 1.0, -1.0);
CGContextConcatCTM(context1, transform);
CGContextDrawImage(context1, CGRectMake(0.0f, 0.0f, width, height), iref);
CGImageRef outputRef = CGBitmapContextCreateImage(context1);
outputImage = [UIImage imageWithCGImage: outputRef];
CGDataProviderRelease(ref);
CGImageRelease(iref);
CGContextRelease(context1);
CGImageRelease(outputRef);
free(pixels);
free(buffer);
}
return outputImage;
}
}
答案 0 :(得分:0)
我对你的代码没有同样的问题,但是我确实得到了工件,等等。我建议使用这里找到的方法:http://www.unagames.com/blog/daniele/2011/10/opengl-es-screenshots-ios 它对我来说非常适合作为你的替代品(如果你使用的是GLKViewController,那么你只需将它作为eaglview自我。)它实际上是从OpenGL ES上下文中提取SS的正确大小所以你知道它总是正确的^^