XCode能够从iPad捕获Opengl ES帧,这太棒了!我想扩展此功能并捕获我的应用程序的整个Opengl ES电影。有办法吗? 如果使用XCode是不可能的,我怎么能不费力而且对我的代码进行大的改动呢?非常感谢你!
答案 0 :(得分:2)
我使用一种非常简单的技术,只需要几行代码。
您可以使用以下代码将每个OGL帧捕获到UIImage中:
- (UIImage*)captureScreen {
NSInteger dataLength = framebufferWidth * framebufferHeight * 4;
// Allocate array.
GLuint *buffer = (GLuint *) malloc(dataLength);
GLuint *resultsBuffer = (GLuint *)malloc(dataLength);
// Read data
glReadPixels(0, 0, framebufferWidth, framebufferHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// Flip vertical
for(int y = 0; y < framebufferHeight; y++) {
for(int x = 0; x < framebufferWidth; x++) {
resultsBuffer[x + y * framebufferWidth] = buffer[x + (framebufferHeight - 1 - y) * framebufferWidth];
}
}
free(buffer);
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, resultsBuffer, dataLength, releaseScreenshotData);
// prep the ingredients
const int bitsPerComponent = 8;
const int bitsPerPixel = 4 * bitsPerComponent;
const int bytesPerRow = 4 * framebufferWidth;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(framebufferWidth, framebufferHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
// then make the UIImage from that
UIImage *image = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
return image;
}
然后你将捕获主循环中的每一帧:
- (void)onTimer {
// Compute and render new frame
[self update];
// Recording
if (recordingMode == RecordingModeMovie) {
recordingFrameNum++;
// Save frame
UIImage *image = [self captureScreen];
NSString *fileName = [NSString stringWithFormat:@"%d.jpg", (int)recordingFrameNum];
[UIImageJPEGRepresentation(image, 1.0) writeToFile:[basePath stringByAppendingPathComponent:fileName] atomically:NO];
}
}
最后,您将拥有大量的JPEG文件,可以轻松地将其转换为电影 Time Lapse Assembler
如果你想拥有漂亮的30FPS电影,请将你的计算步骤硬盘修复为每帧1 / 30.0秒。