我对this one有同样的问题,但是根据这些提示,我无法从glReadPixels获取数据。
我粘贴了源代码,我的代码与上一个代码几乎相同。我在快照之前设置了GL_READ_FRAMEBUFFER_APPLE
,但数据返回了空值。
创建我的帧缓冲区
- (void)createFrameBuffer {
glGenRenderbuffers(1, &colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer);
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
GLint backingWidth;
GLint backingHeight;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
glGenFramebuffers(1, &defaultFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFrameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER, colorRenderBuffer);
glGenFramebuffers(1, &sampleFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, sampleFramebuffer);
glGenRenderbuffers(1, &sampleColorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, sampleColorRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_RGBA8_OES, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, sampleColorRenderbuffer);
glGenRenderbuffers(1, &sampleDepthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, sampleDepthRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, sampleDepthRenderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
NSAssert(true, @"buffer is not complete");
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
渲染功能
- (void)render {
FC_PERFORMANCE_START();
if ([EAGLContext currentContext] !=_context) {
[EAGLContext setCurrentContext:_context];
}
[self destoryFrameBuffer];
[self createFrameBuffer];
[self.director setup:self.frame.size contentScale:self.contentScaleFactor backgroudColor:self.backgroundColor];
[self.director mainloop];
glBindFramebuffer(GL_READ_FRAMEBUFFER_APPLE, sampleFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_APPLE, defaultFrameBuffer);
glResolveMultisampleFramebufferAPPLE();
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer);
const GLenum discards[] = {GL_COLOR_ATTACHMENT0,GL_DEPTH_ATTACHMENT};
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE,2,discards);
glBindFramebuffer(GL_FRAMEBUFFER, sampleFramebuffer);
[_context presentRenderbuffer:GL_RENDERBUFFER];
FC_PERFORMANCE_END("FCViewOpenGL Render");
}
屏幕截图功能
- (nullable UIImage*)snapShot{
__block UIImage *ret = nil;
dispatch_sync(dispatch_get_main_queue(), ^{
glBindFramebuffer(GL_READ_FRAMEBUFFER_APPLE, defaultFrameBuffer);
GLint backingWidth;
GLint backingHeight;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
NSInteger x = 0, y = 0, width2 = backingWidth, height2 = backingHeight;
NSInteger dataLength = width2 * height2 * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
CHECK_GL_ERROR_DEBUG();
glReadPixels((GLint)x, (GLint)y, (GLsizei)width2, (GLsizei)height2, GL_RGBA, GL_UNSIGNED_BYTE, data);
GLenum attachments[] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
CHECK_GL_ERROR_DEBUG();
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);
NSInteger widthInPoints, heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions) {
CGFloat scale = self.contentScaleFactor;
widthInPoints = width2 / scale;
heightInPoints = height2 / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else {
widthInPoints = width2;
heightInPoints = height2;
UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
ret = image;
});
return ret;
}
任何人都可以给我一些帮助吗?
答案 0 :(得分:1)
请参见OpenGL ES 3.2 Specification; 16.1.2 ReadPixels; page 406
如果
INVALID_OPERATION
(请参见第9节)的值非零,读取的帧缓冲区是完成的帧缓冲区,并且读帧缓冲区的READ_FRAMEBUFFER_BINDING
的有效值为1 。....
如果读取的帧缓冲区是多采样的(
SAMPLE_BUFFERS
的有效值为1) ...
另请参见OpenGL-Refpages; OpenGL ES 3.0; glReadPixels
:
如果SAMPLE_BUFFERS
不为零,则读取帧缓冲区已完成,并且读取帧缓冲区的GL_INVALID_OPERATION
的值大于零,则生成
GL_READ_FRAMEBUFFER_BINDING
。
这意味着您不能使用GL_SAMPLE_BUFFERS
多采样帧缓冲区。您将获得glReadPixels
操作错误。在GL_INVALID_OPERATION
之后使用glGetError
获取错误信息。
要解决此问题,您必须克服传统的帧缓冲区。请执行以下步骤:
glReadPixels
)。GL_READ_FRAMEBUFFER_APPLE
)的常规帧缓冲区。glBlitFramebuffer
复制将像素从多采样(读取)帧缓冲区复制到常规(绘制)帧缓冲区。GL_DRAW_FRAMEBUFFER_APPLE
)。GL_READ_FRAMEBUFFER_APPLE
来读取传统的帧缓冲区。
当然,您也可以直接从默认的帧缓冲区读取像素。