我正在创建和存储OpenGL ES1 3D模型,并希望将要用作纹理的图像文件包含在与3D模型数据相同的文件中。我无法以可用格式加载图像数据。我正在使用UIImageJPEGRepresentation转换图像数据并将其存储到NSData中。然后,将其与所有3D数据一起附加到NSMutableData对象中,并将其写出到文件中。数据读写似乎没有错误,但是在尝试使用图像数据创建“ CGImageRef”时遇到了问题,该图像用于生成3D模型的纹理数据。从文件中加载后,图像数据似乎是无法识别的格式,因为当我尝试创建“ CGImageRef”时会生成错误“ CGContextDrawImage:无效的上下文0x0。”我怀疑图像数据未对齐不知何故,导致尝试创建“ CGImageRef”时被拒绝。感谢您的帮助。在这一点上,我感到很困惑。所有数据大小和偏移量加起来看起来都很好。保存和加载都没有错误。图像数据似乎有点偏离,但我不知道为什么。
这是我的代码:
//======================================================
- (BOOL)save3DFile: (NSString *)filePath {
// load TEST IMAGE into UIIMAGE
UIImage *image = [UIImage imageNamed:@“testImage.jpg"];
// convert image to JPEG encoded NSDATA
NSData *imageData = UIImageJPEGRepresentation(image,1.0);
// Save length of imageData to global "imDataLen" to use later in “load3DFile”
imDataLen = [imageData length];
// TEST: this works fine for CGImageRef creation in “loadTexture”
// traceView.image=[UIImage imageWithData:[imageData subdataWithRange:NSMakeRange(0, imageDataLen)]];
// [self loadTexture];
// TEST: this also works fine for CGImageRef creation in “loadTexture”
// traceView.image=[UIImage imageWithData:txImData];
// [self loadTexture];
fvoh.fileVersion = FVO_VERSION;
fvoh.obVertDatLen = obVertDatLen;
fvoh.obFaceDatLen = obFaceDatLen;
fvoh.obNormDatLen = obNormDatLen;
fvoh.obTextDatLen = obTextDatLen;
fvoh.obCompCount = obCompCount;
fvoh.obVertCount = obVertCount;
fvoh.obElemCount = obElemCount;
fvoh.obElemSize = obElemSize;
fvoh.obElemType = obElemType;
NSMutableData *obSvData;
obSvData=[NSMutableData dataWithBytes:&fvoh length:(sizeof(fvoh))];
[obSvData appendBytes:obElem length:obFaceDatLen];
[obSvData appendBytes:mvElem length:obVertDatLen];
[obSvData appendBytes:mvNorm length:obNormDatLen];
[obSvData appendBytes:obText length:obTextDatLen];
[obSvData appendBytes:&ds length:(sizeof(ds))];
// next, we append image data, and write all data to a file
// seems to work fine, no errors, at this point
[obSvData appendBytes: imageData length:[imageData length]];
BOOL success=[obSvData writeToFile: filePath atomically:YES];
return success;
}
//======================================================
- (void) load3DFile:(NSString *)filePath {
NSData *fvoData;
NSUInteger offSet,fiLen,fhLen,dsLen;
[[FileList sharedFileList] setCurrFile:(NSString *)filePath];
fvoData=[NSData dataWithContentsOfFile:filePath];
fiLen=[fvoData length];
fhLen=sizeof(fvoh);
dsLen=sizeof(ds);
memcpy(&fvoh,[fvoData bytes],fhLen);offSet=fhLen;
//+++++++++++++++++++++++++++++++
obVertDatLen = fvoh.obVertDatLen;
obFaceDatLen = fvoh.obFaceDatLen;
obNormDatLen = fvoh.obNormDatLen;
obTextDatLen = fvoh.obTextDatLen;
obCompCount = fvoh.obCompCount;
obVertCount = fvoh.obVertCount;
obElemCount = fvoh.obElemCount;
obElemSize = fvoh.obElemSize;
obElemType = fvoh.obElemType;
//+++++++++++++++++++++++++++++++
memcpy(obElem, [fvoData bytes]+offSet,obFaceDatLen);offSet+=obFaceDatLen;
memcpy(mvElem, [fvoData bytes]+offSet,obVertDatLen);offSet+=obVertDatLen;
memcpy(mvNorm, [fvoData bytes]+offSet,obNormDatLen);offSet+=obNormDatLen;
memcpy(obText, [fvoData bytes]+offSet,obTextDatLen);offSet+=obTextDatLen;
memcpy(&ds, [fvoData bytes]+offSet,dsLen);offSet+=dsLen;
// the following seem to read the data into “imageData” just fine, no errors
// NSData *imageData = [fvoData subdataWithRange:NSMakeRange(offSet, imDataLen)];
// NSData *imageData = [fvoData subdataWithRange:NSMakeRange((fiLen-imDataLen), imDataLen)];
// NSData *imageData = [NSData dataWithBytes:[fvoData bytes]+offSet length: imDataLen];
NSData *imageData = [NSData dataWithBytes:[fvoData bytes]+(fiLen-imDataLen) length: imDataLen];
// but the contents of imageData seem to end up in an unexpected format, causing error:
// “CGContextDrawImage: invalid context 0x0.” during CGImageRef creation in “loadTexture”
traceView.image=[UIImage imageWithData:imageData];
[self loadTexture];
}
//======================================================
- (void)loadTexture {
CGImageRef image=[traceView.image].CGImage;
CGContextRef texContext;GLubyte* bytes=nil;GLsizei width,height;
if(image){
width=(GLsizei)CGImageGetWidth(image);
height=(GLsizei)CGImageGetHeight(image);
bytes=(GLubyte*) calloc(width*height*4,sizeof(GLubyte));
texContext=CGBitmapContextCreate(bytes,width,height,8,width*4,CGImageGetColorSpace(image),
kCGImageAlphaPremultipliedLast);
CGContextDrawImage(texContext,CGRectMake(0.0,0.0,(CGFloat)width,(CGFloat)height),image);
CGContextRelease(texContext);
}
if(bytes){
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,bytes);
free(bytes);
}
}
//======================================================
答案 0 :(得分:0)
我没有收到此问题的任何答案。我终于偶然发现了答案。当我执行save3DFile代码时,而不是使用'appendBytes'将图像数据添加到NSMutableData * obSvData,如下所示:
[obSvData appendBytes: imageData length:[imageData length]];
我改为使用“ appendData”,如下所示:
[obSvData appendData: imageData];
其中imageData之前已填充UIImage的内容,并在此过程中转换为JPEG格式,如下所示:
NSData *imageData = UIImageJPEGRepresentation(image,1.0);
有关上下文,请参见上面的完整代码清单。无论如何,使用'appendData'而不是'appendBytes'带来了所有不同,并允许我将图像数据与所有其他3D模型数据(顶点,索引,法线等)存储在同一文件中,重新加载所有毫无问题地处理这些数据,并从单个文件成功创建带有纹理的3D模型。