iOS OpenGL ES 2.0: Offscreen render and save the result to an UIImage
ios, iphone, opengl-es, opengl-es-2.0
Solution
I had a very similar problem - to render some lines and get UIImage. I used OpenGL ES 1.1 and multisampling. I removed some additional code that does not refers to rendering and some OpenGL error checks. You can find the full code here: OSPRendererGL. Also, sorry for my one-for-all method.
@interface OSPRendererGL
{
EAGLContext* myContext;
GLuint framebuffer;
GLuint colorRenderbuffer;
GLuint depthRenderbuffer;
GLuint _vertexArray;
GLuint _vertexBuffer;
GLuint resolveFramebuffer;
GLuint msaaFramebuffer, msaaRenderbuffer, msaaDepthbuffer;
int width;
int height;
}
@implementation OSPRendererGL
- (id) init
{
self = [super init];
if (self)
{
myContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
[EAGLContext setCurrentContext:myContext];
[self setupOpenGL];
[EAGLContext setCurrentContext:nil];
width = 256;
height = 256;
}
return self;
}
-(void) setupOpenGL
{
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGBA8_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
glGenFramebuffersOES(1, &msaaFramebuffer);
glGenRenderbuffersOES(1, &msaaRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, msaaFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, msaaRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_RGBA8_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, msaaRenderbuffer);
glGenRenderbuffersOES(1, &msaaDepthbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, msaaDepthbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_DEPTH_COMPONENT16_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, msaaDepthbuffer);
}
-(UIImage *) renderImageAtZoom:(int)zoom
{
CGRect b = CGRectMake(0, 0, width, height);
OSPCoordinateRect r = OSPRectForMapAreaInRect([self mapArea], b);
double_scale = b.size.width / r.size.x;
double scale = 1.0/_scale;
[EAGLContext setCurrentContext:myContext];
glBindFramebuffer(GL_FRAMEBUFFER_OES, msaaFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, msaaRenderbuffer);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0.0f, 256.0f, 256.0f, 0.0f, 1.0f, -1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glScalef(_scale, _scale, 1);
glTranslatef(-r.origin.x, -r.origin.y, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// rendering here
glPopMatrix();
// msaa
glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, msaaFramebuffer);
glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, framebuffer);
glResolveMultisampleFramebufferAPPLE();
glBindFramebuffer(GL_FRAMEBUFFER_OES, framebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER, colorRenderbuffer);
// grabbing image from FBO
GLint backingWidth, backingHeight;
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
NSInteger x = 0, y = 0;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
ref, NULL, true, kCGRenderingIntentDefault);
UIGraphicsBeginImageContext(CGSizeMake(width, height));
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, width, height), iref);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
[EAGLContext setCurrentContext:nil];
return image;
}
Problem
I'm using OpenGL ES to render some special effects, I don't want to show this to user, I just want to save the result as an UIImage, can anybody please help me? this is the code I'm using, I can get an image which contains the red clear color I use, but no geometry drawing shown. ``` #import "RendererGL.h" #import <GLKit/GLKit.h> #import <UIKit/UIKit.h> #import <OpenGLES/EAGL.h> #import <OpenGLES/EAGLDrawable.h> #import <OpenGLES/ES2/glext.h> #import <QuartzCore/QuartzCore.h> static NSInteger WIDTH_IN_PIXEL = 400; static NSInteger HEIGHT_IN_PIXEL = 300; typedef struct { GLKVector3 positionCoords; } SceneVertex; static const SceneVertex vertices[] = { {{-0.5f, -0.5f, 0.0}}, // lower left corner {{ 0.5f, -0.5f, 0.0}}, // lower right corner {{-0.5f, 0.5f, 0.0}} // upper left corner }; @implementation RendererGL { EAGLContext* _myContext; GLuint _framebuffer; GLuint _colorRenderbuffer; GLuint _depthRenderbuffer; GLuint _vertexBufferID; GLKBaseEffect *_baseEffect; } - (id) init { self = [super init]; if (self) { _myContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; [EAGLContext setCurrentContext:_myContext]; [self setupOffscreenBuffer]; [self setUpEffect]; [self renderImage]; [self saveImage]; //this do works, since I get an image, but the image only contains the red color I used to clear } return self; } -(void)setUpEffect { _baseEffect = [[GLKBaseEffect alloc] init]; _baseEffect.useConstantColor = GL_TRUE; _baseEffect.constantColor = GLKVector4Make(0.0f, 0.0f, 1.0f, 1.0f); } //this code is from apples document -(void)setupOffscreenBuffer { glGenFramebuffers(1, &_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer); glGenRenderbuffers(1, &_colorRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, WIDTH_IN_PIXEL, HEIGHT_IN_PIXEL); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderbuffer); glGenRenderbuffers(1, &_depthRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, WIDTH_IN_PIXEL, HEIGHT_IN_PIXEL); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ; if(status != GL_FRAMEBUFFER_COMPLETE) { NSLog(@"failed to make complete framebuffer object %x", status); } } - (void) renderImage { GLenum error = GL_NO_ERROR; glClearColor(1, 0, 0, 1); //red clear color, this can be seen glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_DEPTH_TEST); [_baseEffect prepareToDraw]; glGenBuffers(1, &_vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); error = glGetError(); if (error != GL_NO_ERROR) { NSLog(@"error happend, error is %d, line %d",error,__LINE__); } glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition,3,GL_FLOAT, GL_FALSE, sizeof(SceneVertex), NULL); glDrawArrays(GL_TRIANGLES,0,3); error = glGetError(); if (error != GL_NO_ERROR) { NSLog(@"error happend, error is %d, line %d",error,__LINE__); } glFinish(); error = glGetError(); if (error != GL_NO_ERROR) { NSLog(@"error happend, error is %d, line %d",error,__LINE__); } } -(void)saveImage { GLenum error = GL_NO_ERROR; NSInteger x = 0, y = 0; NSInteger dataLength = WIDTH_IN_PIXEL * HEIGHT_IN_PIXEL * 4; GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte)); glPixelStorei(GL_PACK_ALIGNMENT, 4); glReadPixels(x, y, WIDTH_IN_PIXEL, HEIGHT_IN_PIXEL, GL_RGBA, GL_UNSIGNED_BYTE, data); NSData *pixelsRead = [NSData dataWithBytes:data length:dataLength]; error = glGetError(); if (error != GL_NO_ERROR) { NSLog(@"error happend, error is %d, line %d",error,__LINE__); } CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL); CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB(); CGImageRef iref = CGImageCreate(WIDTH_IN_PIXEL, HEIGHT_IN_PIXEL, 8, 32, WIDTH_IN_PIXEL * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast, ref, NULL, true, kCGRenderingIntentDefault); UIGraphicsBeginImageContext(CGSizeMake(WIDTH_IN_PIXEL, HEIGHT_IN_PIXEL)); CGContextRef cgcontext = UIGraphicsGetCurrentContext(); CGContextSetBlendMode(cgcontext, kCGBlendModeCopy); CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, WIDTH_IN_PIXEL, HEIGHT_IN_PIXEL), iref); UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); NSData *d = UIImageJPEGRepresentation(image, 1); NSString *documentDirPath = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES)[0]; static NSInteger imageNO = 1; imageNO++; NSString *savingPath = [documentDirPath stringByAppendingPathComponent:[NSString stringWithFormat:@"%d.jpg",imageNO]]; BOOL succ = [d writeToFile:savingPath atomically:NO]; //is succeeded UIGraphicsEndImageContext(); free(data); CFRelease(ref); CFRelease(colorspace); CGImageRelease(iref); } @end ```