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@rainerkohlberger
Created January 13, 2012 14:09
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OpenGL ES snapshot for openFrameworks, Apple implementation
void ofxiPhoneScreenGrab(id delegate) {
// Technical Q&A QA1704
// How do I take a snapshot of my OpenGL ES view and save the result in a UIImage?
// http://developer.apple.com/library/ios/#qa/qa1704/_index.html
GLint backingWidth, backingHeight;
// Bind the color renderbuffer used to render the OpenGL ES view
// If your application only creates a single color renderbuffer which is already bound at this point,
// this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
// Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
//glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
// http://stackoverflow.com/questions/6869577/problem-in-reading-data-using-glreadpixel
// http://stackoverflow.com/questions/7402504/multisampled-render-to-texture-in-ios
// not working
GLuint sampleFramebuffer, framebuffer;
glGenFramebuffersOES(1, &sampleFramebuffer);
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, sampleFramebuffer);
glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, framebuffer);
glResolveMultisampleFramebufferAPPLE();
NSLog(@"resolve 0x%x", glGetError()); // 0x0506 GL_INVALID_FRAMEBUFFER_OPERATION
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"failed to make complete framebuffer object %x", status);
}
// -------------
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
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);
// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
NSInteger widthInPoints, heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions) {
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// Set the scale parameter to your OpenGL ES view's contentScaleFactor
// so that you get a high-resolution snapshot when its value is greater than 1.0
//CGFloat scale = 2.0; //eaglview.contentScaleFactor;
CGFloat scale = [ofxiPhoneGetAppDelegate() getGLView].contentScaleFactor;
widthInPoints = width / scale;
heightInPoints = height / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else {
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
widthInPoints = width;
heightInPoints = height;
UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
// rewrap to get PNG file
NSData* imdata = UIImagePNGRepresentation ( image ); // get PNG representation
UIImage* im2 = [UIImage imageWithData:imdata]; // wrap UIImage around PNG representation
SaveDelegate *saveDelegate = [SaveDelegate new];
saveDelegate.delegate = delegate;
UIImageWriteToSavedPhotosAlbum(im2, saveDelegate, @selector(image:didFinishSavingWithError:contextInfo:), nil);
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
@sakrist
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sakrist commented Sep 27, 2012

glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

glGenFramebuffers(1, &resolved_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, resolved_framebuffer);
glGenRenderbuffers(1, &resolvedColorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, resolvedColorRenderbuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);

glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_RGBA8_OES, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);

glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
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);
}

// Render my scene

glBindFramebuffer( GL_FRAMEBUFFER, framebuffer );
glViewport(0,0,width,height);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

// Draw scene

// Then bind default framebuffer

glBindFramebuffer( GL_FRAMEBUFFER, 1 );

// Draw other things

// Now resolve the multisampling into the other fbo

glBindFramebuffer( GL_READ_FRAMEBUFFER_APPLE, framebuffer );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER_APPLE, resolved_framebuffer );

glResolveMultisampleFramebufferAPPLE();

glUseTexture( GL_TEXTURE_2D, texture );

// Draw with texture

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