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Create CVPixelBufferRef from OpenGL
@interface SREAGLContext : NSObject
+ (EAGLContext*)sharedContext;
+ (EAGLContext*)newContext: (EAGLRenderingAPI) api;
@end
@implementation SREAGLContext
+ (EAGLContext*)sharedContext {
static EAGLContext *srEAGLContext = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
srEAGLContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
});
return srEAGLContext;
}
+ (EAGLContext*)newContext: (EAGLRenderingAPI) api {
EAGLSharegroup *sharegroup = [[SREAGLContext sharedContext] sharegroup];
return [[EAGLContext alloc] initWithAPI:api sharegroup:sharegroup];
}
@end
@interface SRFrameBuffer : NSObject
@property (nonatomic, readonly) GLuint frameBuffer;
@property (nonatomic, readonly) CVPixelBufferRef target;
- (instancetype)initWithContext:(EAGLContext *)ctx withSize:(CGSize)size;
@end
@interface SRFrameBuffer() {
CGSize _renderSize;
EAGLContext *_context;
GLuint _depthbuffer;
CVOpenGLESTextureCacheRef _textureCache;
CVOpenGLESTextureRef _texture;
}
@end
@implementation SRFrameBuffer
- (instancetype)initWithContext:(EAGLContext *)ctx withSize:(CGSize)size {
self = [super init];
if (self) {
_renderSize = size;
_context = ctx;
[self setup];
}
return self;
}
- (void)dealloc {
[self destory];
}
- (void)setup {
[EAGLContext setCurrentContext:_context];
[self createCVBufferWithSize:_renderSize withRenderTarget:&_target withTextureOut:&_texture];
glBindTexture(CVOpenGLESTextureGetTarget(_texture), CVOpenGLESTextureGetName(_texture));
// Set up filter and wrap modes for this texture object
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#if ESSENTIAL_GL_PRACTICES_IOS
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
#endif
// Allocate a texture image with which we can render to
// Pass NULL for the data parameter since we don't need to load image data.
// We will be generating the image by rendering to this texture
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA,
_renderSize.width, _renderSize.height,
0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glGenRenderbuffers(1, &_depthbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _renderSize.width, _renderSize.height);
glGenFramebuffers(1, &_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, CVOpenGLESTextureGetName(_texture), 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthbuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
- (void)destory {
[EAGLContext setCurrentContext:_context];
if (_frameBuffer > 0) {
glDeleteFramebuffers(1, &_frameBuffer);
_frameBuffer = 0;
}
if (_depthbuffer > 0) {
glDeleteRenderbuffers(1, &_depthbuffer);
_depthbuffer = 0;
}
if (_target) {
CFRelease(_target);
}
if (_textureCache) {
CFRelease(_textureCache);
}
if (_texture) {
CFRelease(_texture);
}
}
- (void)createCVBufferWithSize:(CGSize)size
withRenderTarget:(CVPixelBufferRef *)target
withTextureOut:(CVOpenGLESTextureRef *)texture {
CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _context, NULL, &_textureCache);
if (err) return;
CFDictionaryRef empty; // empty value for attr value.
CFMutableDictionaryRef attrs;
empty = CFDictionaryCreate(kCFAllocatorDefault, // our empty IOSurface properties dictionary
NULL,
NULL,
0,
&kCFTypeDictionaryKeyCallBacks,
&kCFTypeDictionaryValueCallBacks);
attrs = CFDictionaryCreateMutable(kCFAllocatorDefault, 1,
&kCFTypeDictionaryKeyCallBacks,
&kCFTypeDictionaryValueCallBacks);
CFDictionarySetValue(attrs, kCVPixelBufferIOSurfacePropertiesKey, empty);
CVPixelBufferCreate(kCFAllocatorDefault, size.width, size.height,
kCVPixelFormatType_32BGRA, attrs, target);
CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_textureCache,
*target,
NULL, // texture attributes
GL_TEXTURE_2D,
GL_RGBA, // opengl format
size.width,
size.height,
GL_BGRA, // native iOS format
GL_UNSIGNED_BYTE,
0,
texture);
CFRelease(empty);
CFRelease(attrs);
}
@end
@interface UseIt : NSObject {
EAGLContext *_context;
SRFrameBuffer *_frameBuffer;
CMVideoFormatDescriptionRef _formatDescription;
}
@end
@implementation UseIt
- (id)init {
self = [super init];
if (self) {
_context = [SREAGLContext newContext:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:_context];
_frameBuffer = [[SRFrameBuffer alloc] initWithContext:_context withSize:CGSizeMake(512, 512)];
CMVideoFormatDescriptionCreateForImageBuffer(kCFAllocatorDefault, _frameBuffer.target, &_formatDescription);
}
return self;
}
- (void)draw {
[EAGLContext setCurrentContext:_context];
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer.frameBuffer);
glClearColor(1, 0, 0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 512, 512);
// Code with OpenGL
glFlush();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Now the frame already wrote into "_frameBuffer.target"
}
@end
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