Convert an UIImage in a texture

2019-01-14 09:18发布

In my opengl project I need to convert an UIImage in texture; what's the way to do it? Can you help me?

3条回答
迷人小祖宗
2楼-- · 2019-01-14 09:44

I haven't test the following but i will decompose the conversion in 3 steps:

  1. Extract info for your image:

    UIImage* image = [UIImage imageNamed:@"imageToApplyAsATexture.png"];
    CGImageRef imageRef = [image CGImage];
    int width = CGImageGetWidth(imageRef);
    int height = CGImageGetHeight(imageRef);
    
  2. Allocate a textureData with the above properties:

    GLubyte* textureData = (GLubyte *)malloc(width * height * 4); // if 4 components per pixel (RGBA)
    
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    NSUInteger bytesPerPixel = 4;
    NSUInteger bytesPerRow = bytesPerPixel * width;
    NSUInteger bitsPerComponent = 8;  
    CGContextRef context = CGBitmapContextCreate(textureData, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    
    CGColorSpaceRelease(colorSpace);
    
    CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
    CGContextRelease(context);
    
  3. Set-up your texture:

    GLuint textureID;    
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &textureID);
    
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
    

EDIT:

Read this tut; everything is explained from the conversion of one image to a texture and applying a texture in an iOS environment.

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该账号已被封号
3楼-- · 2019-01-14 09:46

Here is swift version of getting texture out of an UIImage

func setupTexture(sourceImage: UIImage) -> GLuint {

guard let textureImage = sourceImage.cgImage else {
    print("Failed to load image")
    return 0
}

let width = textureImage.width
let height = textureImage.height

/*
 it will write one byte each for red, green, blue, and alpha – so 4 bytes in total.
 */

let textureData = calloc(width * height * 4, MemoryLayout<GLubyte>.size) //4 components per pixel (RGBA)
let spriteContext = CGContext(data: textureData,
                              width: width,
                              height: height,
                              bitsPerComponent: 8,
                              bytesPerRow: width * 4,
                              space: textureImage.colorSpace!,
                              bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)

spriteContext?.draw(textureImage, in: CGRect(x: 0, y: 0, width: width, height: height))

var textName = GLuint()
glGenTextures(1, &textName)
glBindTexture(GLenum(GL_TEXTURE_2D), textName)
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_NEAREST)
glTexImage2D(GLenum(GL_TEXTURE_2D), 0, GL_RGBA, GLsizei(width),
             GLsizei(height), 0, GLenum(GL_RGBA), GLenum(GL_UNSIGNED_BYTE), textureData)

return textName

}

Note: Need to keep in mind that Core Graphics flips images when we load them in.

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爷、活的狠高调
4楼-- · 2019-01-14 09:49

Another way of doing this using the GLKit framework:

//Path to image
NSString *path = [[NSBundle mainBundle] pathForResource:@"textureImage" ofType:@"png"];

//Set eaglContext
[EAGLContext setCurrentContext:[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]];

//Create texture
NSError *theError;    
GLKTextureInfo *texture = [GLKTextureLoader textureWithContentsOfFile:filePath options:nil error:&theError];
glBindTexture(texture.target, texture.name);

texture.name is The OpenGL context’s name for the texture.

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