OpenGL to prawdopodobnie droga. Jednak może być nieco bardziej wydajne renderowanie do bufora ramki poza ekranem niż do tekstury.
Aby wyodrębnić tekstury z bufora próbki:
// Note the caller is responsible for calling glDeleteTextures on the return value.
- (GLuint)textureFromSampleBuffer:(CMSampleBufferRef)sampleBuffer {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
int width = CVPixelBufferGetWidth(pixelBuffer);
int height = CVPixelBufferGetHeight(pixelBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, CVPixelBufferGetBaseAddress(pixelBuffer));
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
return texture;
}
Aby przetworzyć fakturę poprzez OpenGL, można wtedy zrobić coś takiego:
// This function exists to free the malloced data when the CGDataProviderRef is
// eventually freed.
void dataProviderFreeData(void *info, const void *data, size_t size){
free((void *)data);
}
// Returns an autoreleased CGImageRef.
- (CGImageRef)processTexture:(GLuint)texture width:(int)width height:(int)height {
CGImageRef newImage = NULL;
// Set up framebuffer and renderbuffer.
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLuint colorRenderbuffer;
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"Failed to create OpenGL frame buffer: %x", status);
} else {
glViewport(0, 0, width, height);
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Do whatever is necessary to actually draw the texture to the framebuffer
[self renderTextureToCurrentFrameBuffer:texture];
// Read the pixels out of the framebuffer
void *data = malloc(width * height * 4);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Convert the data to a CGImageRef. Note that CGDataProviderRef takes
// ownership of our malloced data buffer, and the CGImageRef internally
// retains the CGDataProviderRef. Hence the callback above, to free the data
// buffer when the provider is finally released.
CGDataProviderRef dataProvider = CGDataProviderCreateWithData(NULL, data, width * height * 4, dataProviderFreeData);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
newImage = CGImageCreate(width, height, 8, 32, width*4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast, dataProvider, NULL, true, kCGRenderingIntentDefault);
CFRelease(dataProvider);
CGColorSpaceRelease(colorspace);
// Autorelease the CGImageRef
newImage = (CGImageRef)[NSMakeCollectable(newImage) autorelease];
}
// Clean up the framebuffer and renderbuffer.
glDeleteRenderbuffers(1, &colorRenderbuffer);
glDeleteFramebuffers(1, &framebuffer);
return newImage;
}