I want to make a screenshot of OpenGLES and UIKit at a time and after a big research I found a way exactly like this:
- (UIImage *)makeScreenshot {
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);
// 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 x = _visibleFrame.origin.x, y = _visibleFrame.origin.y, width = _visibleFrame.size.width, height = _visibleFrame.size.height;
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);
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaNoneSkipLast, 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 = _baseView.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();
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
// return image;
UIImageView *GLImage = [[UIImageView alloc] initWithImage:image];
UIGraphicsBeginImageContext(_visibleFrame.size);
//order of getting the context depends on what should be rendered first.
// this draws the UIKit on top of the gl image
[GLImage.layer renderInContext:UIGraphicsGetCurrentContext()];
CGContextTranslateCTM(UIGraphicsGetCurrentContext(), -_visibleFrame.origin.x, -_visibleFrame.origin.y);
[_baseView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Do something with resulting image
return finalImage;
}
but the interesting part would be the merging section. Where I am having two
UIGraphicsBeginImageContext();
.......
.......
UIGraphicsEndImageContext();
blocks. First generating the OpenGLES image and then merging with the UIKit image. Is there a better way to do that with single UIGraphicsBeginImageContext(); ... UIGraphicsEndImageContext(); block rather creating UIImageView and then perform the render?
something like:
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);
// the merging part starts
CGContextTranslateCTM(UIGraphicsGetCurrentContext(), -_visibleFrame.origin.x, -_visibleFrame.origin.y);
[_baseView.layer renderInContext:UIGraphicsGetCurrentContext()];
// the merging part ends
// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
but unfortunately its not merging. Can anyone correct the mistake here and/or find the best way to do that?
UISnapshotting
With iOS 7 Apple introduced UISnapshotting and they claim it's really fast, much faster than renderInContext:.
UIView *snapshot = [view snapshotViewAfterScreenUpdates:YES];
This method captures the current visual contents of the screen from
the render server and uses them to build a new snapshot view. You can
use the returned snapshot view as a visual stand-in for the screen’s
contents in your app. (...) this method is faster than trying to
render the contents of the screen into a bitmap image yourself.
Moreover, have a look into links below. They should give you some insights and point to the right direction.
Implementing Engaging UI on iOS from WWDC 2013, slides 32-41
How to render view into image faster?
Related
My use case is that a user takes a photo of themself on their phone, and uploads it to an image hosting service as a JPEG. Other uses can then download that image, and that image is then mapped to a metal texture for use in a game.
My issue is that if i download that image and simply display it in a UIImageView, it looks correct, but when I take the downloaded image and transform it into a metal texture it gets mirrored and rotated 90 degrees clockwise. I understand the image getting mirrored is due to metal having a different coordinate system but I don't understand the rotation issues. When I print the details for the image that has been passed into my function it has all the same orientation details as the UIImageView that is displaying correctly, so I have no idea where the issue is. Attached is my function that gives me my MTLTexture.
- (id<MTLTexture>) createTextureFromImage:(UIImage*) image device:(id<MTLDevice>) device
{
image =[UIImage imageWithCGImage:[image CGImage]
scale:[image scale]
orientation: UIImageOrientationLeft];
NSLog(#"orientation and size and stuff %ld %f %f", (long)image.imageOrientation, image.size.width, image.size.height);
CGImageRef imageRef = image.CGImage;
size_t width = self.view.frame.size.width;
size_t height = self.view.frame.size.height;
size_t bitsPerComponent = CGImageGetBitsPerComponent(imageRef);
size_t bitsPerPixel = CGImageGetBitsPerPixel(imageRef);
CGColorSpaceRef colorSpace = CGImageGetColorSpace(imageRef);
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
// NSLog(#"%# %u", colorSpace, alphaInfo);
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | alphaInfo;
// NSLog(#"bitmap info %u", bitmapInfo);
CGContextRef context = CGBitmapContextCreate( NULL, width, height, bitsPerComponent, (bitsPerPixel / 8) * width, colorSpace, bitmapInfo);
if( !context )
{
NSLog(#"Failed to load image, probably an unsupported texture type");
return nil;
}
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage);
MTLPixelFormat format = MTLPixelFormatRGBA8Unorm;
MTLTextureDescriptor *texDesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:format
width:width
height:height
mipmapped:NO];
id<MTLTexture> texture = [device newTextureWithDescriptor:texDesc];
[texture replaceRegion:MTLRegionMake2D(0, 0, width, height)
mipmapLevel:0
withBytes:CGBitmapContextGetData(context)
bytesPerRow:4 * width];
return texture;
}
In Metal coordinates are reversed. However, you now have a much simpler way to load textures with MTKTextureLoader:
import MetalKit
let textureLoader = MTKTextureLoader(device: device)
let texture: MTLTexture = textureLoader.newTextureWithContentsOfURL(filePath, options: nil)
This will create a new texture for you with the appropriate coordinates using the image located at filePath. If you don't want to use a NSURL you also have the newTextureWithData and newTextureWithCGImage options.
I want to take snapshot of the content in CCGLView in my viewController and display the resultant image in the same viewController.
Right now I'm using the following method to do so :
-(UIImage *) drawableToCGImage{
GLint backingWidth2, backingHeight2;
//backingHeight2=self.glView.frame.size.height;
//backingWidth2=self.glView.frame.size.width;
//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, self.glView.colorRenderBuffer);
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth2);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight2);
NSInteger x = self.glView.frame.origin.x, y = self.glView.frame.origin.y, width2 = backingWidth2, height2 = backingHeight2;
NSInteger dataLength = width2 * height2 * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width2, height2, 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(width2, height2, 8, 32, width2 * 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;
// 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 = self.glView.contentScaleFactor;
widthInPoints = width2 / scale;
heightInPoints = height2 / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
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();
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
But it works only in simulator and in device when I test it, I don't get the content of the CCGLView. Why this method doesn't give the snapshot in device? Or is there any other way to get it done?
I don't know why the previous method didn't work, but I got to know another way of doing it, and its less expensive too :). I'm using the following method :
- (UIImage *)snapshot:(UIView *)view{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, YES, 0);
[view drawViewHierarchyInRect:view.bounds afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
for more info go to following link: https://developer.apple.com/library/ios/qa/qa1817/_index.html
I have an app using the camera to take pictures. As soon as the picture is taken, I reduce the size of the image coming from the camera.
Running the method for reducing the size of the image, makes the memory usage peaks from 21 MB to 61 MB, sometimes near 69MB!
I have added #autoreleasepool to every method involved in this process. Things improved a little bit, but not as much as I expected. I don't expect the memory usage jump 3 times when reducing an image, specially because the new image being produced is smaller.
These are the methods I have tried:
- (UIImage*)reduceImage:(UIImage *)image toSize:(CGSize)size {
#autoreleasepool {
UIGraphicsBeginImageContext(size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0.0, size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, size.width, size.height), image.CGImage);
UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return scaledImage;
}
}
and also
- (UIImage *)reduceImage:(UIImage *)image toSize:(CGSize)size {
#autoreleasepool {
UIGraphicsBeginImageContext(size);
[image drawInRect:rect];
UIImage * result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return result;
}
}
no difference at all between these two.
NOTE: the original image is 3264x2448 pixels x 4 bytes/pixel = 32MB and the final image is 1136x640, that is 2.9MB... sum both numbers and you get 35MB, not 70!
Is there a way to reduce the size of the image without making the memory usage peak to stratosphere? thanks.
BTW and out of curiosity: is there a way to reduce an image dimension without using Quartz?
The answer is here
Uses CoreGraphics and uses 30~40% less memory.
#import <ImageIO/ImageIO.h>
-(UIImage*) resizedImageToRect:(CGRect) thumbRect
{
CGImageRef imageRef = [inImage CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
// There's a wierdness with kCGImageAlphaNone and CGBitmapContextCreate
// see Supported Pixel Formats in the Quartz 2D Programming Guide
// Creating a Bitmap Graphics Context section
// only RGB 8 bit images with alpha of kCGImageAlphaNoneSkipFirst, kCGImageAlphaNoneSkipLast, kCGImageAlphaPremultipliedFirst,
// and kCGImageAlphaPremultipliedLast, with a few other oddball image kinds are supported
// The images on input here are likely to be png or jpeg files
if (alphaInfo == kCGImageAlphaNone)
alphaInfo = kCGImageAlphaNoneSkipLast;
// Build a bitmap context that's the size of the thumbRect
CGContextRef bitmap = CGBitmapContextCreate(
NULL,
thumbRect.size.width, // width
thumbRect.size.height, // height
CGImageGetBitsPerComponent(imageRef), // really needs to always be 8
4 * thumbRect.size.width, // rowbytes
CGImageGetColorSpace(imageRef),
alphaInfo
);
// Draw into the context, this scales the image
CGContextDrawImage(bitmap, thumbRect, imageRef);
// Get an image from the context and a UIImage
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap); // ok if NULL
CGImageRelease(ref);
return result;
}
added as a category to UIImage.
I have a UIScrollView, with multiple drawable views as subviews. I am using Apple's GLPaint code. My problem is when I capture the UIScrollView's content to form an UIImage, the state of my drawing view is not captured. Below is the code I use for capturing.
//this code captures the UIScrollView including the invisible part
-(UIImage*)captureImage {
UIImage* image = nil;
UIGraphicsBeginImageContext(_scrollView.contentSize);
{
CGPoint savedContentOffset = _scrollView.contentOffset;
CGRect savedFrame = _scrollView.frame;
_scrollView.contentOffset = CGPointZero;
_scrollView.frame = CGRectMake(0, 0, _scrollView.contentSize.width, _scrollView.contentSize.height);
[_scrollView.layer renderInContext: UIGraphicsGetCurrentContext()];
image = UIGraphicsGetImageFromCurrentImageContext();
_scrollView.contentOffset = savedContentOffset;
_scrollView.frame = savedFrame;
}
UIGraphicsEndImageContext();
return image;
}
Can anyone help me with this problem please?
Thanks!!
you can add this function to your canvas class:
- (UIImage*)snapshot
{
GLint backingWidth1, backingHeight1;
// 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, viewRenderbuffer);
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth1);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight1);
NSInteger x = 0, y = 0, width = backingWidth1, height = backingHeight1;
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 | kCGImageAlphaNoneSkipLast,
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 = self.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();
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
and invoke it from the scrollview
I've been challenged with the task of putting an oddly sized image (with fixed proportion, though) on a GL_QUAD (well, a GL_TRIANGLE_STRIP resem--you got the point) and that seemed fairily easy to me at first, except for the part where I need to do this in iOS (4.2+). The solution is awkwardly easy anyway: just take the image, make a texture out of it, map it to the correct vertices and you're good to go.
As you may very well know, OpenGL ES textures are required to have width and height to be powers of 2, like 2, 4, 8, ..., 256, 512... (not sure this holds for regular OpenGL but I think it does... anyway, doesn't matter).
Since I have to download these images from the Intertubes (actually, the YouTube) I can't really do anything beforehand, so I have these 480x360 images (if I remember it correctly) and I have to splat them on my triangle strips. Fortunately we have texture mapping which allows us to select portions of the texture to be mapped where we want, so the obvious solution would be to (optionally up/downsize) and pad with some matte color the source image, and live with it.
Enter iOS. I get the data from the Intertubes, I happily build the corresponding UIImage, then I make another UIImage (yes, I know, bear with me, I'll optimize it later) just scaled down to the nearest power-of-2 in width, preserving aspect, so let's say 256x192, then I make a bitmap context , paint it black (or, for what matters, any other colour, but I think you can see why I chose black in this case), draw the UIImage (a CGImage) on it, and return the UIImage built using the aforementioned bitmap context.
I am now the happy owner of a 256x256 image ready to be mapped on my GL_TRIANGLE_STRIP. Except that it does not work. I tried with a prepared 512x512 image and it worked flawlessly. The code I'm pasting here does not include the retrieval of the image from YouTube, I just saved it locally to rule out networking problems. Also, I'm not including the GL code as it's clearly working.
- (void)viewDidLoad {
images = [[NSMutableArray alloc] init];
//NSURL *url = [NSURL URLWithString:#"http://i.ytimg.com/vi/d2wVgzXWE9Y/0.jpg"];
NSString *path = [[NSBundle mainBundle] pathForResource:#"opengl_texture" ofType:#"jpg"];
NSData *texData = [NSData dataWithContentsOfFile:path];
UIImage *rawImage = [[UIImage alloc] initWithData:texData];
float newWidth = (float)(1 << (int)floor(log2f(rawImage.size.width)));
// Scale means the scale of the current image relative to the resulting image.
float scale = rawImage.size.width / newWidth;
UIImage *midImage = [UIImage imageWithCGImage:[rawImage CGImage] scale:scale orientation:UIImageOrientationUp];
NSLog(#"%f %f %f", midImage.size.width, midImage.size.height, scale);
[rawImage release];
UIImage *image = [self padImage:midImage withColor:[UIColor redColor]];
NSLog(#"%f %f", image.size.width, image.size.height);
[images addObject:image];
textures = malloc(sizeof(GLuint));
glGenTextures(1, textures);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetWidth(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc(width * height * 4);
CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4*width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextTranslateCTM( context, 0, height - height );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
[midImage release];
[image release];
[texData release];
}
- (UIImage *)padImage:(UIImage *)image withColor:(UIColor *)color {
CGFloat size = round(image.size.width);
NSLog(#"%f", size);
CGContextRef bContext = [self createBitmapContextOfSize:CGSizeMake(size, size)];
CGContextSetFillColorWithColor(bContext, [color CGColor]);
CGContextFillRect(bContext, CGRectMake(0, 0, size, size));
CGContextDrawImage(bContext, CGRectMake(0, 0, size, size), [image CGImage]);
UIImage *result = [UIImage imageWithCGImage:CGBitmapContextCreateImage(bContext)];
CGContextRelease(bContext);
return result;
}
- (CGContextRef) createBitmapContextOfSize:(CGSize) size {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
bitmapBytesPerRow = (size.width * 4);
bitmapByteCount = (bitmapBytesPerRow * size.height);
colorSpace = CGColorSpaceCreateDeviceRGB();
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL) {
fprintf (stderr, "Memory not allocated!");
return NULL;
}
context = CGBitmapContextCreate (bitmapData,
size.width,
size.height,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast);
CGContextSetAllowsAntialiasing (context,NO);
if (context== NULL) {
free (bitmapData);
fprintf (stderr, "Context not created!");
return NULL;
}
CGColorSpaceRelease( colorSpace );
return context;
}
Please don't bother mentioning obvious memory management issues unless you think they are the core of the problem. As for the "error message" or whatever: no, there's no such thing, the whole app just crashes.
Ok, now you can collectively smack my face with a large trout.
The problem was actually memory management, specifically I was releasing objects that were created with implicit methods (namely midImage and texData). Implicit creation does not increase the retain count, while explicit (alloc+init and friends) does. How may times did I already crash against this? Lots. Were them enough? Obviously not.
Second question: where can I find a large post-it, like 1x1m at least?