OpenGL có lẽ là cách để thực hiện. Tuy nhiên, nó có thể hiệu quả hơn một chút để hiển thị cho một framebuffer ngoài màn hình chứ không phải là kết cấu.
Để trích xuất một kết cấu từ một bộ đệm mẫu:
// 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;
}
Để xử lý các kết cấu thông qua OpenGL, sau đó bạn có thể làm một cái gì đó như thế này:
// 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;
}