Reputation: 555
I am writing OpenGL app for iOS, and I need to take in-app screenshot of rendered scene. All is working ok when I am not using multi-sampling. But when I turn multi-sampling on, glReadPixels
does not return the correct data (scene is drawn correctly - graphics quality is much better with multi-sampling).
I already checked bunch of similar questions at SO, and on some other places, but none of them solve my problem, since I am already doing it on proposed ways:
glReadPixels
does not return error.kEAGLDrawablePropertyRetainedBacking
to YES
and to take screenshot after buffer is presented - does not work either.OpenGLES 1.x
rendering API (context initialised with kEAGLRenderingAPIOpenGLES1
)Basically I am out of ideas what can be wrong. Posting question on SO is my last resort.
This is the relevant source code:
Creating frame buffers
- (BOOL)createFramebuffer
{
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
// Multisample support
glGenFramebuffersOES(1, &sampleFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, sampleFramebuffer);
glGenRenderbuffersOES(1, &sampleColorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, sampleColorRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_RGBA8_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, sampleColorRenderbuffer);
glGenRenderbuffersOES(1, &sampleDepthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, sampleDepthRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, sampleDepthRenderbuffer);
// End of multisample support
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
Resolving buffers part and taking snapshot
glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, viewFramebuffer);
glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, sampleFramebuffer);
glResolveMultisampleFramebufferAPPLE();
[self checkGlError];
//glFinish();
if (capture)
captureImage = [self snapshot:self];
const GLenum discards[] = {GL_COLOR_ATTACHMENT0_OES,GL_DEPTH_ATTACHMENT_OES};
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE,2,discards);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
Snapshot method (basically copied from apple docs)
- (UIImage*)snapshot:(UIView*)eaglview
{
// 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);
NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
[self checkGlError];
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
[self checkGlError];
// 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);
// 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 = eaglview.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;
}
Upvotes: 2
Views: 986
Reputation: 45948
You resolve the multisample buffers as usual by doing a glResolveMultisampleFramebufferAPPLE
after binding the viewFramebuffer
as draw framebuffer and the sampleFramebuffer
as read framebuffer. But did you also remebember to bind the viewFramebuffer
as read framebuffer (glBindFramebuffer(GL_READ_FRAMEBUFFER, viewFramebuffer)
) then before the glReadPixels
? glReadPixels
will always read from the currently bound read framebuffer and if you didn't change this binding after the multisample resolve, this will still be the multisample framebuffer and not the default one.
I also found your glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer)
-calls quite irritating, because that doesn't really do anything meaningful, the currently bound renderbuffer is only relevant for functions working on renderbuffers (practically only glRenderbufferStorage
) (but it may also be that ES does something meaningful with it and binding it is required for [context presentRenderbuffer:GL_RENDERBUFFER_OES]
to work). But nevertheless maybe you thought that this binding also controls the buffer that glReadPixels
will read from, but this is not the case, it will always read from the current framebuffer bound to GL_READ_FRAMEBUFFER
.
Upvotes: 2