Reputation: 6205
I need to use an image programmatically made during runtime as a texture but am unsure how to go from one point to another. The image made is with UIGraphicsBeginImageContextwithOptions(), and below is my current code to load a texture from an image in my project:
-(void)loadTextures:(NSString*) filename textureIdentifier:(int) textureNumber {
//enable textures.
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_FASTEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Bind the number of textures we need.
glGenTextures(1, &texture[textureNumber]);
glBindTexture(GL_TEXTURE_2D, texture[textureNumber]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:@"png"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(@"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
// Flip the Y-axis
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, 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);
}
Upvotes: 1
Views: 541
Reputation: 40995
Easy. Remove these lines from the texture loader code and replace them with your Core graphics drawing code:
NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:@"png"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
Now replace this line:
UIImage *image = [[UIImage alloc] initWithData:texData];
with:
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
Upvotes: 1