aTo*_*Toz 10 iphone opengl-es avassetwriter
我目前正在开发一个项目,将物理模拟转换为iPhone本身的视频.
为此,我现在使用两个不同的循环.第一个循环在块中运行,其中AVAssetWriterInput对象轮询EAGLView以获取更多图像.EAGLView提供存储它们的数组中的图像.
另一个循环是实际模拟.我已经关闭了模拟计时器,并且每次都使用预先指定的时间差来调用tick.每次调用tick时,我都会在交换缓冲区后在EAGLView的交换缓冲区方法中创建一个新图像.然后将此图像放在AVAssetWriter轮询的数组中.
还有一些杂项代码,以确保数组不会太大
所有这一切都很好,但非常慢.
我在做什么,从概念上讲,导致整个过程比它可能更慢?另外,有没有人知道从glReadPixels获取Open GL图像的更快方法?
视频内存的设计使得写入速度快,读取速度慢。这就是我执行纹理渲染的原因。这是我创建的用于将场景渲染为纹理的完整方法(有一些自定义容器,但我认为用您自己的容器替换它们非常简单):
-(TextureInf*) makeSceneSnapshot {
// create texture frame buffer
GLuint textureFrameBuffer, sceneRenderTexture;
glGenFramebuffersOES(1, &textureFrameBuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, textureFrameBuffer);
// create texture to render scene to
glGenTextures(1, &sceneRenderTexture);
glBindTexture(GL_TEXTURE_2D, sceneRenderTexture);
// create TextureInf object
TextureInf* new_texture = new TextureInf();
new_texture->setTextureID(sceneRenderTexture);
new_texture->real_width = [self viewportWidth];
new_texture->real_height = [self viewportHeight];
//make sure the texture dimensions are power of 2
new_texture->width = cast_to_power(new_texture->real_width, 2);
new_texture->height = cast_to_power(new_texture->real_height, 2);
//AABB2 = axis aligned bounding box (2D)
AABB2 tex_box;
tex_box.p1.x = 1 - (GLfloat)new_texture->real_width / (GLfloat)new_texture->width;
tex_box.p1.y = 0;
tex_box.p2.x = 1;
tex_box.p2.y = (GLfloat)new_texture->real_height / (GLfloat)new_texture->height;
new_texture->setTextureBox(tex_box);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, new_texture->width, new_texture->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, sceneRenderTexture, 0);
// check for completness
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
new_texture->release();
@throw [NSException exceptionWithName: EXCEPTION_NAME
reason: [NSString stringWithFormat: @"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)]
userInfo: nil];
new_texture = nil;
} else {
// render to texture
[self renderOneFrame];
}
glDeleteFramebuffersOES(1, &textureFrameBuffer);
//restore default frame and render buffers
glBindFramebufferOES(GL_FRAMEBUFFER_OES, _defaultFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _colorRenderbuffer);
glEnable(GL_BLEND);
[self updateViewport];
glMatrixMode(GL_MODELVIEW);
return new_texture;
}
Run Code Online (Sandbox Code Playgroud)
当然,如果您一直在进行快照,那么您最好只创建一次纹理帧和渲染缓冲区(并为它们分配内存)。
| 归档时间: |
|
| 查看次数: |
1272 次 |
| 最近记录: |