Jak*_*kob 4 textures opengl-es ios
所以我正在使用一堆2048x2048的sprite表,这些表很快就能填满内存.我正在使用以下方法(通过Ray Wenderlich)来加载纹理:
- (GLuint)setupTexture:(NSString *)fileName
{
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage)
{
NSLog(@"Failed to load image %@", fileName);
exit(1);
}
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
NSLog(@"Error uploading texture. glError: 0x%04X", err);
free(spriteData);
return texName;
}
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所以我的问题是,如何从CGImage中丢弃alpha信息,然后将图像"缩减"到每像素更少的位,最后告诉OpenGL它呢?
我使用此代码将写入的数据转换CGContextDrawImage为RGB565.它使用优化的NEON代码在支持NEON的设备上一次处理8个像素(每个运行armv7代码的iOS设备都有这样的芯片).data你在那里看到的指针和你的spriteData指针一样,我只是懒得重命名它.
void *temp = malloc(width * height * 2);
uint32_t *inPixel32 = (uint32_t *)data;
uint16_t *outPixel16 = (uint16_t *)temp;
uint32_t pixelCount = width * height;
#ifdef __ARM_NEON__
for(uint32_t i=0; i<pixelCount; i+=8, inPixel32+=8, outPixel16+=8)
{
uint8x8x4_t rgba = vld4_u8((const uint8_t *)inPixel32);
uint8x8_t r = vshr_n_u8(rgba.val[0], 3);
uint8x8_t g = vshr_n_u8(rgba.val[1], 2);
uint8x8_t b = vshr_n_u8(rgba.val[2], 3);
uint16x8_t r16 = vmovl_u8(r);
uint16x8_t g16 = vmovl_u8(g);
uint16x8_t b16 = vmovl_u8(b);
r16 = vshlq_n_u16(r16, 11);
g16 = vshlq_n_u16(g16, 5);
uint16x8_t rg16 = vorrq_u16(r16, g16);
uint16x8_t result = vorrq_u16(rg16, b16);
vst1q_u16(outPixel16, result);
}
#else
for(uint32_t i=0; i<pixelCount; i++, inPixel32++)
{
uint32_t r = (((*inPixel32 >> 0) & 0xFF) >> 3);
uint32_t g = (((*inPixel32 >> 8) & 0xFF) >> 2);
uint32_t b = (((*inPixel32 >> 16) & 0xFF) >> 3);
*outPixel16++ = (r << 11) | (g << 5) | (b << 0);
}
#endif
free(data);
data = temp;
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