c – 如何让C方法接受UIImage参数?
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我正在尝试使用Apple的GL
ImageProcessing示例中的一些EAGLView代码对UIImage进行一些图像处理.示例代码配置为对预安装的映像(Image.png)执行处理.我正在尝试修改代码,以便它接受我选择的UIImage(或至少CGImage数据)并进行处理.问题是,texture-loader方法loadTexture()(下面)似乎只接受C结构作为参数,我无法让它接受UIImage *或CGImage作为参数.有人能给我一个线索,如何弥合差距,以便我可以将我的UIImage传递给C方法?
————来自Texture.h ————— #ifndef TEXTURE_H #define TEXTURE_H #include "Imaging.h" void loadTexture(const char *name,Image *img,RendererInfo *renderer); #endif /* TEXTURE_H */ —————-来自Texture.m ——————— #import <UIKit/UIKit.h>
#import "Texture.h"
static unsigned int nextPOT(unsigned int x)
{
x = x - 1;
x = x | (x >> 1);
x = x | (x >> 2);
x = x | (x >> 4);
x = x | (x >> 8);
x = x | (x >>16);
return x + 1;
}
// This is not a fully generalized image loader. It is an example of how to use
// CGImage to directly access decompressed image data. Only the most commonly
// used image formats are supported. It will be necessary to expand this code
// to account for other uses,for example cubemaps or compressed textures.
//
// If the image format is supported,this loader will Gen a OpenGL 2D texture object
// and upload texels from it,padding to POT if needed. For image processing purposes,// border pixels are also replicated here to ensure proper filtering during e.g. blur.
//
// The caller of this function is responsible for deleting the GL texture object.
void loadTexture(const char *name,RendererInfo *renderer)
{
GLuint texID = 0,components,x,y;
GLuint imgWide,imgHigh; // Real image size
GLuint rowBytes,rowPixels; // Image size padded by CGImage
GLuint POTWide,POTHigh; // Image size padded to next power of two
CGBitmapInfo info; // CGImage component layout info
CGColorSpaceModel colormodel; // CGImage colormodel (RGB,CMYK,paletted,etc)
GLenum internal,format;
GLubyte *pixels,*temp = NULL;
CGImageRef CGImage = [UIImage imageNamed:[NSString stringWithUTF8String:name]].CGImage;
rt_assert(CGImage);
if (!CGImage)
return;
// Parse CGImage info
info = CGImageGetBitmapInfo(CGImage); // CGImage may return pixels in RGBA,BGRA,or ARGB order
colormodel = CGColorSpaceGetModel(CGImageGetColorSpace(CGImage));
size_t bpp = CGImageGetBitsPerPixel(CGImage);
if (bpp < 8 || bpp > 32 || (colormodel != kCGColorSpaceModelMonochrome && colormodel != kCGColorSpaceModelRGB))
{
// This loader does not support all possible CGImage types,such as paletted images
CGImageRelease(CGImage);
return;
}
components = bpp>>3;
rowBytes = CGImageGetBytesPerRow(CGImage); // CGImage may pad rows
rowPixels = rowBytes / components;
imgWide = CGImageGetWidth(CGImage);
imgHigh = CGImageGetHeight(CGImage);
img->wide = rowPixels;
img->high = imgHigh;
img->s = (float)imgWide / rowPixels;
img->t = 1.0;
// Choose OpenGL format
switch(bpp)
{
default:
rt_assert(0 && "Unknown CGImage bpp");
case 32:
{
internal = GL_RGBA;
switch(info & kCGBitmapAlphaInfoMask)
{
case kCGImageAlphaPremultipliedFirst:
case kCGImageAlphaFirst:
case kCGImageAlphaNoneSkipFirst:
format = GL_BGRA;
break;
default:
format = GL_RGBA;
}
break;
}
case 24:
internal = format = GL_RGB;
break;
case 16:
internal = format = GL_LUMINANCE_ALPHA;
break;
case 8:
internal = format = GL_LUMINANCE;
break;
}
// Get a pointer to the uncompressed image data.
//
// This allows access to the original (possibly unpremultiplied) data,but any manipulation
// (such as scaling) has to be done manually. Contrast this with drawing the image
// into a CGBitmapContext,which allows scaling,but always forces premultiplication.
CFDataRef data = CGDataProviderCopyData(CGImageGetDataProvider(CGImage));
rt_assert(data);
pixels = (GLubyte *)CFDataGetBytePtr(data);
rt_assert(pixels);
// If the CGImage component layout isn't compatible with OpenGL,fix it.
// On the device,CGImage will generally return BGRA or RGBA.
// On the simulator,CGImage may return ARGB,depending on the file format.
if (format == GL_BGRA)
{
uint32_t *p = (uint32_t *)pixels;
int i,num = img->wide * img->high;
if ((info & kCGBitmapByteOrderMask) != kCGBitmapByteOrder32Host)
{
// Convert from ARGB to BGRA
for (i = 0; i < num; i++)
p[i] = (p[i] << 24) | ((p[i] & 0xFF00) << 8) | ((p[i] >> 8) & 0xFF00) | (p[i] >> 24);
}
// All current iPhoneOS devices support BGRA via an extension.
if (!renderer->extension[IMG_texture_format_BGRA8888])
{
format = GL_RGBA;
// Convert from BGRA to RGBA
for (i = 0; i < num; i++)
#if __LITTLE_ENDIAN__
p[i] = ((p[i] >> 16) & 0xFF) | (p[i] & 0xFF00FF00) | ((p[i] & 0xFF) << 16);
#else
p[i] = ((p[i] & 0xFF00) << 16) | (p[i] & 0xFF00FF) | ((p[i] >> 16) & 0xFF00);
#endif
}
}
// Determine if we need to pad this image to a power of two.
// There are multiple ways to deal with NPOT images on renderers that only support POT:
// 1) scale down the image to POT size. Loses quality.
// 2) pad up the image to POT size. Wastes memory.
// 3) slice the image into multiple POT textures. Requires more rendering logic.
//
// We are only dealing with a single image here,and pick 2) for simplicity.
//
// If you prefer 1),you can use CoreGraphics to scale the image into a CGBitmapContext.
POTWide = nextPOT(img->wide);
POTHigh = nextPOT(img->high);
if (!renderer->extension[APPLE_texture_2D_limited_npot] && (img->wide != POTWide || img->high != POTHigh))
{
GLuint dstBytes = POTWide * components;
GLubyte *temp = (GLubyte *)malloc(dstBytes * POTHigh);
for (y = 0; y < img->high; y++)
memcpy(&temp[y*dstBytes],&pixels[y*rowBytes],rowBytes);
img->s *= (float)img->wide/POTWide;
img->t *= (float)img->high/POTHigh;
img->wide = POTWide;
img->high = POTHigh;
pixels = temp;
rowBytes = dstBytes;
}
// For filters that sample texel neighborhoods (like blur),we must replicate
// the edge texels of the original input,to simulate CLAMP_TO_EDGE.
{
GLuint replicatew = MIN(MAX_FILTER_RADIUS,img->wide-imgWide);
GLuint replicateh = MIN(MAX_FILTER_RADIUS,img->high-imgHigh);
GLuint imgRow = imgWide * components;
for (y = 0; y < imgHigh; y++)
for (x = 0; x < replicatew; x++)
memcpy(&pixels[y*rowBytes+imgRow+x*components],&pixels[y*rowBytes+imgRow-components],components);
for (y = imgHigh; y < imgHigh+replicateh; y++)
memcpy(&pixels[y*rowBytes],&pixels[(imgHigh-1)*rowBytes],imgRow+replicatew*components);
}
if (img->wide <= renderer->maxTextureSize && img->high <= renderer->maxTextureSize)
{
glGenTextures(1,&texID);
glBindTexture(GL_TEXTURE_2D,texID);
// Set filtering parameters appropriate for this application (image processing on screen-aligned quads.)
// Depending on your needs,you may prefer linear filtering,or mipmap generation.
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D,internal,img->wide,img->high,format,GL_UNSIGNED_BYTE,pixels);
}
if (temp) free(temp);
CFRelease(data);
CGImageRelease(CGImage);
img->texID = texID;
}
附注:上面的代码是Apple的原始和未修改的示例代码,编译时不会产生任何错误.但是,当我尝试修改.h和.m以接受UIImage *参数(如下所示)时,编译器会生成以下错误:“错误:预期声明说明符或UIImage之前的”…“ ———-修改后的.h生成编译器错误的代码:————- void loadTexture(const char name,RendererInfo *renderer,UIImage* newImage) 解决方法
您可能正在将.h导入.c某处.这告诉编译器使用C而不是Objective-C. UIKit.h(以及它的很多孩子)都在Objective-C中,不能由C编译器编译.
您可以将所有.c文件重命名为.m,但您真正想要的只是使用CGImageRef并导入CGImage.h. CoreGraphics是基于C的. UIKit是Objective-C.如果你愿意,没有问题,因为Texture.m在Objective-C中.只要确保Texture.h是纯C.另外(我用C代码做了很多),你可以创建一个Texture C.h标题,它只提供你想要公开的C-safe函数.在Objective-C代码中导入Texture.h,在C代码中导入Texture C.h.或者使用Texture ObjC.h,如果更方便的话,用另一种方式命名它们. (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
