by lanceabson1 » Jan 10, 2011 @ 9:35pm
We also are ok if we make a texture surface from a file.
But we need to make a texture surface from a UIImage which is created from the raw data feed of the iphone camera.
// Create a UIImage from sample buffer data from the camera
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
// Get a CMSampleBuffer's Core Video image buffer for the media data
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
// Lock the base address of the pixel buffer
CVPixelBufferLockBaseAddress(imageBuffer, 0);
// Get the number of bytes per row for the pixel buffer
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
// Get the number of bytes per row for the pixel buffer
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
// Get the pixel buffer width and height
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Create a bitmap graphics context with the sample buffer data
CGContextRef context = CGBitmapContextCreate(baseAddress, 256, 256, 8,
bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// Create a Quartz image from the pixel data in the bitmap graphics context
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [UIImage imageWithCGImage:quartzImage];
// Release the Quartz image
CGImageRelease(quartzImage);
pngImageForTexture = UIImagePNGRepresentation(image);
}
// Try to create the Edgelib texture from the UIImage .png above
int camBufSize = [appDel.rootViewController.arViewController.pngImageForTexture length];
unsigned long lcamBufSize = camBufSize;
const void* texBytes = [appDel.rootViewController.arViewController.pngImageForTexture bytes];
ERESULT res;
res = display->CreateSurface(&camTex, &texBytes, lcamBufSize);
EST_READONLYPATH);
if (res != E_OK) NSLog(@"ERR: CreateSurface %d %d",camBufSize, res);
else NSLog(@"OK: CreateSurface %d", camBufSize);
display->UploadTexture( &camTex );