I have a small augmented reality app that I'm developing and would like to know how to save a screenshot of what the user sees with a tap of a button or a timer.
The app works by overlaying live camera feed above another UIView. I can save screenshots by using power button +home button, these are saved to camera roll. However, Apple will not render the AVCaptureVideoPreviewLayer, even if I ask the window to save itself. It will create a transparent piece of canvas where the preview layer is.
What's the proper way for an augmented reality app to save screenshots, including transparency and subviews?
//displaying a live preview on one of the views
-(void)startCapture
{
captureSession = [[AVCaptureSession alloc] init];
AVCaptureDevice *audioCaptureDevice = nil;
// AVCaptureDevice *audioCaptureDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
NSArray *videoDevices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
for (AVCaptureDevice *device in videoDevices) {
if(useFrontCamera){
if (device.position == AVCaptureDevicePositionFront) {
//FRONT-FACING CAMERA EXISTS
audioCaptureDevice = device;
break;
}
}else{
if (device.position == AVCaptureDevicePositionBack) {
//Rear-FACING CAMERA EXISTS
audioCaptureDevice = device;
break;
}
}
}
NSError *error = nil;
AVCaptureDeviceInput *audioInput = [AVCaptureDeviceInput deviceInputWithDevice:audioCaptureDevice error:&error];
if (audioInput) {
[captureSession addInput:audioInput];
}
else {
// Handle the failure.
}
if([captureSession canAddOutput:captureOutput]){
captureOutput = [[AVCaptureVideoDataOutput alloc] init];
[captureOutput setAlwaysDiscardsLateVideoFrames:YES];
[captureOutput setSampleBufferDelegate:self queue:queue];
[captureOutput setVideoSettings:videoSettings];
dispatch_release(queue);
}else{
//handle failure
}
previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:captureSession];
UIView *aView = arOverlayView;
previewLayer.frame =CGRectMake(0,0, arOverlayView.frame.size.width,arOverlayView.frame.size.height); // Assume you want the preview layer to fill the view.
[aView.layer addSublayer:previewLayer];
[captureSession startRunning];
}
//ask the entire window to draw itself in a graphics context. This call will not render
//the AVCaptureVideoPreviewLayer . It has to be replaced with a UIImageView or GL based view. //see following code for creating a dynamically updating UIImageView -(void)saveScreenshot {
UIGraphicsBeginImageContext(appDelegate.window.bounds.size);
[appDelegate.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(screenshot, self,
@selector(image:didFinishSavingWithError:contextInfo:), nil);
}
//image saved to camera roll callback
- (void)image:(UIImage *)image didFinishSavingWithError:(NSError *)error
contextInfo:(void *)contextInfo
{
// Was there an error?
if (error != NULL)
{
// Show error message...
NSLog(@"save failed");
}
else // No errors
{
NSLog(@"save successful");
// Show message image successfully saved
}
}
Here's the code for creating the image:
//you need to add your view controller as a delegate to the camera output to be notified of buffereed data
-(void)activateCameraFeed
{
//this is the code responsible for capturing feed for still image processing
dispatch_queue_t queue = dispatch_queue_create("com.AugmentedRealityGlamour.ImageCaptureQueue", NULL);
captureOutput = [[AVCaptureVideoDataOutput alloc] init];
[captureOutput setAlwaysDiscardsLateVideoFrames:YES];
[captureOutput setSampleBufferDelegate:self queue:queue];
[captureOutput setVideoSettings:videoSettings];
dispatch_release(queue);
//......configure audio feed, add inputs and outputs
}
//buffer delegate callback
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
if ( ignoreImageStream )
return;
[self performImageCaptureFrom:sampleBuffer];
}
Create a UIImage:
- (void) performImageCaptureFrom:(CMSampleBufferRef)sampleBuffer
{
CVImageBufferRef imageBuffer;
if ( CMSampleBufferGetNumSamples(sampleBuffer) != 1 )
return;
if ( !CMSampleBufferIsValid(sampleBuffer) )
return;
if ( !CMSampleBufferDataIsReady(sampleBuffer) )
return;
imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
if ( CVPixelBufferGetPixelFormatType(imageBuffer) != kCVPixelFormatType_32BGRA )
return;
CVPixelBufferLockBaseAddress(imageBuffer,0);
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddress(imageBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
CGImageRef newImage = nil;
if ( cameraDeviceSetting == CameraDeviceSetting640x480 )
{
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newContext = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
newImage = CGBitmapContextCreateImage(newContext);
CGColorSpaceRelease( colorSpace );
CGContextRelease(newContext);
}
else
{
uint8_t *tempAddress = malloc( 640 * 4 * 480 );
memcpy( tempAddress, baseAddress, bytesPerRow * height );
baseAddress = tempAddress;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newContext = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaNoneSkipFirst);
newImage = CGBitmapContextCreateImage(newContext);
CGContextRelease(newContext);
newContext = CGBitmapContextCreate(baseAddress, 640, 480, 8, 640*4, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CGContextScaleCTM( newContext, (CGFloat)640/(CGFloat)width, (CGFloat)480/(CGFloat)height );
CGContextDrawImage(newContext, CGRectMake(0,0,640,480), newImage);
CGImageRelease(newImage);
newImage = CGBitmapContextCreateImage(newContext);
CGColorSpaceRelease( colorSpace );
CGContextRelease(newContext);
free( tempAddress );
}
if ( newImage != nil )
{
//modified for iOS5.0 with ARC
tempImage = [[UIImage alloc] initWithCGImage:newImage scale:(CGFloat)1.0 orientation:cameraImageOrientation];
CGImageRelease(newImage);
//this call creates the illusion of a preview layer, while we are actively switching images created with this method
[self performSelectorOnMainThread:@selector(newCameraImageNotification:) withObject:tempImage waitUntilDone:YES];
}
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
}
update the interface with a UIView that can actually be rendered in a graphics context:
- (void) newCameraImageNotification:(UIImage*)newImage
{
if ( newImage == nil )
return;
[arOverlayView setImage:newImage];
//or do more advanced processing of the image
}
If you are wanting a snapshot of what's on screen, this is what I'm doing in one of my camera apps. I haven't touched this code in a long time so there might be a better 5.0 way now but this is solid with over 1 million downloads. There is a function for grabbing a UIView based screen and one for grabbing an Open/GLES1 screen:
//
// ScreenCapture.m
// LiveEffectsCam
//
// Created by John Carter on 10/8/10.
//
#import "ScreenCapture.h"
#import <QuartzCore/CABase.h>
#import <QuartzCore/CATransform3D.h>
#import <QuartzCore/CALayer.h>
#import <QuartzCore/CAScrollLayer.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGLDrawable.h>
@implementation ScreenCapture
+ (UIImage *) GLViewToImage:(GLView *)glView
{
UIImage *glImage = [GLView snapshot:glView]; // returns an autoreleased image
return glImage;
}
+ (UIImage *) GLViewToImage:(GLView *)glView withOverlayImage:(UIImage *)overlayImage
{
UIImage *glImage = [GLView snapshot:glView]; // returns an autoreleased image
// Merge Image and Overlay
//
CGRect imageRect = CGRectMake((CGFloat)0.0, (CGFloat)0.0, glImage.size.width*glImage.scale, glImage.size.height*glImage.scale);
CGImageRef overlayCopy = CGImageCreateCopy( overlayImage.CGImage );
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, (int)glImage.size.width*glImage.scale, (int)glImage.size.height*glImage.scale, 8, (int)glImage.size.width*4*glImage.scale, colorSpace, kCGImageAlphaPremultipliedLast);
CGContextDrawImage(context, imageRect, glImage.CGImage);
CGContextDrawImage(context, imageRect, overlayCopy);
CGImageRef newImage = CGBitmapContextCreateImage(context);
UIImage *combinedViewImage = [[[UIImage alloc] initWithCGImage:newImage] autorelease];
CGImageRelease(newImage);
CGImageRelease(overlayCopy);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
return combinedViewImage;
}
+ (UIImage *) UIViewToImage:(UIView *)view withOverlayImage:(UIImage *)overlayImage
{
UIImage *viewImage = [ScreenCapture UIViewToImage:view]; // returns an autoreleased image
// Merge Image and Overlay
//
CGRect imageRect = CGRectMake((CGFloat)0.0, (CGFloat)0.0, viewImage.size.width*viewImage.scale, viewImage.size.height*viewImage.scale);
CGImageRef overlayCopy = CGImageCreateCopy( overlayImage.CGImage );
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, (int)viewImage.size.width*viewImage.scale, (int)viewImage.size.height*viewImage.scale, 8, (int)viewImage.size.width*4*viewImage.scale, colorSpace, kCGImageAlphaPremultipliedLast);
CGContextDrawImage(context, imageRect, viewImage.CGImage);
CGContextDrawImage(context, imageRect, overlayCopy);
CGImageRef newImage = CGBitmapContextCreateImage(context);
UIImage *combinedViewImage = [[[UIImage alloc] initWithCGImage:newImage] autorelease];
CGImageRelease(newImage);
CGImageRelease(overlayCopy);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
return combinedViewImage;
}
+ (UIImage *) UIViewToImage:(UIView *)view
{
// Create a graphics context with the target size
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
//
// CGSize imageSize = [[UIScreen mainScreen] bounds].size;
CGSize imageSize = CGSizeMake( (CGFloat)480.0, (CGFloat)640.0 ); // camera image size
if (NULL != UIGraphicsBeginImageContextWithOptions)
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
else
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
// Start with the view...
//
CGContextSaveGState(context);
CGContextTranslateCTM(context, [view center].x, [view center].y);
CGContextConcatCTM(context, [view transform]);
CGContextTranslateCTM(context,-[view bounds].size.width * [[view layer] anchorPoint].x,-[view bounds].size.height * [[view layer] anchorPoint].y);
[[view layer] renderInContext:context];
CGContextRestoreGState(context);
// ...then repeat for every subview from back to front
//
for (UIView *subView in [view subviews])
{
if ( [subView respondsToSelector:@selector(screen)] )
if ( [(UIWindow *)subView screen] == [UIScreen mainScreen] )
continue;
CGContextSaveGState(context);
CGContextTranslateCTM(context, [subView center].x, [subView center].y);
CGContextConcatCTM(context, [subView transform]);
CGContextTranslateCTM(context,-[subView bounds].size.width * [[subView layer] anchorPoint].x,-[subView bounds].size.height * [[subView layer] anchorPoint].y);
[[subView layer] renderInContext:context];
CGContextRestoreGState(context);
}
UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); // autoreleased image
UIGraphicsEndImageContext();
return image;
}
+ (UIImage *) snapshot:(GLView *)eaglview
{
NSInteger x = 0;
NSInteger y = 0;
NSInteger width = [eaglview backingWidth];
NSInteger height = [eaglview backingHeight];
NSInteger dataLength = width * height * 4;
NSUInteger i;
for ( i=0; i<100; i++ )
{
glFlush();
CFRunLoopRunInMode(kCFRunLoopDefaultMode, (float)1.0/(float)60.0, FALSE);
}
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
//
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
//
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast, ref, NULL, true, kCGRenderingIntentDefault);
// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
//
NSInteger widthInPoints;
NSInteger heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions)
{
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// Set the scale parameter to your OpenGL ES view's contentScaleFactor
// so that you get a high-resolution snapshot when its value is greater than 1.0
//
CGFloat scale = eaglview.contentScaleFactor;
widthInPoints = width / scale;
heightInPoints = height / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else
{
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
//
widthInPoints = width;
heightInPoints = height;
UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
//
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); // autoreleased image
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
@end
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