Is it possible to get a screenshot of an SCNView? I\'m trying with the below code, but it always comes out white...
NSRect bounds = [window.contentView bound
I wrote code to do this with an SCNRenderer so it’s not dependent on the screen contents.
public extension SCNRenderer {
public func renderToImageSize(size: CGSize, floatComponents: Bool, atTime time: NSTimeInterval) -> CGImage? {
var thumbnailCGImage: CGImage?
let width = GLsizei(size.width), height = GLsizei(size.height)
let samplesPerPixel = 4
#if os(iOS)
let oldGLContext = EAGLContext.currentContext()
let glContext = unsafeBitCast(context, EAGLContext.self)
EAGLContext.setCurrentContext(glContext)
objc_sync_enter(glContext)
#elseif os(OSX)
let oldGLContext = CGLGetCurrentContext()
let glContext = unsafeBitCast(context, CGLContextObj.self)
CGLSetCurrentContext(glContext)
CGLLockContext(glContext)
#endif
// set up the OpenGL buffers
var thumbnailFramebuffer: GLuint = 0
glGenFramebuffers(1, &thumbnailFramebuffer)
glBindFramebuffer(GLenum(GL_FRAMEBUFFER), thumbnailFramebuffer); checkGLErrors()
var colorRenderbuffer: GLuint = 0
glGenRenderbuffers(1, &colorRenderbuffer)
glBindRenderbuffer(GLenum(GL_RENDERBUFFER), colorRenderbuffer)
if floatComponents {
glRenderbufferStorage(GLenum(GL_RENDERBUFFER), GLenum(GL_RGBA16F), width, height)
} else {
glRenderbufferStorage(GLenum(GL_RENDERBUFFER), GLenum(GL_RGBA8), width, height)
}
glFramebufferRenderbuffer(GLenum(GL_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT0), GLenum(GL_RENDERBUFFER), colorRenderbuffer); checkGLErrors()
var depthRenderbuffer: GLuint = 0
glGenRenderbuffers(1, &depthRenderbuffer)
glBindRenderbuffer(GLenum(GL_RENDERBUFFER), depthRenderbuffer)
glRenderbufferStorage(GLenum(GL_RENDERBUFFER), GLenum(GL_DEPTH_COMPONENT24), width, height)
glFramebufferRenderbuffer(GLenum(GL_FRAMEBUFFER), GLenum(GL_DEPTH_ATTACHMENT), GLenum(GL_RENDERBUFFER), depthRenderbuffer); checkGLErrors()
let framebufferStatus = Int32(glCheckFramebufferStatus(GLenum(GL_FRAMEBUFFER)))
assert(framebufferStatus == GL_FRAMEBUFFER_COMPLETE)
if framebufferStatus != GL_FRAMEBUFFER_COMPLETE {
return nil
}
// clear buffer
glViewport(0, 0, width, height)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); checkGLErrors()
// render
renderAtTime(time); checkGLErrors()
// create the image
if floatComponents { // float components (16-bits of actual precision)
// slurp bytes out of OpenGL
typealias ComponentType = Float
var imageRawBuffer = [ComponentType](count: Int(width * height) * samplesPerPixel * sizeof(ComponentType), repeatedValue: 0)
glReadPixels(GLint(0), GLint(0), width, height, GLenum(GL_RGBA), GLenum(GL_FLOAT), &imageRawBuffer)
// flip image vertically — OpenGL has a different 'up' than CoreGraphics
let rowLength = Int(width) * samplesPerPixel
for rowIndex in 0..<(Int(height) / 2) {
let baseIndex = rowIndex * rowLength
let destinationIndex = (Int(height) - 1 - rowIndex) * rowLength
swap(&imageRawBuffer[baseIndex..<(baseIndex + rowLength)], &imageRawBuffer[destinationIndex..<(destinationIndex + rowLength)])
}
// make the CGImage
var imageBuffer = vImage_Buffer(
data: UnsafeMutablePointer<Float>(imageRawBuffer),
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: Int(width) * sizeof(ComponentType) * samplesPerPixel)
var format = vImage_CGImageFormat(
bitsPerComponent: UInt32(sizeof(ComponentType) * 8),
bitsPerPixel: UInt32(sizeof(ComponentType) * samplesPerPixel * 8),
colorSpace: nil, // defaults to sRGB
bitmapInfo: CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Little.rawValue | CGBitmapInfo.FloatComponents.rawValue),
version: UInt32(0),
decode: nil,
renderingIntent: kCGRenderingIntentDefault)
var error: vImage_Error = 0
thumbnailCGImage = vImageCreateCGImageFromBuffer(&imageBuffer, &format, nil, nil, vImage_Flags(kvImagePrintDiagnosticsToConsole), &error)!.takeRetainedValue()
} else { // byte components
// slurp bytes out of OpenGL
typealias ComponentType = UInt8
var imageRawBuffer = [ComponentType](count: Int(width * height) * samplesPerPixel * sizeof(ComponentType), repeatedValue: 0)
glReadPixels(GLint(0), GLint(0), width, height, GLenum(GL_RGBA), GLenum(GL_UNSIGNED_BYTE), &imageRawBuffer)
// flip image vertically — OpenGL has a different 'up' than CoreGraphics
let rowLength = Int(width) * samplesPerPixel
for rowIndex in 0..<(Int(height) / 2) {
let baseIndex = rowIndex * rowLength
let destinationIndex = (Int(height) - 1 - rowIndex) * rowLength
swap(&imageRawBuffer[baseIndex..<(baseIndex + rowLength)], &imageRawBuffer[destinationIndex..<(destinationIndex + rowLength)])
}
// make the CGImage
var imageBuffer = vImage_Buffer(
data: UnsafeMutablePointer<Float>(imageRawBuffer),
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: Int(width) * sizeof(ComponentType) * samplesPerPixel)
var format = vImage_CGImageFormat(
bitsPerComponent: UInt32(sizeof(ComponentType) * 8),
bitsPerPixel: UInt32(sizeof(ComponentType) * samplesPerPixel * 8),
colorSpace: nil, // defaults to sRGB
bitmapInfo: CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Big.rawValue),
version: UInt32(0),
decode: nil,
renderingIntent: kCGRenderingIntentDefault)
var error: vImage_Error = 0
thumbnailCGImage = vImageCreateCGImageFromBuffer(&imageBuffer, &format, nil, nil, vImage_Flags(kvImagePrintDiagnosticsToConsole), &error)!.takeRetainedValue()
}
#if os(iOS)
objc_sync_exit(glContext)
if oldGLContext != nil {
EAGLContext.setCurrentContext(oldGLContext)
}
#elseif os(OSX)
CGLUnlockContext(glContext)
if oldGLContext != nil {
CGLSetCurrentContext(oldGLContext)
}
#endif
return thumbnailCGImage
}
}
func checkGLErrors() {
var glError: GLenum
var hadError = false
do {
glError = glGetError()
if glError != 0 {
println(String(format: "OpenGL error %#x", glError))
hadError = true
}
} while glError != 0
assert(!hadError)
}
In OS X v10.10 and iOS 8, SCNView
adds a snapshot
method, so you can get an NSImage
(or UIImage
) out of it much more easily.
SceneKit uses an OpenGL context to draw. You can't turn that into PDF data as easily as a Quartz based context (as used by "normal" AppKit views).
But you can grab the rasterized bitmap data from OpenGL:
- (IBAction)takeShot:(id)sender
{
NSString* path = @"/Users/weichsel/Desktop/test.tiff";
NSImage* image = [self imageFromSceneKitView:self.scene];
BOOL didWrite = [[image TIFFRepresentation] writeToFile:path atomically:YES];
NSLog(@"Did write:%d", didWrite);
}
- (NSImage*)imageFromSceneKitView:(SCNView*)sceneKitView
{
NSInteger width = sceneKitView.bounds.size.width * self.scene.window.backingScaleFactor;
NSInteger height = sceneKitView.bounds.size.height * self.scene.window.backingScaleFactor;
NSBitmapImageRep* imageRep=[[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL
pixelsWide:width
pixelsHigh:height
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSCalibratedRGBColorSpace
bytesPerRow:width*4
bitsPerPixel:4*8];
[[sceneKitView openGLContext] makeCurrentContext];
glReadPixels(0, 0, (int)width, (int)height, GL_RGBA, GL_UNSIGNED_BYTE, [imageRep bitmapData]);
[NSOpenGLContext clearCurrentContext];
NSImage* outputImage = [[NSImage alloc] initWithSize:NSMakeSize(width, height)];
[outputImage addRepresentation:imageRep];
NSImage* flippedImage = [NSImage imageWithSize:NSMakeSize(width, height) flipped:YES drawingHandler:^BOOL(NSRect dstRect) {
[imageRep drawInRect:dstRect];
return YES;
}];
return flippedImage;
}
Don't forget to link OpenGL.framework and #import "OpenGL/gl.h"
Update
SceneKit seems to use a flipped context. I added some code to fix the upside-down image.
Update 2
Updated code to take the backing scale factor into account (for retina displays)