音视频从入门到放弃

open gl 加载图片

2020-12-15  本文已影响0人  程一刀
本文主要记录 如何使用 glsl 加载一张图片
1.创建图层
+(Class)layerClass
{
    return [CAEAGLLayer class];
}
-(void)setupLayer
{
    self.myEagLayer = (CAEAGLLayer *)self.layer;
    [self setContentScaleFactor:[[UIScreen mainScreen]scale]];
    self.myEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:@false,kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat,nil];
}
2.创建上下文
-(void)setupContext
{
    EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
    EAGLContext *context = [[EAGLContext alloc]initWithAPI:api];
    if (!context) {
        NSLog(@"falied!");
        return;
    }
    if (![EAGLContext setCurrentContext:context]) {
        NSLog(@"setCurrentContext failed!");
        return;
    }
    self.myContext = context;
}

3.清空缓存区域
-(void)deleteRenderAndFrameBuffer
{
    glDeleteBuffers(1, &_myColorRenderBuffer);
    self.myColorRenderBuffer = 0;
    glDeleteBuffers(1, &_myColorFrameBuffer);
    self.myColorFrameBuffer = 0;
}

4.设置 renderBuffer
-(void)setupRenderBuffer
{
    GLuint buffer;
    glGenRenderbuffers(1, &buffer);
    self.myColorRenderBuffer = buffer;
    glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
    [self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
}

5.设置 frameBuffer,绑定renderBuffer
-(void)setupFrameBuffer
{
    GLuint buffer;
    glGenRenderbuffers(1, &buffer);
    self.myColorFrameBuffer = buffer;
    glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
}

6.绘制图形
-(void)renderLayer
{
    glClearColor(0.3f, 0.45f, 0.5f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    CGFloat scale = [[UIScreen mainScreen]scale];
    glViewport(self.frame.origin.x * scale, self.frame.origin.y * scale, self.frame.size.width * scale, self.frame.size.height * scale);
    NSString *vertFile = [[NSBundle mainBundle]pathForResource:@"shaderv" ofType:@"vsh"];
    NSString *fragFile = [[NSBundle mainBundle]pathForResource:@"shaderf" ofType:@"fsh"];
    self.myPrograme = [self loadShaders:vertFile Withfrag:fragFile];
    glLinkProgram(self.myPrograme);
    GLint linkStatus;
    //获取链接状态
    glGetProgramiv(self.myPrograme, GL_LINK_STATUS, &linkStatus);
    if (linkStatus == GL_FALSE) {
        GLchar message[512];
        glGetProgramInfoLog(self.myPrograme, sizeof(message), 0, &message[0]);
        NSString *messageString = [NSString stringWithUTF8String:message];
        NSLog(@"Program Link Error:%@",messageString);
        return;
    }
    NSLog(@"Program Link Success!");
    glUseProgram(self.myPrograme);
    //前3个是顶点坐标,后2个是纹理坐标
    GLfloat attrArr[] =
    {
        0.5f, -0.5f, -1.0f,     1.0f, 0.0f,
        -0.5f, 0.5f, -1.0f,     0.0f, 1.0f,
        -0.5f, -0.5f, -1.0f,    0.0f, 0.0f,
        
        0.5f, 0.5f, -1.0f,      1.0f, 1.0f,
        -0.5f, 0.5f, -1.0f,     0.0f, 1.0f,
        0.5f, -0.5f, -1.0f,     1.0f, 0.0f,
    };
    GLuint attrBuffer;
    glGenBuffers(1, &attrBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, attrBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
    GLuint position = glGetAttribLocation(self.myPrograme, "position");
    glEnableVertexAttribArray(position);
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, NULL);
    GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");
    glEnableVertexAttribArray(textCoor);
    glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (float *)NULL + 3);
    [self setupTexture:@"kunkun"];
    glUniform1i(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
    glDrawArrays(GL_TRIANGLES, 0, 6);
    [self.myContext presentRenderbuffer:GL_RENDERBUFFER];
}


7.加载图片
- (GLuint)setupTexture:(NSString *)fileName {
    
    //1、将 UIImage 转换为 CGImageRef
    CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
    
    //判断图片是否获取成功
    if (!spriteImage) {
        NSLog(@"Failed to load image %@", fileName);
        exit(1);
    }
    
    //2、读取图片的大小,宽和高
    size_t width = CGImageGetWidth(spriteImage);
    size_t height = CGImageGetHeight(spriteImage);
    
    //3.获取图片字节数 宽*高*4(RGBA)
    GLubyte * spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
    
    //4.创建上下文
    /*
     参数1:data,指向要渲染的绘制图像的内存地址
     参数2:width,bitmap的宽度,单位为像素
     参数3:height,bitmap的高度,单位为像素
     参数4:bitPerComponent,内存中像素的每个组件的位数,比如32位RGBA,就设置为8
     参数5:bytesPerRow,bitmap的没一行的内存所占的比特数
     参数6:colorSpace,bitmap上使用的颜色空间  kCGImageAlphaPremultipliedLast:RGBA
     */
    CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
    

    //5、在CGContextRef上--> 将图片绘制出来
    /*
     CGContextDrawImage 使用的是Core Graphics框架,坐标系与UIKit 不一样。UIKit框架的原点在屏幕的左上角,Core Graphics框架的原点在屏幕的左下角。
     CGContextDrawImage 
     参数1:绘图上下文
     参数2:rect坐标
     参数3:绘制的图片
     */
    CGRect rect = CGRectMake(0, 0, width, height);
   
    //6.使用默认方式绘制
    CGContextDrawImage(spriteContext, rect, spriteImage);
   
    //7、画图完毕就释放上下文
    CGContextRelease(spriteContext);
    
    //8、绑定纹理到默认的纹理ID(
    glBindTexture(GL_TEXTURE_2D, 0);
    
    //9.设置纹理属性
    /*
     参数1:纹理维度
     参数2:线性过滤、为s,t坐标设置模式
     参数3:wrapMode,环绕模式
     */
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
    float fw = width, fh = height;
    
    //10.载入纹理2D数据
    /*
     参数1:纹理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
     参数2:加载的层次,一般设置为0
     参数3:纹理的颜色值GL_RGBA
     参数4:宽
     参数5:高
     参数6:border,边界宽度
     参数7:format
     参数8:type
     参数9:纹理数据
     */
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
    
    //11.释放spriteData
    free(spriteData);   
    return 0;
}

8.加载shader
//加载shader
-(GLuint)loadShaders:(NSString *)vert Withfrag:(NSString *)frag
{
    //1.定义2个零时着色器对象
    GLuint verShader, fragShader;
    //创建program
    GLint program = glCreateProgram();
    
    //2.编译顶点着色程序、片元着色器程序
    //参数1:编译完存储的底层地址
    //参数2:编译的类型,GL_VERTEX_SHADER(顶点)、GL_FRAGMENT_SHADER(片元)
    //参数3:文件路径
    [self compileShader:&verShader type:GL_VERTEX_SHADER file:vert];
    [self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:frag];
    
    //3.创建最终的程序
    glAttachShader(program, verShader);
    glAttachShader(program, fragShader);
    
    //4.释放不需要的shader
    glDeleteShader(verShader);
    glDeleteShader(fragShader);
    
    return program;
}

//编译shader
- (void)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file{
    
    //1.读取文件路径字符串
    NSString* content = [NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil];
    const GLchar* source = (GLchar *)[content UTF8String];
    
    //2.创建一个shader(根据type类型)
    *shader = glCreateShader(type);
    
    //3.将着色器源码附加到着色器对象上。
    //参数1:shader,要编译的着色器对象 *shader
    //参数2:numOfStrings,传递的源码字符串数量 1个
    //参数3:strings,着色器程序的源码(真正的着色器程序源码)
    //参数4:lenOfStrings,长度,具有每个字符串长度的数组,或NULL,这意味着字符串是NULL终止的
    glShaderSource(*shader, 1, &source,NULL);
    
    //4.把着色器源代码编译成目标代码
    glCompileShader(*shader);
    
    
}

9. 顶点着色器,片元着色器代码
attribute vec4 position;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;

void main()
{
    varyTextCoord = textCoordinate;
    gl_Position = position;
}

varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;

void main()
{
    gl_FragColor = texture2D(colorMap, varyTextCoord);
    
}

对比于GLKit 加载图片,glsl 加载图片更琐碎

1.传递顶点数据 纹理数据的差异
2.加载纹理图片

上一篇 下一篇

猜你喜欢

热点阅读