iOS OpenGL ES GLSL
2020-08-10 本文已影响0人
东旭39
iOS提供了固定着色器GLKBaseEffect,那么如果不适用固定着色器,使用glsl如何去渲染一张图片。
由于需要一些定制化的需求,固定着色器不能满足我们的需求。需要使用GLSL可编程着色器。
主要步骤
不使用苹果提供的GLKView,自定一个View,用于显示图片
- 创建一个view使其layer为CAEAGLLayer,CAEAGLLayer用于渲染OpenGL ES的layer。
- 设置上下文
- 清空缓存区
- 设置RenderBuffer
- 设置FrameBuffer
- 开始绘制
GLSL初体验
3种数据修饰类型
glsl提供了3种数据修饰类型,用于在OpenGL ES客户端和服务端之间传递值。
uniform
- uniform可以从客户端传递到顶点种色器、也可以传递到片元着色器,对应的客户端代码glGetUniformLocation用于获取glsl中的变量、glUniform...用于给变量设置值。
- uniform可以传递:视图矩阵、投影矩阵、投影视图矩阵,还有纹理数据
attribute
- attribute从客户端传递到顶点着色器。
- attribute可以传递:顶点、纹理坐标、颜色、法线
varying
- 在顶点着色器和片元着色器之间传递数据
- 因为纹理坐标无法使用attribute传递到片元着色器,使用varying可以将纹理坐标从顶点着色器传递到片元着色器
GLSL本身是一段字符串,没有特定的编写文件。所以创建GLSL的编写文件后缀可以随意,后缀的作用可以区分是顶点着色器还是片元着色器。
1.编写glsl代码
- 顶点着色器代码shaderv.vsh
attribute vec4 position; //顶点坐标
attribute vec2 textCoordinate; // 纹理坐标
varying lowp vec2 varyTextCoord; // 用于与片元着色器桥接的纹理坐标变量
void main()
{
varyTextCoord = textCoordinate;
//gl_Position:内建变量,顶点说色气计算之后的顶点接口
gl_Position = position;
}
- 片元着色器代码shaderf.fsh
precision highp float; //使用高精度,避免一些错误
varying lowp vec2 varyTextCoord; // 接收顶点着色器传递过来的纹理坐标
uniform sampler2D colorMap; //纹理数据
void main()
{
//1.获取纹理对应坐标下纹素(像素),如果 1200 * 1200 像素,片元着色器会执行1200 *1200次
// 内建函数 texture2D(纹理,纹理坐标),返回颜色值
// 内建函数gl_FragColor:片元着色器处理完后的颜色值结果
gl_FragColor = texture2D(colorMap, varyTextCoord);
}
glsl也有一个main方法,是程序的入口。GPU显存有的是顶点缓冲区、颜色缓冲区、深度缓存区等这样的内存空间,所以GPU并不能处理逻辑性比较复杂的数据,所以GLSL代码并不会很多。
2.加载并编译glsl
//1.加载着色器
-(GLuint) loaderShader:(NSString *)vert withFrag:(NSString *)frag{
GLuint verShader,fragShader;//创建顶点着色器和片元着色器的句柄
//1.创建一个空程序
GLuint program = glCreateProgram();
//2.编译着色器源码,获取verShader和fragShader
[self compleShader:&verShader type:GL_VERTEX_SHADER file:vert];
[self compleShader:&fragShader type:GL_FRAGMENT_SHADER file:frag];
//3.创建最终的程序,将着色器附着到program
glAttachShader(program, verShader);
glAttachShader(program, fragShader);
//4. 删除着色器,代码已经附着到program中,可以删除着色器
glDeleteShader(verShader);
glDeleteShader(fragShader);
//5. 返回程序的句柄,这里就是生产的glsl可执行程序
return program;
}
//编译shader
-(void)compleShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file{
//1.读取文件路径字符串,即我们写的glsl代码
NSString* content = [NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil];
//2.将字符串转为C
const GLchar *source = (GLchar *) [content UTF8String];
*shader = glCreateShader(type);
//3.将字符串source附着到shader
glShaderSource(*shader, 1, &source, NULL);
//4. 编译着色器
glCompileShader(*shader);
}
3.链接并使用生成的程序
//1.获取顶点着色器和片元着色器的文件
NSString *vertFile = [[NSBundle mainBundle]pathForResource:@"shaderv" ofType:@"vsh"];
NSString *fragFile = [[NSBundle mainBundle]pathForResource:@"shaderf" ofType:@"fsh"];
//2. 根据编写的文件获取生成程序的句柄
self.myPrograme = [self loaderShader:vertFile withFrag:fragFile];
//3.链接程序
glLinkProgram(self.myPrograme);
//4. 判断程序是否链接成功
GLint linkStatus;
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;
}
//5. 使用我们创建的程序
glUseProgram(self.myPrograme);
这些操作类似于创建了一个GLKBaseEffect对象,但是如何使用这个着色器
4.使用创建的可编程着色器程序
//1.顶点数组
GLfloat attrArr[] =
{
//顶点坐标 //纹理坐标
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,
};
//2. 将顶点数组复制到顶点缓冲区
GLuint attrbuffer;
glGenBuffers(1, &attrbuffer);
glBindBuffer(GL_ARRAY_BUFFER, attrbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_STATIC_DRAW);
//3.将顶点从顶点缓冲区输入到顶点着色器
//3.1 获取顶点坐标的入口,position与 shaderv.vsh中的position统一
GLuint position = glGetAttribLocation(self.myPrograme, "position");
//3.2 开启顶点属性
glEnableVertexAttribArray(position);
//3.3 如何去读取attrArr在顶点缓冲区中的顶点
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) *5, NULL + 0);
//4.纹理坐标传输到着色器
//4.1 获取纹理坐标的入口,textCoordinate与 shaderv.vsh中的textCoordinate一一对应
GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");
//4.2 开启纹理坐标属性
glEnableVertexAttribArray(textCoor);
//4.3 如何去读取attrArr在顶点缓冲区中的纹理
glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (float *)NULL +3);
//5. 加载纹理,即图片
[self setupTexture:@"lufei.jpg"];
//6.设置纹理采样器
glUniform1f(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
//7.绘图
glDrawArrays(GL_TRIANGLES, 0, 6);
//8.从渲染缓存区显示到屏幕上
[self.myContext presentRenderbuffer:GL_RENDERBUFFER];
注意
由于坐标系的不同,iOS设备的坐标原点是在坐上角。如果不对坐标进行翻转,图片是倒置的。
//1.将左下角作为坐标系原点
CGContextTranslateCTM(spriteContext, 0, rect.size.height);
//2.将y轴正方向向下翻转
CGContextScaleCTM(spriteContext, 1.0, -1.0);
//3. 重新绘制
CGContextDrawImage(spriteContext, rect, spriteImage);
完整代码LLView.m
//
// LLView.m
// OpenGLES_Custom_shader
//
// Created by JH on 2020/7/30.
// Copyright © 2020 JH. All rights reserved.
//
#import "LLView.h"
#import <OpenGLES/ES2/gl.h>
@interface LLView ()
@property(nonatomic,strong) CAEAGLLayer *mayEagLayer;
@property(nonatomic,strong) EAGLContext *myContext;
@property(nonatomic,assign) GLuint myColorRenderBuffer;
@property(nonatomic,assign) GLuint myCOlorFrameBuffer;
@property(nonatomic,assign) GLuint myPrograme;
@end
@implementation LLView
- (void)layoutSubviews{
//1.设置图层
[self setupLayer];
//2.设置图形上下文
[self setupContent];
//3.清空缓存区
[self deleteRenderAndFrameFuffer];
//4.设置RenderBuffer
[self setupRenderBuffer];
//5.设置FrameBuffer
[self setupFrameBuffer];
//6.开始绘制
[self renderLayer];
}
+ (Class)layerClass{
return [CAEAGLLayer class];
}
-(void)renderLayer{
glClearColor(0.3f, 0.45f, 0.5f, 1.0f);
//清除屏幕
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 loaderShader:vertFile withFrag:fragFile];
glLinkProgram(self.myPrograme);
GLint linkStatus;
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;
}
glUseProgram(self.myPrograme);
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_STATIC_DRAW);
GLuint position = glGetAttribLocation(self.myPrograme, "position");
glEnableVertexAttribArray(position);
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) *5, NULL + 0);
GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");
glEnableVertexAttribArray(textCoor);
glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (float *)NULL +3);
[self setupTexture:@"lufei.jpg"];
//设置纹理采样器
glUniform1f(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
//12.绘图
glDrawArrays(GL_TRIANGLES, 0, 6);
//13.从渲染缓存区显示到屏幕上
[self.myContext presentRenderbuffer:GL_RENDERBUFFER];
}
//加载纹理
-(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);
GLubyte *spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGRect rect = CGRectMake(0, 0, width, height);
//6.使用默认方式绘制
CGContextDrawImage(spriteContext, rect, spriteImage);
//翻转坐标系
CGContextTranslateCTM(spriteContext, 0, rect.size.height);
CGContextScaleCTM(spriteContext, 1.0, -1.0);
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;
}
-(void)setupFrameBuffer{
GLuint buffer;
glGenFramebuffers(1, &buffer);
self.myCOlorFrameBuffer = buffer;
glBindFramebuffer(GL_FRAMEBUFFER, self.myCOlorFrameBuffer);
//将renderbuffer和framebuffer绑定
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
}
-(void)setupRenderBuffer{
GLuint buffer;
glGenRenderbuffers(1, &buffer);
self.myColorRenderBuffer = buffer;
glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
[self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.mayEagLayer];
}
//4.情况缓冲区,避免残留数据
-(void)deleteRenderAndFrameFuffer{
glDeleteBuffers(1, &_myColorRenderBuffer);
self.myColorRenderBuffer = 0;
glDeleteBuffers(1, &_myCOlorFrameBuffer);
self.myCOlorFrameBuffer = 0;
}
//3
-(void)setupContent{
EAGLContext *context = [[EAGLContext alloc ] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:context];
self.myContext = context;
}
//2.设置图层
-(void)setupLayer{
self.mayEagLayer = (CAEAGLLayer *)self.layer;
[self setContentScaleFactor:[[UIScreen mainScreen] scale]];
//设置描述属性
self.mayEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:@false,kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat,nil];
}
//1.加载着色器
-(GLuint) loaderShader:(NSString *)vert withFrag:(NSString *)frag{
GLuint verShader,fragShader;
GLuint program = glCreateProgram();
//编译着色器源码
[self compleShader:&verShader type:GL_VERTEX_SHADER file:vert];
[self compleShader:&fragShader type:GL_FRAGMENT_SHADER file:frag];
//创建最终的程序
glAttachShader(program, verShader);
glAttachShader(program, fragShader);
glDeleteShader(verShader);
glDeleteShader(fragShader);
return program;
}
//编译shader
-(void)compleShader:(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];
*shader = glCreateShader(type);
//将source附着到shader
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
}
@end