GLSL实现图片加载及纹理翻转策略

2020-08-04  本文已影响0人  w執念

想要使用OpenGL ES完成图片的加载,大概的流程可以分为以下几点:
1.创建图层
2.创建上下文
3.清空缓存区
4.设置RenderBuffer
5.设置FrameBuffer
6.开始绘制

准备工作

因为是使用自定义着色器,所以我们需要新建两个空文件,分别命名为shaderv.vsh和shaderf.fsh,依次来区分顶点和片元着色器(注意:在这两个文件中添加注释有可能会诱发一些错误)。

//shaderv.vsh
attribute vec4 position;            //所显示图片的顶点
attribute vec2 textCoordinate;      //纹理坐标
varying lowp vec2 varyTextCoord;    //也是纹理坐标,作用是把纹理坐标从顶点传到片元

void main(){
    varyTextCoord = textCoordinate;    //顶点到片元了
    gl_Position = position;          //顶点原样输出   gl_Position:内建变量,最终的结果
}
//shaderf.fsh
precision highp float;             //定义float类型的精度
varying lowp vec2 varyTextCoord;   //纹理坐标
uniform sampler2D colorMap;        //传进来的纹理

void main(){
    gl_FragColor = texture2D(colorMap, varyTextCoord);//纹理图片,纹理坐标
}

创建图层

这里有一点需要注意,就是我们需要重写layerClass,将其返回的图层从CALayer替换成CAEAGLLayer。

-(void)setupLayer
{
    //1.创建特殊图层
    self.myEagLayer = (CAEAGLLayer *)self.layer;
    
    //2.设置scale
    [self setContentScaleFactor:[[UIScreen mainScreen]scale]];

    //3.设置描述属性,这里设置不维持渲染内容以及颜色格式为RGBA8
    self.myEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:@false,kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat,nil];
  
}

+(Class)layerClass{
    return [CAEAGLLayer class];
}

创建上下文

-(void)setupContext
{
    //1.指定OpenGL ES 渲染API版本,我们使用2.0
    EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
    //2.创建图形上下文
    EAGLContext *context = [[EAGLContext alloc]initWithAPI:api];
    //3.判断是否创建成功
    if (!context) {
        NSLog(@"Create context failed!");
        return;
    }
    //4.设置图形上下文
    if (![EAGLContext setCurrentContext:context]) {
        NSLog(@"setCurrentContext failed!");
        return;
    }
    //5.将局部context,变成全局的
    self.myContext = context;
}

清空缓存区

-(void)deleteRenderAndFrameBuffer
{
    glDeleteBuffers(1, &_myColorRenderBuffer);
    self.myColorRenderBuffer = 0;
    
    glDeleteBuffers(1, &_myColorFrameBuffer);
    self.myColorFrameBuffer = 0;   
}

设置RenderBuffer

-(void)setupRenderBuffer
{
    //定义一个缓存区ID
    GLuint buffer; 
    //申请一个缓存区标志
    glGenRenderbuffers(1, &buffer);
    self.myColorRenderBuffer = buffer;
    //将标识符绑定到GL_RENDERBUFFER
    glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
    //将可绘制对象drawable object's  CAEAGLLayer的存储绑定到OpenGL ES renderBuffer对象
    //和myEagLayer绑定
    [self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
}

设置FrameBuffer

设置两个缓冲区的流程基本相比,只有最后设置完后,需要将两个缓冲区绑定并捆绑到附着点上。

-(void)setupFrameBuffer
{
    //1.定义一个缓存区ID
    GLuint buffer;
    //2.申请一个缓存区标志
    glGenRenderbuffers(1, &buffer);  
    //3.
    self.myColorFrameBuffer = buffer;
    //4.
    glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
    /*生成帧缓存区之后,则需要将renderbuffer跟framebuffer进行绑定,
     调用glFramebufferRenderbuffer函数进行绑定到对应的附着点上,后面的绘制才能起作用
     */
    //GL_COLOR_ATTACHMENT0附着点
    //5.将渲染缓存区myColorRenderBuffer 通过glFramebufferRenderbuffer函数绑定到 GL_COLOR_ATTACHMENT0上。
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);   
}

开始绘制

-(void)renderLayer
{
    glClearColor(0.3f, 0.45f, 0.5f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    
    //1.设置视口大小
    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);
    
    //2.读取顶点着色程序、片元着色程序
    NSString *vertFile = [[NSBundle mainBundle]pathForResource:@"shaderv" ofType:@"vsh"];
    NSString *fragFile = [[NSBundle mainBundle]pathForResource:@"shaderf" ofType:@"fsh"];
    
    NSLog(@"vertFile:%@",vertFile);
    NSLog(@"fragFile:%@",fragFile);
    
    //3.加载shader
    self.myPrograme = [self loadShaders:vertFile Withfrag:fragFile];
    
    //4.链接
    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);
    
    //5.设置顶点、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,
    };
    
    
    //6.-----处理顶点数据--------
    GLuint attrBuffer;
    glGenBuffers(1, &attrBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, attrBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);

    //7.将顶点数据通过myPrograme中的传递到顶点着色程序的position
    GLuint position = glGetAttribLocation(self.myPrograme, "position");
    
    //设置合适的格式从buffer里面读取数据
    glEnableVertexAttribArray(position);
    
    //设置读取方式
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, NULL);
    
    //8.----处理纹理数据-------
    GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");
    glEnableVertexAttribArray(textCoor);
    glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (float *)NULL + 3);
    
    //9.加载纹理
    [self setupTexture:@"touxiang"];
    
    //10. 设置纹理采样器 sampler2D
    glUniform1i(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
    
    //11.绘图
    glDrawArrays(GL_TRIANGLES, 0, 6);
    
    //12.从渲染缓存区显示到屏幕上
    [self.myContext presentRenderbuffer:GL_RENDERBUFFER]; 
}

//从图片中加载纹理
- (GLuint)setupTexture:(NSString *)fileName {
    //1、将 UIImage 转换为 CGImageRef
    CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
    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
    CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
    
    //5、在CGContextRef上--> 将图片绘制出来
    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
    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
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
    
    //11.释放spriteData
    free(spriteData);   
    return 0;
}

纹理翻转

这样我们就实现了一个图片的加载,但是运行后发现加载的图片是倒置的,这是因为纹理坐标的原点(0,0)是在左下角,而屏幕的坐标原点(0,0)是在左上角,此时我们想要将图片显示正确的话,有以下几张方法:

  1. GLKTextureLoader载入纹理时
    载入时options设置 GLKTextureLoaderOriginBottomLeft 。
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filePath options:options error:nil];

2.解压图片时,将图片翻转

CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;

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);
CGContextTranslateCTM(spriteContext, 0, rect.size.height);
CGContextScaleCTM(spriteContext, 1.0, -1.0);
CGContextDrawImage(spriteContext, rect, spriteImage); 

CGContextRelease(spriteContext);
glBindTexture(GL_TEXTURE_2D, 0);
  1. 设置旋转矩阵,shader中旋转顶点,不翻转纹理
GLuint rotate = glGetUniformLocation(self.program, "rotateMatrix");
float radians = M_PI;
float sinR = sin(radians);
float cosR = cos(radians);
GLfloat zRotation[16] = {
    cosR, -sinR, 0, 0,
    sinR, cosR, 0, 0,
    0, 0, 1.0, 0,
    0.0, 0, 0, 1.0
};
glUniformMatrix4fv(rotate, 1, GL_FALSE, (GLfloat *)&zRotation[0]);

4.设置翻转的纹理坐标映射关系

GLfloat datas[] =
{
    0.5f, -0.5f, 0.0f,   1.0f, 1.0f, //右下
    -0.5f, 0.5f, 0.0f,   0.0f, 0.0f, // 左上
    -0.5f, -0.5f, 0.0f,  0.0f, 1.0f, // 左下
    0.5f, 0.5f, 0.0f,    1.0f, 0.0f, // 右上
    -0.5f, 0.5f, 0.0f,   0.0f, 0.0f, // 左上
    0.5f, -0.5f, 0.0f,   1.0f, 1.0f, // 右下
};
  1. 修改顶点着色器的纹理坐标
attribute vec4 position;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;
void main()
{
    varyTextCoord = vec2(textCoordinate.x, 1.0-textCoordinate.y);
    gl_Position = position;
}
  1. 修改顶点着色器的纹理坐标
varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;
void main()
{
    lowp coord = vec2(varyTextCoord.x, 1.0-varyTextCoord.y);
    gl_FragColor = texture2D(colorMap, coord);
}
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