OpenGL

0016--滤镜:分屏滤镜

2020-08-10  本文已影响0人  清风烈酒2157

[toc]

前言

通过自定义着色器实现分屏滤镜功能.

准备工作

#import "FilterBar.h"
#import <GLKit/GLKit.h>

FilterBar为一个选择Bar,用来选择不同的分屏.

typedef struct {
    GLKVector4 positionCoord;
    GLKMatrix2 textureCoord;
}FilterVertex;
@interface ViewController ()<FilterBarDelegate>
@property(nonatomic, assign) FilterVertex *vertexs; 
@property(nonatomic, strong) EAGLContext *context;//上下文
@property(nonatomic, strong) CADisplayLink *displayLink;//用于刷新屏幕
@property(nonatomic, assign) NSTimeInterval timeInterval;//开始的时间戳
@property(nonatomic, assign) GLuint vertexBuffer;//顶点缓存
@property(nonatomic, assign) GLuint textureID;//顶点ID
@property (nonatomic, assign) GLuint program;//着色器程序

FilterBarDelegate代理用来实现点击不同分屏的回调.
FilterVertex用来保存顶点坐标和纹理坐标.

- (void)setUpFilterBar{
    CGFloat filterBarWidth = [UIScreen mainScreen].bounds.size.width;
    CGFloat filterBarHeight = 100;
    CGFloat filterBarY = [UIScreen mainScreen].bounds.size.height - filterBarHeight;
    FilterBar *filerBar = [[FilterBar alloc] initWithFrame:CGRectMake(0, filterBarY, filterBarWidth, filterBarHeight)];
    filerBar.delegate = self;
    [self.view addSubview:filerBar];
    
    NSArray *dataSource = @[@"无",@"分屏_2",@"分屏_3",@"分屏_4",@"分屏_6_横",@"分屏_6_竖",@"分屏_9"];
    filerBar.itemList = dataSource;
}
``


* 初始化滤镜相关信息


```c

- (void)filterInit{
    //初始化上下文
    self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    [EAGLContext setCurrentContext:self.context];
    
   // 设置layer
    CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
    layer.frame = CGRectMake(0, 50, self.view.frame.size.width, self.view.frame.size.height-150);
    layer.contentsScale = [[UIScreen mainScreen] scale];
    [self.view.layer addSublayer:layer];
    
    //绑定到渲染缓冲区
    [self binrenderlayer:layer];
    
     //初始化顶点和纹理坐标
    self.vertexs = (FilterVertex *)malloc(sizeof(FilterVertex) * 4);
    self.vertexs[0] = (FilterVertex){{-1, 1, 0}, {0, 1}};
    self.vertexs[1] = (FilterVertex){{-1, -1, 0}, {0, 0}};
    self.vertexs[2] = (FilterVertex){{1, 1, 0}, {1, 1}};
    self.vertexs[3] = (FilterVertex){{1, -1, 0}, {1, 0}};
    
     //设置顶点缓冲区
    GLuint vertextBuffer;
    glGenBuffers(1, &vertextBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertextBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(FilterVertex)*4, self.vertexs, GL_STATIC_DRAW);
    self.vertexBuffer = vertextBuffer;
    
     //获取处理图片的路径
    NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"IU1" ofType:@"JPG"];
    //得到纹理
    GLuint texture2D = [self createTextureWithImageFilePath:imagePath];
    
    // 设置纹理ID
    self.textureID = texture2D;
    
    //设置默认着色器
    [self setupNormalShaderProgram];
    
    //设置视口
    glViewport(0, 0, [self drawableWidth], [self drawableHeight]);

}

  • 初始化上下文,选择kEAGLRenderingAPIOpenGLES2
  • 设置layer的大小和frame
  • 绑定到渲染缓冲区
  • 初始化顶点和纹理坐标
  • 设置顶点缓冲区
  • 获取处理图片的路径
  • 得到纹理,并用全局变量保存
  • 设置默认着色器
  • 设置视口

binrenderlayer


 (void)binrenderlayer:(CAEAGLLayer *)layer{
    //创建渲染缓冲区 帧缓冲区
    GLuint renderBuffer;
    GLuint frameBuffer;
    
    //获取帧渲染缓存区名称,绑定渲染缓存区以及将渲染缓存区与layer建立连接
    glGenRenderbuffers(1, &renderBuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
    [self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
    //获取帧缓存区名称,绑定帧缓存区以及将渲染缓存区附着到帧缓存区上
    glGenFramebuffers(1, &frameBuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBuffer);
    
}

createTextureWithImageFilePath


//从图片中加载纹理
- (GLuint)createTextureWithImageFilePath:(NSString *)filePath{
    
    //加载图片
    UIImage *image = [UIImage imageWithContentsOfFile:filePath];
    //1、将 UIImage 转换为 CGImageRef
    CGImageRef cgImageRef = [image CGImage];
    //判断图片是否获取成功
    if (!cgImageRef) {
        NSLog(@"Failed to load image");
        exit(1);
    }
    //2、读取图片的大小,宽和高
    GLuint width = (GLuint)CGImageGetWidth(cgImageRef);
    GLuint height = (GLuint)CGImageGetHeight(cgImageRef);
    //获取图片的rect
    CGRect rect = CGRectMake(0, 0, width, height);
    
    //获取图片的颜色空间
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    //3.获取图片字节数 宽*高*4(RGBA)
    void *imageData = malloc(width * height * 4);
    //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 context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    
    //将图片翻转过来(图片默认是倒置的)
    CGContextTranslateCTM(context, 0, height);
    CGContextScaleCTM(context, 1.0f, -1.0f);
    CGColorSpaceRelease(colorSpace);
    CGContextClearRect(context, rect);
    
    //对图片进行重新绘制,得到一张新的解压缩后的位图
    CGContextDrawImage(context, rect, cgImageRef);
    
    //设置图片纹理属性
    //5. 获取纹理ID
    GLuint textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);
    
    //6.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, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
    
    //7.设置纹理属性
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
    //8.绑定纹理
    /*
     参数1:纹理维度
     参数2:纹理ID,因为只有一个纹理,给0就可以了。
     */
    glBindTexture(GL_TEXTURE_2D, 0);
    
    //9.释放context,imageData
    CGContextRelease(context);
    free(imageData);
    
    //10.返回纹理ID
    return textureID;
}

setupShaderProgramWithName

shader附着到着色程->链接->最后use


// 初始化着色器程序
- (void)setupShaderProgramWithName:(NSString *)name {
    //1. 获取着色器program
    GLuint program = [self programWithShaderName:name];
    
    //2. use Program
    glUseProgram(program);
    
    //3. 获取Position,Texture,TextureCoords 的索引位置
    GLuint positionSlot = glGetAttribLocation(program, "Position");
    GLuint textureSlot = glGetUniformLocation(program, "Texture");
    GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
    
    //4.激活纹理,绑定纹理ID
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, self.textureID);
    
    //5.纹理sample
    glUniform1i(textureSlot, 0);
    
    //6.打开positionSlot 属性并且传递数据到positionSlot中(顶点坐标)
    glEnableVertexAttribArray(positionSlot);
    glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(FilterVertex), NULL + offsetof(FilterVertex, positionCoord));
    
    //7.打开textureCoordsSlot 属性并传递数据到textureCoordsSlot(纹理坐标)
    glEnableVertexAttribArray(textureCoordsSlot);
    glVertexAttribPointer(textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, sizeof(FilterVertex), NULL + offsetof(FilterVertex, textureCoord));
    
    //8.保存program,界面销毁则释放
    self.program = program;
}

programWithShaderName

获取路径 ->字符串->附着到shaer->编译

#pragma mark -shader compile and link
//将shader附着到着色程->链接->最后use
- (GLuint)programWithShaderName:(NSString *)shaderName {
    //1. 编译顶点着色器/片元着色器
    GLuint vertexShader = [self compileShaderWithName:shaderName type:GL_VERTEX_SHADER];
    GLuint fragmentShader = [self compileShaderWithName:shaderName type:GL_FRAGMENT_SHADER];
    
    //2. 将顶点/片元附着到program
    GLuint program = glCreateProgram();
    glAttachShader(program, vertexShader);
    glAttachShader(program, fragmentShader);
    
    //3.linkProgram
    glLinkProgram(program);
    
    //4.检查是否link成功
    GLint linkSuccess;
    glGetProgramiv(program, GL_LINK_STATUS, &linkSuccess);
    if (linkSuccess == GL_FALSE) {
        GLchar messages[256];
        glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
        NSString *messageString = [NSString stringWithUTF8String:messages];
        NSAssert(NO, @"program链接失败:%@", messageString);
        exit(1);
    }
    //5.返回program
    return program;
}

compileShaderWithName


//编译shader代码
//获取路径 ->字符串->附着到shaer->编译
- (GLuint)compileShaderWithName:(NSString *)name type:(GLenum)shaderType {
    
    //1.获取shader 路径
    NSString *shaderPath = [[NSBundle mainBundle] pathForResource:name ofType:shaderType == GL_VERTEX_SHADER ? @"vsh" : @"fsh"];
    NSError *error;
    NSString *shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
    if (!shaderString) {
        NSAssert(NO, @"读取shader失败");
        exit(1);
    }
    
    //2. 创建shader->根据shaderType
    GLuint shader = glCreateShader(shaderType);
    
    //3.获取shader source
    const char *shaderStringUTF8 = [shaderString UTF8String];
    int shaderStringLength = (int)[shaderString length];
    glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
    
    //4.编译shader
    glCompileShader(shader);
    
    //5.查看编译是否成功
    GLint compileSuccess;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &compileSuccess);
    if (compileSuccess == GL_FALSE) {
        GLchar messages[256];
        glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
        NSString *messageString = [NSString stringWithUTF8String:messages];
        NSAssert(NO, @"shader编译失败:%@", messageString);
        exit(1);
    }
    //6.返回shader
    return shader;
}

drawableWidth&&drawableHeight


//获取渲染缓存区的宽
- (GLint)drawableWidth {
    GLint backingWidth;
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
    return backingWidth;
}
//获取渲染缓存区的高
- (GLint)drawableHeight {
    GLint backingHeight;
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
    return backingHeight;
}

FilterBarDelegate

通过重新加载自定义着色文件,重新编译链接.
调用startFilerAnimation进行重绘

#pragma mark - FilterBarDelegate
- (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index{
    if (index == 0) {
        [self setupNormalShaderProgram];
    }else if (index == 1){
        [self setupShaderProgramWithName:@"normal2"];
    }else if (index == 2){
        [self setupShaderProgramWithName:@"normal3"];
    }else if (index==3){
        [self setupShaderProgramWithName:@"normal4"];
    }else if (index==4){
        [self setupShaderProgramWithName:@"normal61"];
    }else if (index==5){
        [self setupShaderProgramWithName:@"normal6"];
    }else if (index==6){
        [self setupShaderProgramWithName:@"normal9"];
    }
    [self startFilerAnimation];
}

开启滤镜动画


- (void)startFilerAnimation{
    if(self.displayLink){
        [self.displayLink invalidate];
        self.displayLink = nil;
    }
    self.timeInterval = 0;
    self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
    [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
    
}

执行动画刷新


//动画
- (void)timeAction{
    //DisplayLink 的当前时间撮
       if (self.timeInterval == 0) {
           self.timeInterval = self.displayLink.timestamp;
       }
       //使用program
       glUseProgram(self.program);
       //绑定buffer
       glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
       
       // 传入时间
       CGFloat currentTime = self.displayLink.timestamp - self.timeInterval;
       GLuint time = glGetUniformLocation(self.program, "Time");
       glUniform1f(time, currentTime);
       
       // 清除画布
       glClear(GL_COLOR_BUFFER_BIT);
       glClearColor(1, 1, 1, 1);
       
       // 重绘
       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
       //渲染到屏幕上
       [self.context presentRenderbuffer:GL_RENDERBUFFER];
}

释放


- (void)dealloc {
    //1.上下文释放
    if ([EAGLContext currentContext] == self.context) {
        [EAGLContext setCurrentContext:nil];
    }
    //顶点缓存区释放
    if (_vertexBuffer) {
        glDeleteBuffers(1, &_vertexBuffer);
        _vertexBuffer = 0;
    }
    //顶点数组释放
    if (_vertexs) {
        free(_vertexs);
        _vertexs = nil;
    }
}
- (void)viewWillDisappear:(BOOL)animated{
    [super viewWillDisappear:animated];
    if (self.displayLink){
        [self.displayLink invalidate];
        self.displayLink = nil;
    }
}

上面代码执行完,我们得到一个没有分屏正在显示的图片.

效果图:

image.png

二分屏

显示和纹理坐标是一比一映射的

image.png

设置当y值小于0.5,或者大于0.50.25开始显示到->0.75


void main (void) {
//    vec4 mask = texture2D(Texture, TextureCoordsVarying);
//    gl_FragColor = vec4(mask.rgb, 1.0);
    
    vec2 uv = TextureCoordsVarying.xy;
    float y;
    if (uv.y >= 0.0 && uv.y <= 0.5) {
        y = uv.y + 0.25;
    } else {
        y = uv.y - 0.25;
    }
    gl_FragColor = texture2D(Texture, vec2(uv.x,y));
}

效果图:

image.png

三分屏

三分屏类似于两分屏,设置读取1/32/3的内容.


void main (void) {
//    vec4 mask = texture2D(Texture, TextureCoordsVarying);
//    gl_FragColor = vec4(mask.rgb, 1.0);
    
    vec2 uv = TextureCoordsVarying.xy;
    float y;
    if (uv.y>=0.0 && uv.y<=1.0/3.0){
        y = uv.y + 1.0/3.0;
    }else if(uv.y>=2.0/3.0 ){
        y = uv.y - 1.0/3.0;
    }else{
        y = uv.y;
    }
    gl_FragColor = texture2D(Texture, vec2(uv.x,y));
}

效果图:

image.png

四分屏

四分屏和下面的六分屏,九分屏原理一样,
当四分屏读取0-0.5 如果乘以2,对应纹理0-1,,其他几个位置依次类推.

image.png
void main (void) {
       vec2 uv = TextureCoordsVarying.xy;
       float x;
       float y;
       if (uv.y<=0.5){
           y = uv.y *2.0;
       }else{
           y = (uv.y - 0.5) * 2.0;
       }
       if (uv.x<=0.5 ){
           x = uv.x  * 2.0;
       }else{
           x = (uv.x -0.5) * 2.0;
       }
    
       gl_FragColor = texture2D(Texture, vec2(x,y));
}

效果图:

image.png

六分屏

六分屏有2x3和3x2 分别对应xy的分割.

也是按照4分屏一样,是的范围内的坐标*一个因数等于1`

void main (void) {
   vec2 uv = TextureCoordsVarying.xy;
    float x;
    float y;
    if (uv.y<=1.0/3.0){
        y = uv.y *3.0;
    }else if (uv.y<=2.0/3.0){
        y = (uv.y - 1.0/3.0) * 3.0;
    }else{
        y = (uv.y - 2.0/3.0) * 3.0;
    }
    if (uv.x<=0.5 ){
        x = uv.x  * 2.0;
    }else{
        x = (uv.x -0.5) * 2.0;
    }

    gl_FragColor = texture2D(Texture, vec2(x,y));
    
}

void main (void) {
   vec2 uv = TextureCoordsVarying.xy;
    float x;
    float y;
    if (uv.x<=1.0/3.0){
        x = uv.x *3.0;
    }else if (uv.x<=2.0/3.0){
        x = (uv.x - 1.0/3.0) * 3.0;
    }else{
        x= (uv.x - 2.0/3.0) * 3.0;
    }
    if (uv.y<=0.5 ){
        y = uv.y  * 2.0;
    }else{
        y = (uv.y -0.5) * 2.0;
    }

    gl_FragColor = texture2D(Texture, vec2(x,y));
    
}

九分屏

和上面一样的逻辑,乘以一个因数3,是每次读取是以0-1范围内的坐标.

void main (void) {
    vec2 uv = TextureCoordsVarying.xy;
       float x;
       float y;
       if (uv.y<=1.0/3.0){
           y = uv.y *3.0;
       }else if (uv.y<=2.0/3.0){
           y = (uv.y - 1.0/3.0) * 3.0;
       }else{
           y = (uv.y - 2.0/3.0) * 3.0;
       }
       if (uv.x<=1.0/3.0){
           x = uv.x *3.0;
       }else if (uv.x<=2.0/3.0){
           x = (uv.x - 1.0/3.0) * 3.0;
       }else{
           x = (uv.x - 2.0/3.0) * 3.0;
       }

       gl_FragColor = texture2D(Texture, vec2(x,y));
}

效果图:

image.png

demo

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