0014--纹理和颜色混合
2020-08-07 本文已影响0人
清风烈酒2157
前言
通过glkit
和glsl
分别对金字塔进行颜色+纹理渲染.
GLSL
- 修改.fsh文件内容
-
textColor
为纹理顶点的坐标, -
texture2D
拿到纹理像素 - 通过混合方程式进行颜色混合返回给
gl_FragColor
.
precision highp float;
varying lowp vec4 varyColor;
varying lowp vec2 textColor;
uniform sampler2D colorMap;
void main(){
// gl_FragColor = varyColor;
vec4 yColor = texture2D(colorMap, textColor);
vec4 mask = varyColor;
float alpha = 0.3;
gl_FragColor = mask * (1.0 - alpha) + yColor * alpha;
}
- 传入纹理坐标信息
- 修改顶点数据,加入纹理坐标
GLfloat attArr[] =
{
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f,//左上
0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f,//右上
-0.5f, -0.5f, 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,//左下
0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f, 0.0f,//右下
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f,//顶点
};
- 获取纹理坐标名称,将值传入
GLuint textWColor = glGetAttribLocation(self.myProgram, "textWColor");
//打开positionColor
glEnableVertexAttribArray(textWColor);
//读取方式
glVertexAttribPointer(textWColor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8,(float *)NULL + 6);
3.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;
//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;
}
- 设置纹理采样器
sampler2D
glUniform1i(glGetUniformLocation(self.myProgram, "colorMap"), 0);
-
查看效果
demo
image.png
GLKit
- 修改结构体,加入纹理坐标的顶点变量
GLKMatrix2 tureCoord;
,重新赋值
typedef struct OPVertex{
GLKVector3 positionCoord;
GLKVector3 colorCoord;
GLKMatrix2 tureCoord;
}OPVertex;
self.vertices[0] = (OPVertex){{-0.5f, 0.5f, 0.0f},{1.0f, 0.0f, 1.0f},{0.0f,1.0f}};
self.vertices[1] = (OPVertex){{0.5f, 0.5f, 0.0f},{1.0f, 0.0f, 1.0f},{1.0f,1.0f}};
self.vertices[2] = (OPVertex){{-0.5f, -0.5f, 0.0f},{1.0f, 1.0f, 1.0f},{0.0f,0.0f}};
self.vertices[3] = (OPVertex){{0.5f, -0.5f, 0.0f},{1.0f, 1.0f, 1.0f},{1.0f,0.0f}};
self.vertices[4] = (OPVertex){{0.0f, 0.0f, 1.0f},{0.0f, 1.0f, 0.0f},{0.5f,0.5f}};
- 打开
GLKVertexAttribTexCoord0
通道
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(OPVertex), offsetof(OPVertex,tureCoord)+ NULL);
- 读取图片
NSString *filepath = [[NSBundle mainBundle] pathForResource:@"iu" ofType:@"jpg"];
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:@"1",GLKTextureLoaderOriginBottomLeft, nil];
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filepath options:options error:nil];
- 创建着色器,来处理
self.effect = [[GLKBaseEffect alloc] init];
self.effect.texture2d0.enabled = GL_TRUE;
self.effect.texture2d0.name = textureInfo.name;
self.effect.texture2d0.target = textureInfo.target;
- 效果图
demo
image.png