一、纹理加载流程
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OpenGL 的 API 设计上,一般都是将创建的纹理或者缓冲区 id,绑定到对应的 Target 上。后续调用都是用 Target 获取当前绑定的 纹理或者缓冲区,进行读写。
这也要求为了安全,每次都要调用一下绑定,然后在读写对应的内容。
现在面向对象的语言一般习惯创建一个 纹理或者缓冲区对象,将参数设置到这个对象上。最终将这个对象传递给 内部使用。
但是这种设计就需要这个对象满足接口规范,一定程度上提高了 API 复杂度,限制了各种语言的发挥。
OpenGL 只能拿到一个 id,所有操作都是接口调用,对外不透明,给了各种语言极大的自由度。
完整代码
Normal.vsh
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordVarying;
void main(void) {
gl_Position = Position;
TextureCoordVarying = TextureCoords;
}
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Normal.fsh
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;
void main(void) {
vec4 mask = texture2D(Texture, TextureCoordVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
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#import "DocViewController.h"
#import <GLKit/GLKit.h>
typedef struct {
GLKVector3 positionCoord;
GLKVector2 textureCoord;
} SenceVertex;
@interface DocViewController ()
@property (nonatomic, assign) SenceVertex *vertices;
@property (nonatomic, strong) EAGLContext *context;
// 着色器程序
@property (nonatomic, assign) GLuint program;
// 顶点缓存
@property (nonatomic, assign) GLuint vertexBuffer;
// 纹理 ID
@property (nonatomic, assign) GLuint textureID;
@end
@implementation DocViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
//设置背景颜色
self.view.backgroundColor = [UIColor blackColor];
// 滤镜处理初始化
[self filterInit];
// 绘制
[self RenderLayer];
}
- (void)filterInit {
// 1.上下文
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.context];
// 2.顶点数组
self.vertices = malloc(sizeof(SenceVertex) * 4);
//3.初始化顶点(0,1,2,3)的顶点坐标以及纹理坐标
self.vertices[0] = (SenceVertex){{-1, 1, 0}, {0, 1}};
self.vertices[1] = (SenceVertex){{-1, -1, 0}, {0, 0}};
self.vertices[2] = (SenceVertex){{1, 1, 0}, {1, 1}};
self.vertices[3] = (SenceVertex){{1, -1, 0}, {1, 0}};
// 4.创建图层
CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
layer.frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
layer.contentsScale = [UIScreen mainScreen].scale;
[self.view.layer addSublayer:layer];
// 5.绑定渲染缓冲区
[self bindRenderLayer:layer];
// 6.解压缩图片
NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"timg" ofType:@"png"];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
self.textureID = [self createTextureWithImage:image];
// 7.视口
glViewport(0, 0, [self drawableWidth], [self drawableHeight]);
// 8.顶点
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(SenceVertex) * 4, self.vertices, GL_STATIC_DRAW);
// 9.设置默认着色器
[self setupNormalShaderProgram];
// 10.将顶点缓存保存
self.vertexBuffer = vertexBuffer;
}
- (void)bindRenderLayer:(CAEAGLLayer *)layer {
// 1.初始化渲染缓冲区
GLuint renderBuffer, frameBuffer;
// 2.获取、绑定渲染缓冲区,将渲染缓冲区与layer建立连接
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
[self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
// 3.获取、绑定帧缓冲区,将渲染缓冲区附着到帧缓冲区
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBuffer);
}
- (GLuint)createTextureWithImage:(UIImage *)image {
CGImageRef cgImageRef = image.CGImage;
if (!cgImageRef) {
NSLog(@"load image failure");
exit(1);
}
//TODO: 图片太大绘制出来是黑屏
GLuint width = (GLuint)CGImageGetWidth(cgImageRef) / 10;
GLuint height = (GLuint)CGImageGetHeight(cgImageRef) / 10;
CGRect rect = CGRectMake(0, 0, width, height);
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc(width * height * 4);
CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, space, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
// 翻转
CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0f, -1.0f);
CGColorSpaceRelease(space);
CGContextClearRect(context, rect);
CGContextDrawImage(context, rect, cgImageRef);
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
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);
// textureID 默认在 0 层
glBindTexture(GL_TEXTURE_2D, 0);
CGContextRelease(context);
free(imageData);
return textureID;
}
/// 选择默认着色器,无特效
- (void)setupNormalShaderProgram {
[self setupShaderProgramWithName:@"Normal"];
}
- (void)setupShaderProgramWithName:(NSString *)name {
GLuint program = [self programWithShaderName:name];
glUseProgram(program);
GLuint positionSlot = glGetAttribLocation(program, "Position");
GLuint textureSlot = glGetUniformLocation(program, "Texture");
GLuint TextureCoordSlot = glGetAttribLocation(program, "TextureCoords");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, self.textureID);
glUniform1i(textureSlot, 0);
glEnableVertexAttribArray(positionSlot);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, positionCoord));
glEnableVertexAttribArray(TextureCoordSlot);
glVertexAttribPointer(TextureCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, textureCoord));
self.program = program;
}
#pragma mark -shader compile and link
//link Program
- (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;
}
//编译shader代码
- (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;
}
- (void)RenderLayer {
// 重新绘制
glUseProgram(self.program);
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[self.context presentRenderbuffer:GL_RENDERBUFFER];
}
//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;
}
@end
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二、分屏滤镜着色器文件
以下为分屏滤镜着色器文件,顶点着色器文件相同,以下只展示片元着色器文件
二分滤镜着色器
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;
void main(void) {
vec2 uv = TextureCoordVarying.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));
}
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三分滤镜着色器
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;
void main(void) {
vec2 uv = TextureCoordVarying.xy;
float y;
if (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));
}
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四分滤镜着色器
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;
void main(void) {
vec2 uv = TextureCoordVarying.xy;
float x;
float y;
if (uv.x < 0.5) {
x = uv.x * 2.0;
} else {
x = (uv.x - 0.5) * 2.0;
}
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));
}
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六分滤镜着色器
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;
void main(void) {
vec2 uv = TextureCoordVarying.xy;
float x;
float y;
// 三行两列
// if (uv.x < 0.5) {
// x = uv.x + 1.0 / 6.0;
// } else {
// x = uv.x - 1.0 / 6.0;
// }
// if (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;
// }
// 两行三列
if (uv.x < 1.0 / 3.0) {
x = uv.x + 1.0 / 3.0;
} else if (uv.x > 2.0 / 3.0) {
x = uv.x - 1.0 / 3.0;
} else {
x = uv.x;
}
if (uv.y < 0.5) {
y = uv.y + 1.0 / 6.0;
} else {
y = uv.y - 1.0 / 6.0;
}
gl_FragColor = texture2D(Texture, vec2(x, y));
}
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九分滤镜着色器
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;
void main(void) {
vec2 uv = TextureCoordVarying.xy;
float x;
float y;
// load middle
// if (uv.x < 1.0 / 3.0) {
// x = uv.x + 1.0 / 3.0;
// } else if (uv.x > 2.0 / 3.0) {
// x = uv.x - 1.0 / 3.0;
// } else {
// x = uv.x;
// }
// if (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;
// }
// load all
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 < 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;
}
gl_FragColor = texture2D(Texture, vec2(x, y));
}
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