9分屏效果如下所示:

濾鏡初始化
1. 初始化上下文并設(shè)置為當(dāng)前上下文
2. 開(kāi)辟頂點(diǎn)數(shù)組內(nèi)存空間
3. 初始化4個(gè)頂點(diǎn)的頂點(diǎn)坐標(biāo)以及紋理坐標(biāo)
4. 創(chuàng)建圖層(CAEAGLLayer)
5. 綁定渲染緩存區(qū)
6. 圖片解壓縮加載紋理
7. 設(shè)置視口
8. 設(shè)置頂點(diǎn)緩存區(qū),加載頂點(diǎn)數(shù)據(jù)
9. 設(shè)置默認(rèn)著色器
10. 將頂點(diǎn)緩存保存,退出時(shí)才釋放
- (void)filterInit {
//1. 初始化上下文并設(shè)置為當(dāng)前上下文
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.context];
//2.開(kāi)辟頂點(diǎn)數(shù)組內(nèi)存空間
self.vertices = malloc(sizeof(SenceVertex) * 4);
//3.初始化4個(gè)頂點(diǎn)的頂點(diǎn)坐標(biāo)以及紋理坐標(biāo)
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.創(chuàng)建圖層(CAEAGLLayer)
CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
//設(shè)置圖層frame
layer.frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
//設(shè)置圖層的scale
layer.contentsScale = [[UIScreen mainScreen] scale];
//給View添加layer
[self.view.layer addSublayer:layer];
//5.綁定渲染緩存區(qū)
[self bindRenderLayer:layer];
//6.獲取處理的圖片路徑
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"kunkun.jpg"];
//讀取圖片
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
//將JPG圖片轉(zhuǎn)換成紋理圖片
GLuint textureID = [self createTextureWithImage:image];
//設(shè)置紋理ID
self.textureID = textureID; // 將紋理 ID 保存,方便后面切換濾鏡的時(shí)候重用
//7.設(shè)置視口
glViewport(0, 0, self.drawableWidth, self.drawableHeight);
//8.設(shè)置頂點(diǎn)緩存區(qū),加載頂點(diǎn)數(shù)據(jù)
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
GLsizeiptr bufferSizeBytes = sizeof(SenceVertex) * 4;
glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
//9.設(shè)置默認(rèn)著色器
[self setupNormalShaderProgram]; // 一開(kāi)始選用默認(rèn)的著色器
//10.將頂點(diǎn)緩存保存,退出時(shí)才釋放
self.vertexBuffer = vertexBuffer;
}
1. 初始化上下文并設(shè)置為當(dāng)前上下文
//1. 初始化上下文并設(shè)置為當(dāng)前上下文
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.context];
2. 開(kāi)辟頂點(diǎn)數(shù)組內(nèi)存空間
- 初始化頂點(diǎn)、紋理數(shù)據(jù)結(jié)構(gòu)體
positionCoord:頂點(diǎn)數(shù)據(jù)
positionCoord:紋理數(shù)據(jù)
typedef struct {
GLKVector3 positionCoord; // (X, Y, Z)
GLKVector2 textureCoord; // (U, V)
} SenceVertex;
- 開(kāi)辟頂點(diǎn)數(shù)組內(nèi)存空間
self.vertices = malloc(sizeof(SenceVertex) * 4);
3. 初始化4個(gè)頂點(diǎn)的頂點(diǎn)坐標(biāo)以及紋理坐標(biāo)
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. 創(chuàng)建圖層(CAEAGLLayer)
CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
//設(shè)置圖層frame
layer.frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
//設(shè)置圖層的scale
layer.contentsScale = [[UIScreen mainScreen] scale];
//給View添加layer
[self.view.layer addSublayer:layer];
5. 綁定渲染緩沖區(qū)
- 生成渲染緩存區(qū),幀緩存區(qū)對(duì)象
- 獲取幀渲染緩存區(qū)名稱,綁定渲染緩存區(qū)以及將渲染緩存區(qū)與layer建立連接。
- (BOOL)renderbufferStorage:(NSUInteger)target fromDrawable:(nullable id<EAGLDrawable>)drawable;:作用:將可繪制對(duì)象的存儲(chǔ)綁定到OpenGL ES 渲染緩存區(qū)(renderbuffer)對(duì)象。
參數(shù)target:OpenGL ES綁定點(diǎn)用于當(dāng)前綁定的renderbuffer。該參數(shù)的值必須是GL_RENDERBUFFER。
參數(shù)drawable:管理renderbuffer的數(shù)據(jù)存儲(chǔ)的對(duì)象。在iOS中,此參數(shù)的值必須是一個(gè)CAEAGLLayer。- 獲取幀緩存區(qū)名稱,綁定幀緩存區(qū)以及將渲染緩存區(qū)(RBO)綁定到到幀緩存區(qū)(FBO)上
//綁定渲染緩存區(qū)和幀緩存區(qū)
- (void)bindRenderLayer:(CALayer <EAGLDrawable> *)layer {
//1.渲染緩存區(qū),幀緩存區(qū)對(duì)象
GLuint renderBuffer;
GLuint frameBuffer;
//2.獲取幀渲染緩存區(qū)名稱,綁定渲染緩存區(qū)以及將渲染緩存區(qū)與layer建立連接。
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
[self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
//3.獲取幀緩存區(qū)名稱,綁定幀緩存區(qū)以及將渲染緩存區(qū)附著到幀緩存區(qū)上
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,
renderBuffer);
}
6. 圖片解壓縮加載紋理
- 將 UIImage 轉(zhuǎn)換為 CGImageRef
- 讀取圖片的大小,寬和高
- 獲取圖片字節(jié)數(shù) 寬高4(RGBA)
- 創(chuàng)建上下文
- 獲取紋理ID
- 載入紋理2D數(shù)據(jù)
- 設(shè)置紋理參數(shù)(環(huán)繞方式、過(guò)濾方式)
- 綁定紋理
- 釋放上下文context,圖片字節(jié)數(shù)imageData
- 返回紋理ID
//從圖片中加載紋理
- (GLuint)createTextureWithImage:(UIImage *)image {
//1、將 UIImage 轉(zhuǎn)換為 CGImageRef
CGImageRef cgImageRef = [image CGImage];
//判斷圖片是否獲取成功
if (!cgImageRef) {
NSLog(@"Failed to load image");
exit(1);
}
//2、讀取圖片的大小,寬和高
GLuint width = (GLuint)CGImageGetWidth(cgImageRef);
GLuint height = (GLuint)CGImageGetHeight(cgImageRef);
//獲取圖片的rect
CGRect rect = CGRectMake(0, 0, width, height);
//獲取圖片的顏色空間
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
//3.獲取圖片字節(jié)數(shù) 寬*高*4(RGBA)
void *imageData = malloc(width * height * 4);
//4.創(chuàng)建上下文
/*
參數(shù)1:data,指向要渲染的繪制圖像的內(nèi)存地址
參數(shù)2:width,bitmap的寬度,單位為像素
參數(shù)3:height,bitmap的高度,單位為像素
參數(shù)4:bitPerComponent,內(nèi)存中像素的每個(gè)組件的位數(shù),比如32位RGBA,就設(shè)置為8
參數(shù)5:bytesPerRow,bitmap的沒(méi)一行的內(nèi)存所占的比特?cái)?shù)
參數(shù)6:colorSpace,bitmap上使用的顏色空間 kCGImageAlphaPremultipliedLast:RGBA
*/
CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
//將圖片翻轉(zhuǎn)過(guò)來(lái)(圖片默認(rèn)是倒置的)
CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0f, -1.0f);
CGColorSpaceRelease(colorSpace);
CGContextClearRect(context, rect);
//對(duì)圖片進(jìn)行重新繪制,得到一張新的解壓縮后的位圖
CGContextDrawImage(context, rect, cgImageRef);
//設(shè)置圖片紋理屬性
//5. 獲取紋理ID
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
//6.載入紋理2D數(shù)據(jù)
/*
參數(shù)1:紋理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
參數(shù)2:加載的層次,一般設(shè)置為0
參數(shù)3:紋理的顏色值GL_RGBA
參數(shù)4:寬
參數(shù)5:高
參數(shù)6:border,邊界寬度
參數(shù)7:format
參數(shù)8:type
參數(shù)9:紋理數(shù)據(jù)
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
//7.設(shè)置紋理參數(shù)(環(huán)繞方式、過(guò)濾方式)
//環(huán)繞方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//過(guò)濾方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//8.綁定紋理
/*
參數(shù)1:紋理維度
參數(shù)2:紋理ID,因?yàn)橹挥幸粋€(gè)紋理,給0就可以了。
*/
glBindTexture(GL_TEXTURE_2D, 0);
//9.釋放context,imageData
CGContextRelease(context);
free(imageData);
//10.返回紋理ID
return textureID;
}
7. 設(shè)置視口
glViewport(0, 0, self.drawableWidth, self.drawableHeight);
7.1 獲取渲染緩存區(qū)的寬和高
//獲取渲染緩存區(qū)的寬
- (GLint)drawableWidth {
GLint backingWidth;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
return backingWidth;
}
//獲取渲染緩存區(qū)的高
- (GLint)drawableHeight {
GLint backingHeight;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
return backingHeight;
}
8. 設(shè)置頂點(diǎn)緩存區(qū),加載頂點(diǎn)數(shù)據(jù)
-
glGenBuffers()創(chuàng)建緩存對(duì)象并且返回緩存對(duì)象的標(biāo)示符。它需要2個(gè)參數(shù):第一個(gè)為需要?jiǎng)?chuàng)建的緩存數(shù)量,第二個(gè)為用于存儲(chǔ)單一ID或多個(gè)ID的GLuint變量或數(shù)組的地址。 -
glBindBuffer()當(dāng)緩存對(duì)象創(chuàng)建之后,在使用緩存對(duì)象之前,我們需要將緩存對(duì)象連接到相應(yīng)的緩存上。glBindBuffer()有2個(gè)參數(shù):target與buffer。
target:告訴VBO該緩存對(duì)象將保存頂點(diǎn)數(shù)組數(shù)據(jù)還是索引數(shù)組數(shù)據(jù):GL_ARRAY_BUFFER或GL_ELEMENT_ARRAY。任何頂點(diǎn)屬性,如頂點(diǎn)坐標(biāo)、紋理坐標(biāo)、法線與顏色分量數(shù)組都使用GL_ARRAY_BUFFER。用于glDraw[Range]Elements()的索引數(shù)據(jù)需要使用GL_ELEMENT_ARRAY綁定。
-
void glBufferData(GLenum target,GLsizeiptr size, const GLvoid* data, GLenum usage);當(dāng)緩存初始化之后,你可以使用glBufferData()將數(shù)據(jù)拷貝到緩存對(duì)象。
target:GL_ARRAY_BUFFER或GL_ELEMENT_ARRAY。
size: 待傳遞數(shù)據(jù)字節(jié)數(shù)量。
data:源數(shù)據(jù)數(shù)組指針,如data為NULL,則VBO僅僅預(yù)留給定數(shù)據(jù)大小的內(nèi)存空間。
usage:標(biāo)志位,VBO的另一個(gè)性能提示,它提供緩存對(duì)象將如何使用:static、dynamic或stream、與read、copy或draw。
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
GLsizeiptr bufferSizeBytes = sizeof(SenceVertex) * 4;
glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
9. 設(shè)置著色器
9.1 初始化著色器程序
- 獲取著色器程序
program- 執(zhí)行著色器程序
program- 獲取
Position,Texture,TextureCoords的索引位置- 激活紋理,綁定紋理ID
- 紋理
sample- 打開(kāi)
positionSlot屬性并且傳遞數(shù)據(jù)到positionSlot中(頂點(diǎn)坐標(biāo))- 打開(kāi)
textureCoordsSlot屬性并傳遞數(shù)據(jù)到textureCoordsSlot(紋理坐標(biāo))- 保存
program,界面銷(xiāo)毀則釋放
// 初始化著色器程序
- (void)setupShaderProgramWithName:(NSString *)name {
//1. 獲取著色器program
GLuint program = [self programWithShaderName:name];
//2. use Program
glUseProgram(program);
//3. 獲取Position,Texture,TextureCoords 的索引位置
GLuint positionSlot = glGetAttribLocation(program, "Position");
GLuint textureSlot = glGetUniformLocation(program, "Texture");
GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
//4.激活紋理,綁定紋理ID
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, self.textureID);
//5.紋理sample
glUniform1i(textureSlot, 0);
//6.打開(kāi)positionSlot 屬性并且傳遞數(shù)據(jù)到positionSlot中(頂點(diǎn)坐標(biāo))
glEnableVertexAttribArray(positionSlot);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, positionCoord));
//7.打開(kāi)textureCoordsSlot 屬性并傳遞數(shù)據(jù)到textureCoordsSlot(紋理坐標(biāo))
glEnableVertexAttribArray(textureCoordsSlot);
glVertexAttribPointer(textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, textureCoord));
//8.保存program,界面銷(xiāo)毀則釋放
self.program = program;
}
9.2 獲取著色器程序program
glCreateProgram 用于創(chuàng)建一個(gè)空的程序?qū)ο螅绦驅(qū)ο笫强梢愿郊又鲗?duì)象的對(duì)象。通過(guò)使用glAttachShader成功將著色器對(duì)象附加到其上,使用glCompileShader成功編譯該著色器對(duì)象,以及使用glLinkProgram成功鏈接該程序?qū)ο?,可以在程序?qū)ο笾袆?chuàng)建一個(gè)或多個(gè)可執(zhí)行文件。調(diào)用glUseProgram時(shí),這些可執(zhí)行文件將成為當(dāng)前狀態(tài)的一部分??梢酝ㄟ^(guò)調(diào)用glDeleteProgram刪除程序?qū)ο蟆.?dāng)與程序?qū)ο箨P(guān)聯(lián)的內(nèi)存不再是任何上下文的當(dāng)前渲染狀態(tài)的一部分時(shí),將刪除該內(nèi)存。
- 編譯頂點(diǎn)著色器/片元著色器
- 將頂點(diǎn)/片元著色器附著
glAttachShader到著色器程序?qū)ο?code>program- 鏈接程序?qū)ο髄inkProgram
- 檢查是否鏈接
link成功- 返回著色器程序?qū)ο?code>program
//link Program
- (GLuint)programWithShaderName:(NSString *)shaderName {
//1. 編譯頂點(diǎn)著色器/片元著色器
GLuint vertexShader = [self compileShaderWithName:shaderName type:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShaderWithName:shaderName type:GL_FRAGMENT_SHADER];
//2. 將頂點(diǎn)/片元著色器附著(glAttachShader)到著色器程序?qū)ο?program)
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
//3.鏈接程序?qū)ο?linkProgram)
glLinkProgram(program);
//4.檢查是否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鏈接失?。?@", messageString);
exit(1);
}
//5.返回著色器程序?qū)ο?program)
return program;
}
9.3 編譯著色器shader代碼
//編譯shader代碼
- (GLuint)compileShaderWithName:(NSString *)name type:(GLenum)shaderType {
//1.獲取shader 路徑
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, @"讀取shader失敗");
exit(1);
}
//2. 創(chuàng)建shader->根據(jù)shaderType
GLuint shader = glCreateShader(shaderType);
//3.獲取shader source
const char *shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = (int)[shaderString length];
glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
//4.編譯shader
glCompileShader(shader);
//5.查看編譯是否成功
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編譯失敗:%@", messageString);
exit(1);
}
//6.返回shader
return shader;
}
9.4 創(chuàng)建頂點(diǎn)著色器/片元著色器
分屏濾鏡的顯示主要也是在著色器對(duì)象中,其中頂點(diǎn)著色器是不需要改變的,改變的主要是片元著色器。其實(shí)顯示這幾種不同的分屏濾鏡,就是對(duì)應(yīng)相應(yīng)的9.3 編譯不同著色器的執(zhí)行結(jié)果。
頂點(diǎn)著色器Normal.vsh
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
gl_Position = Position;
TextureCoordsVarying = TextureCoords;
}
普通片元著色器Normal.fsh
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
void main (void) {
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
二分屏片元著色器
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if (uv.y >= 0.0 && uv.y <= 0.5) {
uv.y = uv.y + 0.25;
} else {
uv.y = uv.y - 0.25;
}
gl_FragColor = texture2D(Texture, uv);
}
三分屏片元著色器
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if (uv.y < 1.0/3.0) {
uv.y = uv.y + 1.0/3.0;
} else if (uv.y > 2.0/3.0){
uv.y = uv.y - 1.0/3.0;
}
gl_FragColor = texture2D(Texture, uv);
}
四分屏片元著色器
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if(uv.x <= 0.5){
uv.x = uv.x * 2.0;
}else{
uv.x = (uv.x - 0.5) * 2.0;
}
if (uv.y<= 0.5) {
uv.y = uv.y * 2.0;
}else{
uv.y = (uv.y - 0.5) * 2.0;
}
gl_FragColor = texture2D(Texture, uv);
}
六分屏片元著色器
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if(uv.x <= 1.0 / 3.0){
uv.x = uv.x + 1.0/3.0;
}else if(uv.x >= 2.0/3.0){
uv.x = uv.x - 1.0/3.0;
}
if(uv.y <= 0.5){
uv.y = uv.y + 0.25;
}else {
uv.y = uv.y - 0.25;
}
gl_FragColor = texture2D(Texture, uv);
}
九分屏片元著色器
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if (uv.x < 1.0 / 3.0) {
uv.x = uv.x * 3.0;
} else if (uv.x < 2.0 / 3.0) {
uv.x = (uv.x - 1.0 / 3.0) * 3.0;
} else {
uv.x = (uv.x - 2.0 / 3.0) * 3.0;
}
if (uv.y <= 1.0 / 3.0) {
uv.y = uv.y * 3.0;
} else if (uv.y < 2.0 / 3.0) {
uv.y = (uv.y - 1.0 / 3.0) * 3.0;
} else {
uv.y = (uv.y - 2.0 / 3.0) * 3.0;
}
gl_FragColor = texture2D(Texture, uv);
}
釋放
- 上下文釋放
- 頂點(diǎn)緩存區(qū)釋放
- 頂點(diǎn)數(shù)組釋放
- 著色器程序釋放
//釋放
- (void)dealloc {
//1. 上下文釋放
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
//2. 頂點(diǎn)緩存區(qū)釋放
if (_vertexBuffer) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
}
//3. 頂點(diǎn)數(shù)組釋放
if (_vertices) {
free(_vertices);
_vertices = nil;
}
//4. 著色器程序釋放
if (_program) {
glDeleteProgram(_program);
_program = nil;
}
}
Demo:
SplitScreenFilter