分屏濾鏡在現(xiàn)在的短視頻中十分常見(jiàn),今天我們就使用OpenGL ES來(lái)實(shí)現(xiàn)分屏濾鏡的效果。
一、實(shí)現(xiàn)結(jié)果

QQ20200810-154456-HD.gif
二、分屏原理:
既然是濾鏡效果,那肯定就得用到著色器來(lái)實(shí)現(xiàn)了,分屏效果只需要在片源著色器中修改代碼即可,片源著色器代碼不需要修改。
1、普通模式下頂點(diǎn)著色器和片源著色器代碼:
- 頂點(diǎn)著色器
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
TextureCoordsVarying = TextureCoords;
gl_Position = Position;
}
- 片源著色器:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
void main (void) {
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
2、二分屏
二分屏實(shí)際就是截取圖片中間的一部分,并上下重復(fù)顯示:

二分屏.png
片源著色器代碼:
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
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));
}
3、三分屏
三分屏和二分頻類似,只截取圖片中間1/3的區(qū)域:

三分屏.png
片源著色器代碼:
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);
}
4、四分屏
四分屏和前面兩個(gè)不太一樣,因?yàn)槲覀儼咐械膱D片是正方形的,所以直接調(diào)整位置,不需要再截取了,實(shí)際開(kāi)發(fā)中可以根據(jù)需求靈活配置。

四分屏.png
片源著色器代碼:
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);
}
5、六分屏
六分屏,同樣是截取圖片中的一部分

六分屏.png
片源著色器代碼:
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);
}
6、九分屏
九分屏和四分屏類似,不需要截取

九分屏.png
片源著色器代碼:
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);
}
三、代碼部分
1、項(xiàng)目結(jié)構(gòu):

image.png
2、ViewController
#import "ViewController.h"
#import <GLKit/GLKit.h>
#import "FilterBar.h"
typedef struct {
GLKVector3 positionCoord; // (X, Y, Z)
GLKVector2 textureCoord; // (U, V)
} SenceVertex;
@interface ViewController ()<FilterBarDelegate>
@property (nonatomic, assign) SenceVertex *vertices;
@property (nonatomic, strong) EAGLContext *context;
// 用于刷新屏幕
@property (nonatomic, strong) CADisplayLink *displayLink;
// 開(kāi)始的時(shí)間戳
@property (nonatomic, assign) NSTimeInterval startTimeInterval;
// 著色器程序
@property (nonatomic, assign) GLuint program;
// 頂點(diǎn)緩存
@property (nonatomic, assign) GLuint vertexBuffer;
// 紋理 ID
@property (nonatomic, assign) GLuint textureID;
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
//設(shè)置背景顏色
self.view.backgroundColor = [UIColor blackColor];
//創(chuàng)建濾鏡工具欄
[self setupFilterBar];
//濾鏡處理初始化
[self filterInit];
//開(kāi)始一個(gè)濾鏡動(dòng)畫(huà)
[self startFilerAnimation];
}
- (void)viewWillDisappear:(BOOL)animated{
[super viewWillDisappear:animated];
// 移除 displayLink
if (self.displayLink) {
[self.displayLink invalidate];
self.displayLink = nil;
}
}
- (void)dealloc {
//1.上下文釋放
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
//頂點(diǎn)緩存區(qū)釋放
if (_vertexBuffer) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
}
//頂點(diǎn)數(shù)組釋放
if (_vertices) {
free(_vertices);
_vertices = nil;
}
}
// 創(chuàng)建濾鏡欄
- (void)setupFilterBar{
CGFloat filterBarWidth = [UIScreen mainScreen].bounds.size.width;
CGFloat filterBarHeight = 60;
CGFloat filterBarY = [UIScreen mainScreen].bounds.size.height - filterBarHeight - 50;
FilterBar *filerBar = [[FilterBar alloc] initWithFrame:CGRectMake(0, filterBarY, filterBarWidth, filterBarHeight)];
filerBar.delegate = self;
[self.view addSubview:filerBar];
NSArray *dataSource = @[@"無(wú)",@"分屏_2",@"分屏_3",@"分屏_4",@"分屏_6",@"分屏_9"];
filerBar.itemList = dataSource;
}
- (void)filterInit{
self.context = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.context];
self.vertices = malloc(sizeof(SenceVertex) * 4);
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}};
CAEAGLLayer *layer = [[CAEAGLLayer alloc]init];
layer.frame = CGRectMake(0, 100, self.view.bounds.size.width, self.view.bounds.size.width);
layer.contentsScale = [UIScreen mainScreen].scale;
[self.view.layer addSublayer:layer];
[self bindRenderLayer:layer];
NSString *imagePath = [[NSBundle mainBundle]pathForResource:@"jessica" ofType:@"jpg"];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
GLuint textureID = [self createTextureWithImage:image];
self.textureID = textureID;
glViewport(0, 0, [self drawableWidth], [self drawableHeight]);
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);
[self setupNormalShaderProgram];
self.vertexBuffer = vertexBuffer;
}
- (void)startFilerAnimation{
//1.判斷displayLink 是否為空
//CADisplayLink 定時(shí)器
if (self.displayLink) {
[self.displayLink invalidate];
self.displayLink = nil;
}
//2. 設(shè)置displayLink 的方法
self.startTimeInterval = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
//3.將displayLink 添加到runloop 運(yùn)行循環(huán)
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop]
forMode:NSRunLoopCommonModes];
}
//2. 動(dòng)畫(huà)
- (void)timeAction {
//DisplayLink 的當(dāng)前時(shí)間撮
if (self.startTimeInterval == 0) {
self.startTimeInterval = self.displayLink.timestamp;
}
//使用program
glUseProgram(self.program);
//綁定buffer
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
// 傳入時(shí)間
CGFloat currentTime = self.displayLink.timestamp - self.startTimeInterval;
GLuint time = glGetUniformLocation(self.program, "Time");
glUniform1f(time, currentTime);
// 清除畫(huà)布
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
// 重繪
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//渲染到屏幕上
[self.context presentRenderbuffer:GL_RENDERBUFFER];
}
#pragma mark -- render
- (void)render{
// 清除畫(huà)布
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
//使用program
glUseProgram(self.program);
//綁定buffer
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
// 重繪
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//渲染到屏幕上
[self.context presentRenderbuffer:GL_RENDERBUFFER];
}
//綁定渲染緩存區(qū)和幀緩存區(qū)
- (void)bindRenderLayer:(CALayer <EAGLDrawable> *)layer {
GLuint renderBuffer;
GLuint frameBuffer;
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
[self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBuffer);
}
#pragma mark -- 紋理
- (GLuint)createTextureWithImage:(UIImage *)image {
CGImageRef cgImageRef = image.CGImage;
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);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
//7.設(shè)置紋理屬性
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.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;
}
#pragma mark - Shader
// 默認(rèn)著色器程序
- (void)setupNormalShaderProgram {
//設(shè)置著色器程序
[self setupShaderProgramWithName:@"normal"];
}
// 初始化著色器程序
- (void)setupShaderProgramWithName:(NSString *)name {
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,界面銷毀則釋放
self.program = 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)/片元附著到program
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
//3.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program
return program;
}
//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?。?@", messageString);
exit(1);
}
//6.返回shader
return shader;
}
//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;
}
#pragma mark -- FilterBarDelegate
- (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index{
if (index == 0) {
[self setupNormalShaderProgram];
}else{
[self setupShaderWithIndex:index];
}
// 重新開(kāi)始濾鏡動(dòng)畫(huà)
[self startFilerAnimation];
//渲染
// [self render];
}
- (void)setupShaderWithIndex:(NSUInteger )index{
switch (index) {
case 1:
[self setupShaderProgramWithName:@"SplitScreen_2"];
break;
case 2:
[self setupShaderProgramWithName:@"SplitScreen_3"];
break;
case 3:
[self setupShaderProgramWithName:@"SplitScreen_4"];
break;
case 4:
[self setupShaderProgramWithName:@"SplitScreen_6"];
break;
case 5:
[self setupShaderProgramWithName:@"SplitScreen_9"];
break;
default:
break;
}
}
@end
覺(jué)得不錯(cuò)記得點(diǎn)贊哦!聽(tīng)說(shuō)看完點(diǎn)贊的人逢考必過(guò),逢獎(jiǎng)必中。?( ′???` )比心