OpenGLES學(xué)習(xí)---- 繪制圖片(2)

基于上一個demo 我們已經(jīng)可以簡單繪制一個三角形了,下面我們把一張圖片通過Opengl ES的方式繪制到屏幕上
效果如下:

IMG_4462.PNG

1.創(chuàng)建一個view 并改變使其 支持 CAEAGLLayer

{
    CAEAGLLayer *_eaglLayer;
    GLuint _frameBuffer;
    GLuint _renderBuffer;
    GLuint _program;
    EAGLContext *_currentContext;
    
    GLint _frameWidth;
    GLint _frameHeight;
}

- (instancetype)initWithFrame:(CGRect)frame {
    self = [super initWithFrame:frame];
    if (self) {
        [self setuLayer];
    }
    return self;
}

- (void)setuLayer{
    _currentContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
    _eaglLayer = (CAEAGLLayer *) self.layer;
    _eaglLayer.frame = self.frame;
    _eaglLayer.opaque = YES;
    _eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                    [NSNumber numberWithBool:YES],kEAGLDrawablePropertyRetainedBacking,
                                    kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat, nil];
    [EAGLContext setCurrentContext:_currentContext];
    
    [self setupRenderBuffer];
    [self setupFrameBuffer];
    [self setupBindFrameBuffer];
    [self setupProgram];
}

+(Class)layerClass{
    return [CAEAGLLayer class];
}

2.創(chuàng)建frameBuffer



-(void)setupFrameBuffer {
    glGenFramebuffers(1, &_frameBuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _renderBuffer);
}

3.創(chuàng)建renderBuffer

- (void)setupRenderBuffer {
    glGenRenderbuffers(1, &_renderBuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffer);
    [_currentContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
}

4.創(chuàng)建著色器程序

頂點著色器

attribute vec4 position;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;
void main(){
    varyTextCoord = textCoordinate;
    gl_Position = position;
}

片源著色器

precision highp float;
varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;

void main(){
    gl_FragColor = texture2D(colorMap, varyTextCoord);
}

- (void)setupProgram {
    GLuint vertexShader = [self loadShaderType:GL_VERTEX_SHADER fileName:@"vertex.vsh"];
    GLuint fragmentShader = [self loadShaderType:GL_FRAGMENT_SHADER fileName:@"fragment.fsh"];
    _program =  glCreateProgram();
    glAttachShader(_program, vertexShader);
    glAttachShader(_program, fragmentShader);
    glLinkProgram(_program);
    
    //檢查program結(jié)果
    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];
        NSLog(@"error message: %@", messageString);
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
}

數(shù)據(jù)源介紹

GLfloat vertices[]  = {
    0.5f, -0.5f, -1.0f,     1.0f, 0.0f, //右下角A
    -0.5f, 0.5f, -1.0f,     0.0f, 1.0f, //左上角B
    -0.5f, -0.5f, -1.0f,    0.0f, 0.0f, //左下角C
    
    0.5f, 0.5f, -1.0f,      1.0f, 1.0f, //右上角D
    -0.5f, 0.5f, -1.0f,     0.0f, 1.0f, //左上角B
    0.5f, -0.5f, -1.0f,     1.0f, 0.0f, //右下角A
};

數(shù)據(jù)部分沒什么好講的,字節(jié)找張紙畫一下ABCD 幾個點,就知道是什么形狀;
紋理坐標(biāo)的取值范圍是(0 ~1);

image.png

紋理坐標(biāo)系如下圖所示,左下角是(0,0 ),右上角是( 1,1);


image.png

5.加載一張圖片并轉(zhuǎn)成紋理

//     從圖片中加載紋理
- (GLuint)setupTexture: (NSString *)fileName {
    //1、將UIImage轉(zhuǎn)換為CGImageRef & 判斷圖片是否獲取成功
    CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;

    if (!spriteImage) {
        NSLog(@"Failed to lead image %@", fileName);
        exit(1);
    }

    //2、讀取圖片的大小、寬和高
    size_t width = CGImageGetWidth(spriteImage);
    size_t height = CGImageGetHeight(spriteImage);

    //3、獲取圖片字節(jié)數(shù) 寬*高*4(RGBA)
    GLubyte *spriteData = (GLubyte *)calloc(width*height*4, sizeof(GLubyte));

    // 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的沒一行的內(nèi)存所占的比特數(shù)
    參數(shù)6:colorSpace,bitmap上使用的顏色空間  kCGImageAlphaPremultipliedLast:RGBA
    */
    CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
    NSLog(@"kCGImageAlphaPremultipliedLast %d", kCGImageAlphaPremultipliedLast);


//    5、在CGContextRef上 --- 將圖片繪制出來
    /*
    CGContextDrawImage 使用的是Core Graphics框架,坐標(biāo)系與UIKit 不一樣。UIKit框架的原點在屏幕的左上角,Core Graphics框架的原點在屏幕的左下角。
    CGContextDrawImage
    參數(shù)1:繪圖上下文
    參數(shù)2:rect坐標(biāo)
    參數(shù)3:繪制的圖片
    */

    CGRect rect = CGRectMake(0, 0, width, height);

    //6、使用默認(rèn)方式繪制
    CGContextDrawImage(spriteContext, rect, spriteImage);

    //7、畫圖完畢就釋放上下文
    CGContextRelease(spriteContext);

    //8、綁定紋理到默認(rèn)的紋理ID
    glBindTexture(GL_TEXTURE_2D, 1);

    //9、設(shè)置紋理屬性
    /*
    參數(shù)1:紋理維度
    參數(shù)2:線性過濾、為s,t坐標(biāo)設(shè)置模式
    參數(shù)3:wrapMode,環(huán)繞模式
    */
    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、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, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);

    //11、釋放spriteData
    free(spriteData);
    return 0;
}

6.加載圖片對應(yīng)的紋理并渲染出來

- (void)layoutSubviews {
    [self renderlayer];
}

- (void)renderlayer {
    glViewport(0, 0, _frameWidth, _frameHeight);
    GLuint attributeBuffer;
    glGenBuffers(1, &attributeBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, attributeBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
    
    ///頂點,(向定位置填充數(shù)據(jù))
    GLuint position = glGetAttribLocation(_program, "position");
    glEnableVertexAttribArray(position);
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, NULL);
    
    ///紋理坐標(biāo) (向紋理坐標(biāo)填充數(shù)據(jù))
    GLuint textCoor = glGetAttribLocation(_program, "textCoordinate");
    glEnableVertexAttribArray(textCoor);
    glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (float *)NULL+3);
    
    GLuint texture =  [self setupTexture:@"mouse"];
    //設(shè)置這個紋理對應(yīng)第0層紋理,
    glUniform1i(glGetUniformLocation(_program, "colorMap"), 0);
    
    [_currentContext presentRenderbuffer:_renderBuffer];
    
    /// 繪制
    glViewport(0, 0, _frameWidth, _frameHeight);
    glClearColor(0, 0, 0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);
    glUseProgram(_program);
    glDrawArrays(GL_TRIANGLES, 0, 6);
  
    [_currentContext presentRenderbuffer:GL_RENDERBUFFER];
    
}

效果如下:

IMG_0091.PNG

反思:

繪制的圖是和圖片本身是反的;這是因為紋理坐標(biāo)的原點(0,0)是在左下角,而屏幕的坐標(biāo)原點(0,0)是在左上角,下一節(jié)我們將圖片反轉(zhuǎn)過來;

源碼地址:https://github.com/hunter858/OpenGL_Study/tree/main/OpenGL06-EAGL加載圖片

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