在viewController中準(zhǔn)備我們需要的步驟
1.設(shè)置上下文
2.創(chuàng)建圖層
3.設(shè)置頂點(diǎn)數(shù)據(jù)
4.加載紋理
5.打開(kāi)變換管道
- (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.初始化頂點(diǎn)(0,1,2,3)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)
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;
}
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);
}
紋理加載
- (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;
}
初始化著色器
- (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;
}
這里我們需要加載自定義著色器,并且進(jìn)行編譯鏈接獲取program這個(gè)id。
void glGetShaderiv(GLuint shader,GLenum pname,GLint *params);
參數(shù)
shader
指定要查詢的著色器對(duì)象,直接放入需要檢查的著色器即可。
pname
指定著色器對(duì)象的參數(shù)。 可接受的符號(hào)名稱為
| GL_SHADER_TYPE | 用來(lái)判斷并返回著色器類(lèi)型 |
|---|---|
| GL_DELETE_STATUS | 判斷著色器是否被刪除 |
| GL_COMPILE_STATUS | 用于檢測(cè)編譯是否成功 |
| GL_INFO_LOG_LENGTH | 用于返回著色器的信息日志的長(zhǎng)度 |
| GL_SHADER_SOURCE_LENGTH | 返回著色器源碼長(zhǎng)度,不存在則返回0 |
#pragma mark -shader compile and link
//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編譯失敗:%@", messageString);
exit(1);
}
//6.返回shader
return shader;
}
濾鏡點(diǎn)擊的代理方法,每次點(diǎn)擊之后,界面重新渲染
#pragma mark - FilterBarDelegate
- (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index {
//1\. 選擇默認(rèn)shader
if (index == 0) {
[self setupNormalShaderProgram];
}else if(index == 1)
{
[self setupSplitScreen_2ShaderProgram];
}else if(index == 2)
{
[self setupSplitScreen_3ShaderProgram];
}else if(index == 3)
{
[self setupSplitScreen_4ShaderProgram];
}else if(index == 4)
{
[self setupSplitScreen_6ShaderProgram];
}else if(index == 5)
{
[self setupSplitScreen_9ShaderProgram];
}
// 重新開(kāi)始濾鏡動(dòng)畫(huà)'.
[self startFilerAnimation];
}
// 開(kāi)始一個(gè)濾鏡動(dòng)畫(huà)
- (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];
}
最后,當(dāng)頁(yè)面消失的時(shí)候需要釋放并移除
//釋放
- (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;
}
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
// 移除 displayLink
if (self.displayLink) {
[self.displayLink invalidate];
self.displayLink = nil;
}
}
分屏計(jì)算
首先我們需要了解一下在vsh和fsh文件中是如何編寫(xiě)的,實(shí)現(xiàn)了分屏效果。其實(shí)我們的頂點(diǎn)著色器是不需要修改,主要修改的是紋理著色器。
頂點(diǎn)著色器
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
gl_Position = Position;
TextureCoordsVarying = TextureCoords;
}
紋理著色器
這里每一種分屏類(lèi)型對(duì)應(yīng)一個(gè)文件,這只是匯總它實(shí)現(xiàn)效果的算法。
//一張圖片
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
//一張圖片
void main (void) {
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
二分屏
所謂二分屏,就是當(dāng)顯示一張圖片的時(shí)候,截取紋理Y坐標(biāo)下0.25-0.75的位置,為什么是0.25至0.75了,因?yàn)樵谖覀兣臄z的過(guò)程,大多圖片的核心內(nèi)容顯示在這個(gè)區(qū)域。我們知道紋理的坐標(biāo)范圍是(0,1)
//兩張圖片
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));
}
三分屏
三分屏和二分屏的原理一樣,判斷的位置變成了1/3處:
//三張
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
四分屏特點(diǎn):原樣顯示圖片的大小,不放大縮小,從代碼中我們可以看出,當(dāng)紋理坐標(biāo)(x,y)在0-0.5的時(shí)候,我們讓其乘以2,為什么?原來(lái)紋理坐標(biāo)在0到0.5的時(shí)候,獲取紋理的時(shí)候,只能對(duì)應(yīng)紋理0到0.5,使其乘以2,原本0到0.5的范圍就變成了0到1,當(dāng)紋理坐標(biāo)(x,y)大于0.5的時(shí)候,先減去0.5,再乘以2,也使其0.5到1的范圍先變成0到0.5,最后變成0到1,這樣,當(dāng)獲取紋理的時(shí)候,無(wú)論從0到0.5的范圍,還是0.5到1的范圍,都是變成獲取(0,1)整張圖片。究其根本原因就是改變紋理坐標(biāo)獲取的紋理位置。
//四張
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
你看懂了2/3/4分屏原理,6和9分屏原理就很簡(jiǎn)單了,6分屏實(shí)現(xiàn)原理就是同時(shí)改變紋理坐標(biāo)的值,x坐標(biāo)取三分之一處,Y坐標(biāo)取0.5之處,主要是看你的圖拍你的樣子,原理示意圖參照2/3/4分屏
//六張
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
九分屏原理和四分屏原理一樣,只是x,y分屏的地方選擇的是1/3,2/3處,相關(guān)流程示意圖,請(qǐng)參照4分屏示意圖
//九張
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);
}