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OpenGL ES 图片到纹理读取方式

OpenGL ES 图片到纹理读取方式

作者: 如意神王 | 来源:发表于2019-06-13 12:55 被阅读0次

    1.使用CoreGraphics

    //从图片中加载纹理
    - (GLuint)setupTexture:(NSString *)fileName {
        
        //1、将 UIImage 转换为 CGImageRef
        CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
        
        //判断图片是否获取成功
        if (!spriteImage) {
            NSLog(@"Failed to load image %@", fileName);
            exit(1);
        }
        
        //2、读取图片的大小,宽和高
        size_t width = CGImageGetWidth(spriteImage);
        size_t height = CGImageGetHeight(spriteImage);
        
        //3.获取图片字节数 宽*高*4(RGBA)
        GLubyte * spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
        
        //4.创建上下文
        /*
         参数1:data,指向要渲染的绘制图像的内存地址
         参数2:width,bitmap的宽度,单位为像素
         参数3:height,bitmap的高度,单位为像素
         参数4:bitPerComponent,内存中像素的每个组件的位数,比如32位RGBA,就设置为8
         参数5:bytesPerRow,bitmap的没一行的内存所占的比特数
         参数6:colorSpace,bitmap上使用的颜色空间  kCGImageAlphaPremultipliedLast:RGBA
         */
        CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
        
        
        //5、在CGContextRef上--> 将图片绘制出来
        /*
         CGContextDrawImage 使用的是Core Graphics框架,坐标系与UIKit 不一样。UIKit框架的原点在屏幕的左上角,Core Graphics框架的原点在屏幕的左下角。
         CGContextDrawImage
         参数1:绘图上下文
         参数2:rect坐标
         参数3:绘制的图片
         */
        CGRect rect = CGRectMake(0, 0, width, height);
        
        // 图片正向-否则绘制出来的图片上下是反的
        CGContextTranslateCTM(spriteContext, 0, rect.size.height);
        CGContextScaleCTM(spriteContext, 1.0, -1.0);
        
        //6.使用默认方式绘制
        CGContextDrawImage(spriteContext, rect, spriteImage);
        
        //7、画图完毕就释放上下文
        CGContextRelease(spriteContext);
        
        //8、绑定纹理到默认的纹理ID(
        glBindTexture(GL_TEXTURE_2D, 0);
        
        //9.设置纹理属性
        /*
         参数1:纹理维度
         参数2:线性过滤、为s,t坐标设置模式
         参数3:wrapMode,环绕模式
         */
        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.载入纹理2D数据
        /*
         参数1:纹理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
         参数2:加载的层次,一般设置为0
         参数3:纹理的颜色值GL_RGBA
         参数4:宽
         参数5:高
         参数6:border,边界宽度
         参数7:format
         参数8:type
         参数9:纹理数据
         */
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
    
        //11.释放spriteData
        free(spriteData);
        return 0;
    }
    

    2.不使用CoreGraphics

    - (GLuint)setupTextureNoneUsingCoreGraphics:(NSString *)fileName {
        CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
        
        //判断图片是否获取成功
        if (!spriteImage) {
            NSLog(@"Failed to load image %@", fileName);
            exit(1);
        }
        
        //2、读取图片的大小,宽和高
        size_t width = CGImageGetWidth(spriteImage);
        size_t height = CGImageGetHeight(spriteImage);
        
        GLubyte *imageData = NULL;
        CFDataRef dataFromImageDataProvider = NULL;
        dataFromImageDataProvider = CGDataProviderCopyData(CGImageGetDataProvider(spriteImage));
        imageData = (GLubyte *)CFDataGetBytePtr(dataFromImageDataProvider);
        
        //8、绑定纹理到默认的纹理ID(
        glBindTexture(GL_TEXTURE_2D, 0);
        
        //9.设置纹理属性
        /*
         参数1:纹理维度
         参数2:线性过滤、为s,t坐标设置模式
         参数3:wrapMode,环绕模式
         */
        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;
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
        
        if (dataFromImageDataProvider) {
            CFRelease(dataFromImageDataProvider);
        }
        
        return 0;
    }
    

    3.动态判断是否使用CoreGraphics

    shouldRedrawUsingCoreGraphics == YES 还有一种情况是图片尺寸大于屏幕的时候,下面没有实现,自行查阅GPUImage
    
    - (void)setUpTextureWithImageName:(NSString *)imageName andIsGenerateMipmap:(BOOL)isCreate{
        // 默认不使用CoreGraphics
        BOOL shouldRedrawUsingCoreGraphics = NO;
        
        //1、将 UIImage 转换为 CGImageRef
        CGImageRef newImageSource = [UIImage imageNamed:imageName].CGImage;
        
        if (CGImageGetBytesPerRow(newImageSource) != CGImageGetWidth(newImageSource) * 4 || CGImageGetBitsPerPixel(newImageSource) != 32 ||
            CGImageGetBitsPerComponent(newImageSource) != 8)
        {
            shouldRedrawUsingCoreGraphics = YES;
        } else {
            /* Check that the bitmap pixel format is compatible with GL */
            CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(newImageSource);
            if ((bitmapInfo & kCGBitmapFloatComponents) != 0) {
                /* We don't support float components for use directly in GL */
                shouldRedrawUsingCoreGraphics = YES;
            } else {
                CGBitmapInfo byteOrderInfo = bitmapInfo & kCGBitmapByteOrderMask;
                if (byteOrderInfo == kCGBitmapByteOrder32Little) {
                    /* Little endian, for alpha-first we can use this bitmap directly in GL */
                    CGImageAlphaInfo alphaInfo = bitmapInfo & kCGBitmapAlphaInfoMask;
                    if (alphaInfo != kCGImageAlphaPremultipliedFirst && alphaInfo != kCGImageAlphaFirst &&
                        alphaInfo != kCGImageAlphaNoneSkipFirst) {
                        shouldRedrawUsingCoreGraphics = YES;
                    }
                } else if (byteOrderInfo == kCGBitmapByteOrderDefault || byteOrderInfo == kCGBitmapByteOrder32Big) {
                    /* Big endian, for alpha-last we can use this bitmap directly in GL */
                    CGImageAlphaInfo alphaInfo = bitmapInfo & kCGBitmapAlphaInfoMask;
                    if (alphaInfo != kCGImageAlphaPremultipliedLast && alphaInfo != kCGImageAlphaLast &&
                        alphaInfo != kCGImageAlphaNoneSkipLast) {
                        shouldRedrawUsingCoreGraphics = YES;
                    }
                }
            }
        }
        
        if (isCreate) {
            shouldRedrawUsingCoreGraphics = YES;
        }
        
        if (shouldRedrawUsingCoreGraphics) {
            [self setupTexture:imageName];
        } else {
            [self setupTextureNoneUsingCoreGraphics:imageName];
        }
    }
    

    4.OpenGL ES 渲染图片自适应

    纹理坐标是不变的,相对改变顶点坐标
    1.默认渲染区域
    2.基于UIView(layer)比例 屏幕内按照图片尺寸最大限度渲染
    3.基于图片比例  按照图片比例采集渲染
    
     GLuint fillMode = 2;
        
        CGImageRef spriteImage = [UIImage imageNamed:@"kunkun.jpg"].CGImage;
        
        //判断图片是否获取成功
        if (!spriteImage) {
            NSLog(@"Failed to load image");
            exit(1);
        }
        
        //2、读取图片的大小,宽和高
        GLfloat width = CGImageGetWidth(spriteImage);
        GLfloat height = CGImageGetHeight(spriteImage);
        CGSize inputImageSize = CGSizeMake(width, height);
        
        CGFloat heightScaling = 0.0, widthScaling = 0.0;
        CGSize currentViewSize = self.bounds.size;
        CGRect insetRect = AVMakeRectWithAspectRatioInsideRect(inputImageSize, self.layer.bounds);
        switch(fillMode)
        {
            case 1:
            {
                widthScaling = 1.0;
                heightScaling = 1.0;
            };
            break;
                
            case 2:
            {
                widthScaling = insetRect.size.width / currentViewSize.width;
                heightScaling = insetRect.size.height / currentViewSize.height;
            }; break;
                
            case 3:
            {
                widthScaling = currentViewSize.height / insetRect.size.height;
                heightScaling = currentViewSize.width / insetRect.size.width;
            };
            break;
        }
        NSLog(@"widthScaling == %lf", widthScaling);
        NSLog(@"heightScaling == %lf", heightScaling);
    
      //动态调整顶点数组
        GLfloat attrArr[] =
        {
            -widthScaling, -heightScaling, 0.0f,     0.0f, 0.0f,
            widthScaling, -heightScaling, 0.0f,     1.0f, 0.0f,
            -widthScaling,  heightScaling, 0.0f,    0.0f, 1.0f,
            widthScaling,  heightScaling, 0.0f,     1.0f, 1.0f,
        };
    

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