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颜色/纹理/颜色&纹理混合填充

颜色/纹理/颜色&纹理混合填充

作者: 君幸食j | 来源:发表于2020-09-10 16:56 被阅读0次
    在 xcode 新建一个工程,自定义一个继承UIView 的 SLView,所有代码将在 SLView 里进行编写,把 storyboard 里的 view 继承自SLView。 1.png

    在 SLView 编写代码

    #import "SLView.h"
    #import <OpenGLES/ES3/gl.h>
    #import "GLESMath.h"
    #import "GLESUtils.h"
    
    @interface SLView ()
    
    @property(nonatomic,strong)CAEAGLLayer * myEagLayer;
    @property(nonatomic,strong)EAGLContext * myContext;
    
    @property(nonatomic,assign)GLuint myColorRenderBuffer;
    @property(nonatomic,assign)GLuint myColorFrameBuffer;
    
    @property(nonatomic,assign)GLuint myProgram;
    @property(nonatomic,assign)GLuint myVertices;
    
    @end
    
    @implementation SLView
    {
        float xDegree;
        float yDegree;
        float zDegree;
        BOOL bX;
        BOOL bY;
        BOOL bZ;
        NSTimer* myTimer;
    }
    
    
    -(void)layoutSubviews
    {
        //1.设置图层
        [self setUpLayer];
        
        //2.设置上下文
        [self setUpContext];
        
        //3.清空缓存区
        [self deleteBuffer];
        
        //4.设置renderBuffer
        [self setUpRenderBuffer];
        
        //5.设置frameBuffer
        [self setUpFrameBuffer];
        
        //6.绘制
        [self render];
    }
    
    
    #pragma mark - 1.设置图层
    -(void)setUpLayer
    {
        self.myEagLayer = (CAEAGLLayer *)self.layer;
        [self setContentScaleFactor:[[UIScreen mainScreen] scale]];
        self.myEagLayer.opaque = YES;
        self.myEagLayer.drawableProperties = @{kEAGLDrawablePropertyColorFormat:kEAGLColorFormatRGBA8,kEAGLDrawablePropertyRetainedBacking:@(false)};
    }
    
    +(Class)layerClass
    {
        return [CAEAGLLayer class];
    }
    
    
    #pragma mark - 2.设置上下文
    -(void)setUpContext
    {
        EAGLContext * context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES3];
        if (!context)
        {
            NSLog(@"create context failed!");
            return;
        }
        
        if (![EAGLContext setCurrentContext:context])
        {
            NSLog(@"setCurrentContext failed!");
            return;
        }
        
        self.myContext = context;
    }
    
    
    #pragma mark - 3.清空缓存区
    -(void)deleteBuffer
    {
        glDeleteBuffers(1, &_myColorRenderBuffer);
        _myColorRenderBuffer = 0;
        
        glDeleteBuffers(1, &_myColorFrameBuffer);
        _myColorFrameBuffer = 0;
    }
    
    
    #pragma mark - 4.设置renderBuffer
    -(void)setUpRenderBuffer
    {
        //1.定义一个缓存区
        GLuint buffer;
        //2.申请一个缓存区标志
        glGenRenderbuffers(1, &buffer);
        self.myColorRenderBuffer = buffer;
        //4.将标识符绑定到GL_RENDERBUFFER
        glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
        [self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
    }
    
    
    #pragma mark - 5.设置frameBuffer
    -(void)setUpFrameBuffer
    {
        //1.定义一个缓存区
        GLuint buffer;
        //2.申请一个缓存区标志
        glGenFramebuffers(1, &buffer);
        self.myColorFrameBuffer = buffer;
        //4.设置当前的framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
        //5.将_myColorRenderBuffer 装配到GL_COLOR_ATTACHMENT0 附着点上
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
    }
    
    
    #pragma mark - 6.绘制
    -(void)render
    {
        //1.清屏颜色
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        
        GLfloat scale = [[UIScreen mainScreen] scale];
        //2.设置视口
        glViewport(self.frame.origin.x * scale, self.frame.origin.y * scale, self.frame.size.width * scale, self.frame.size.height * scale);
        
        //3.获取顶点着色程序、片元着色器程序文件位置
        NSString * vertFile = [[NSBundle mainBundle] pathForResource:@"shaderv" ofType:@"glsl"];
        NSString * fragFile = [[NSBundle mainBundle] pathForResource:@"shaderf" ofType:@"glsl"];
        
        //4.判断self.myProgram是否存在,存在则清空其文件
        if (self.myProgram)
        {
            glDeleteProgram(self.myProgram);
            self.myProgram = 0;
        }
        
        //5.加载程序到myProgram中来
        self.myProgram = [self loadShader:vertFile fragFile:fragFile];
        
        //6.链接
        glLinkProgram(self.myProgram);
        
        GLint * linkStatus;
        //7.获取链接状态
        glGetProgramiv(self.myProgram, GL_LINK_STATUS, &linkStatus);
        if (linkStatus == GL_FALSE)
        {
            GLchar messages[520];
            glGetProgramInfoLog(self.myProgram, sizeof(messages), 0, &messages[0]);
            NSString * messageStr = [NSString stringWithUTF8String:messages];
            NSLog(@"error = %@\n",messageStr);
            return;
        }
        else
        {
            glUseProgram(self.myProgram);
        }
        
        //8.创建顶点数组 & 索引数组
        //(1)顶点数组 前3顶点值(x,y,z),后3位颜色值(RGB)
        GLfloat attrArr[] =
        {
            -0.5f, 0.5f, 0.0f,      0.0f, 0.0f, 0.5f,       0.0f, 1.0f,//左上
            0.5f, 0.5f, 0.0f,       0.0f, 0.5f, 0.0f,       1.0f, 1.0f,//右上
            -0.5f, -0.5f, 0.0f,     0.5f, 0.0f, 1.0f,       0.0f, 0.0f,//左下
            0.5f, -0.5f, 0.0f,      0.0f, 0.0f, 0.5f,       1.0f, 0.0f,//右下
            
            0.0f, 0.0f, 1.0f,       1.0f, 1.0f, 1.0f,       0.5f, 0.5f,//顶点
        };
        
         //(2).索引数组
        GLuint indices[] =
        {
            0, 3, 2,
            0, 1, 3,
            0, 2, 4,
            0, 4, 1,
            2, 3, 4,
            1, 4, 3,
        };
        
        //(3).判断顶点缓存区是否为空,如果为空则申请一个缓存区标识符
        if (self.myVertices == 0)
        {
            glGenBuffers(1, &_myVertices);
        }
        
        //9.-----处理顶点数据-------
        //(1).将_myVertices绑定到GL_ARRAY_BUFFER标识符上
        glBindBuffer(GL_ARRAY_BUFFER, _myVertices);
        //(2).把顶点数据从CPU内存复制到GPU上
        glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
        
        //(3).将顶点数据通过myPrograme中的传递到顶点着色程序的position
        //1.glGetAttribLocation,用来获取vertex attribute的入口的.
        //2.告诉OpenGL ES,通过glEnableVertexAttribArray,
        //3.最后数据是通过glVertexAttribPointer传递过去的。
        GLuint position = glGetAttribLocation(self.myProgram, "position");
        //(4).打开position
        glEnableVertexAttribArray(position);
        //(5).设置读取方式
        //参数1:index,顶点数据的索引
        //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
        //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
        //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
        //参数5:stride,连续顶点属性之间的偏移量,默认为0;
        //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
        glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, NULL);
        
        //10.--------处理顶点颜色值-------
        //(1).glGetAttribLocation,用来获取vertex attribute的入口的.
        //注意:第二参数字符串必须和shaderv.glsl中的输入变量:positionColor保持一致
        GLuint positionColor = glGetAttribLocation(self.myProgram, "positionColor");
        //(2).设置合适的格式从buffer里面读取数据
        glEnableVertexAttribArray(positionColor);
        //(3).设置读取方式
        //参数1:index,顶点数据的索引
        //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
        //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
        //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
        //参数5:stride,连续顶点属性之间的偏移量,默认为0;
        //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
        glVertexAttribPointer(positionColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 3);
        
        
        //纹理坐标
         GLuint textCoor = glGetAttribLocation(self.myProgram, "textCoor");
         glEnableVertexAttribArray(textCoor);
         glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (float *)NULL + 6);
        
        //加载纹理
        [self setUpTexture:@"tianqi"];
        //设置纹理采样器 sampler2D
        glUniform1i(glGetUniformLocation(self.myProgram, "colorMap"), 0);
        
            
        //11.找到myProgram中的projectionMatrix、modelViewMatrix 2个矩阵的地址。如果找到则返回地址,否则返回-1,表示没有找到2个对象。
        GLuint projectionMatrix = glGetUniformLocation(self.myProgram, "projectionMatrix");
        GLuint modelViewMatrix = glGetUniformLocation(self.myProgram, "modelViewMatrix");
        
        //12.创建4 * 4投影矩阵
        KSMatrix4 temProjectionMatrix;
        //(1)获取单元矩阵
        ksMatrixLoadIdentity(&temProjectionMatrix);
        //(2)获取透视矩阵
        /*
         参数1:矩阵
         参数2:视角,度数为单位
         参数3:纵横比
         参数4:近平面距离
         参数5:远平面距离
         */
        ksPerspective(&temProjectionMatrix, 30.0f, self.frame.size.width/self.frame.size.height, 5.0f, 20.0f);
        //(3)将投影矩阵传递到顶点着色器
        /*
         void glUniformMatrix4fv(GLint location,  GLsizei count,  GLboolean transpose,  const GLfloat *value);
         参数列表:
         location:指要更改的uniform变量的位置
         count:更改矩阵的个数
         transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
         value:执行count个元素的指针,用来更新指定uniform变量
         */
        glUniformMatrix4fv(projectionMatrix, 1, GL_FALSE, &temProjectionMatrix.m[0][0]);
        
        
        //13.创建一个4 * 4 矩阵,模型视图矩阵
        KSMatrix4 temModelViewMatrix;
        //(1)获取单元矩阵
        ksMatrixLoadIdentity(&temModelViewMatrix);
        //(2)平移,z轴平移-10
        ksTranslate(&temModelViewMatrix, 0.0f, 0.0f, -10.0f);
        
        //(3)创建一个4 * 4 矩阵,旋转矩阵
        KSMatrix4 rotationMatrix;
        //(4)初始化为单元矩阵
        ksMatrixLoadIdentity(&rotationMatrix);
        //(5)旋转
        ksRotate(&rotationMatrix, xDegree, 1.0f, 0.0f, 0.0f); //绕X轴
        ksRotate(&rotationMatrix, yDegree, 0.0f, 1.0f, 0.0f); //绕Y轴
        ksRotate(&rotationMatrix, zDegree, 0.0f, 0.0f, 1.0f); //绕Z轴
        
        //(6)把变换矩阵相乘.将temModelViewMatrix矩阵与rotationMatrix矩阵相乘,结合到模型视图
        ksMatrixMultiply(&temModelViewMatrix, &rotationMatrix, &temModelViewMatrix);
        //(7)将模型视图矩阵传递到顶点着色器
        /*
         void glUniformMatrix4fv(GLint location,  GLsizei count,  GLboolean transpose,  const GLfloat *value);
         参数列表:
         location:指要更改的uniform变量的位置
         count:更改矩阵的个数
         transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
         value:执行count个元素的指针,用来更新指定uniform变量
         */
        glUniformMatrix4fv(modelViewMatrix, 1, GL_FALSE, &temModelViewMatrix.m[0][0]);
    
        //14.开启剔除操作效果
        glEnable(GL_CULL_FACE);
        
        //15.使用索引绘图
        /*
         void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices);
         参数列表:
         mode:要呈现的画图的模型
                    GL_POINTS
                    GL_LINES
                    GL_LINE_LOOP
                    GL_LINE_STRIP
                    GL_TRIANGLES
                    GL_TRIANGLE_STRIP
                    GL_TRIANGLE_FAN
         count:绘图个数
         type:类型
                 GL_BYTE
                 GL_UNSIGNED_BYTE
                 GL_SHORT
                 GL_UNSIGNED_SHORT
                 GL_INT
                 GL_UNSIGNED_INT
         indices:绘制索引数组
         */
        glDrawElements(GL_TRIANGLES, sizeof(indices)/sizeof(indices[0]), GL_UNSIGNED_INT, indices);
        
        //16.要求本地窗口系统显示OpenGL ES渲染<目标>
        [self.myContext presentRenderbuffer:GL_RENDERBUFFER];
    }
    
    
    -(GLuint)loadShader:(NSString *)vertFile fragFile:(NSString *)fragFile
    {
        GLuint vertShader, fragShader;
        GLuint program = glCreateProgram();
        
        [self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertFile];
        [self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragFile];
        
        glAttachShader(program, vertShader);
        glAttachShader(program, fragShader);
        
        glDeleteShader(vertShader);
        glDeleteShader(fragShader);
        
        return program;
    }
    
    
    -(void)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString *)file
    {
        NSString * content = [NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil];
        const GLchar * source = (GLchar *)[content UTF8String];
        
        *shader = glCreateShader(type);
        glShaderSource(*shader, 1, &source, NULL);
        
        glCompileShader(*shader);
    }
    
    
    - (IBAction)xClick:(id)sender {
        
        //开启定时器
         if (!myTimer) {
             myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
         }
         //更新的是X还是Y
         bX = !bX;
    }
    
    - (IBAction)yClick:(id)sender {
        
        //开启定时器
         if (!myTimer) {
             myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
         }
         //更新的是X还是Y
         bY = !bY;
    }
    
    
    
    - (IBAction)zClick:(id)sender {
        
        //开启定时器
         if (!myTimer) {
             myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
         }
         //更新的是X还是Y
         bZ = !bZ;
    }
    
    -(void)reDegree
    {
        //如果停止X轴旋转,X = 0则度数就停留在暂停前的度数.
        //更新度数
        xDegree += bX * 5;
        yDegree += bY * 5;
        zDegree += bZ * 5;
        //重新渲染
        [self render];
        
    }
    
    #pragma mark - 从图片中加载纹理
    -(void)setUpTexture:(NSString *)fileName
    {
        //1.将UIImage转换为CGImageRef
        CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
        
        //2.判断图片是否获取成功
        if (!spriteImage)
        {
            NSLog(@"load image failed!");
            return;
        }
        
        //3.读取图片的宽和高
        size_t width = CGImageGetWidth(spriteImage);
        size_t height = CGImageGetWidth(spriteImage);
        
        //4.获取图片字节数 宽*高*4(RGBA)
        GLubyte * spriteData = (GLubyte *)calloc(width * height * 4, sizeof(GLubyte));
        
        //5.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);
        
        //6.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
         */
        CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
        
        //解决纹理翻转(方法2)
    //    CGRect rect = CGRectMake(0, 0, width, height);
    //    CGContextTranslateCTM(spriteContext, 0, rect.size.height);
    //    CGContextScaleCTM(spriteContext, 1.0, -1.0);
    //    CGContextDrawImage(spriteContext, rect, spriteImage);
        
        CGContextRelease(spriteContext);
        
        //7.绑定纹理
        glBindTexture(GL_TEXTURE_2D, 0);
        
        //8.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);
        
        
        //9.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, (GLsizei)width,  (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
        
        //10.释放spriteData
        free(spriteData);
    }
    

    创建着色器程序

    新建shaderv.glsl和shaderf.glsl文件,shaderv.glsl为顶点着色器,GLSL代码如下:

    attribute vec4 position;
    attribute vec4 positionColor;
    attribute vec2 textCoor;
    uniform mat4 projectionMatrix;
    uniform mat4 modelViewMatrix;
    
    
    varying lowp vec2 vTextCoor;
    varying lowp vec4 varyColor;
    
    void main()
    {
        vTextCoor = textCoor;
        varyColor = positionColor;
        
        vec4 vPos;
        vPos = projectionMatrix * modelViewMatrix * position;
        gl_Position = vPos;
    }
    

    shaderf.glsl为片元着色器,GLSL代码如下:

    • 颜色填充
    precision highp float;
    
    varying lowp vec2 vTextCoor;
    varying lowp vec4 varyColor;
    uniform sampler2D colorMap;
    
    void main()
    {
        gl_FragColor = varyColor;
    }
    
    颜色填充.gif
    • 纹理填充
    precision highp float;
    
    varying lowp vec2 vTextCoor;
    varying lowp vec4 varyColor;
    uniform sampler2D colorMap;
    
    void main()
    {
        gl_FragColor = texture2D(colorMap, vTextCoor);
    }
    
    纹理填充.gif
    • 颜色纹理混合填充
    precision highp float;
    
    varying lowp vec2 vTextCoor;
    varying lowp vec4 varyColor;
    uniform sampler2D colorMap;
    
    void main()
    {
        vec4 weakMask = texture2D(colorMap, vTextCoor);
        vec4 mask = varyColor;
        float alpha = 0.3;
    
        vec4 tempColor = mask * (1.0 - alpha) + weakMask * alpha;
        gl_FragColor = tempColor;
    }
    
    颜色纹理混合.gif

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