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OpenGL ES渲染图片

OpenGL ES渲染图片

作者: 我的大好时光 | 来源:发表于2018-03-13 08:47 被阅读96次

思维导图

openGLES渲染一张图片的思维导图


OpenGL ES渲染图片.png

代码

//粘出主要部分代码

- (void)layoutSubviews
{
    //设置图层
    [self setupLayer];
    
    //设置上下文
    [self setupContext];
    
    //清空缓冲区
    [self clearBufferBit];
    
    //设置renderBuffers
    [self setRenderBuffers];
    
    //设置frameBuffers
    [self setFrameBuffers];
    
    //开始绘制
    [self renderLayer];
    
}

#pragma mark - 加载shader
- (GLuint)loadShader:(NSString *)vert withFragment:(NSString *)frag
{
    //定义两个临时着色器对象标识
    GLuint verShader, fragShader;
    
    GLuint program = glCreateProgram();
    
    //编译顶点着色器和片源着色器
    [self compileShader:&verShader type:GL_VERTEX_SHADER file:vert];
    [self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:frag];

    //创建最终的程序
    glAttachShader(program, verShader);
    glAttachShader(program, fragShader);
    
    //删除无用的对象标识
    glDeleteShader(verShader);
    glDeleteShader(fragShader);
    
    return program;
}

//编译GLSL文件
- (void)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
    //读取GLSL文件内容
    NSString *content = [NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil];
    const GLchar * source = [content UTF8String];
    
    //根据内容创建一个shader,着色器标识
    *shader = glCreateShader(type);
    
    //把着色器源码附着到着色器对象上
    glShaderSource(*shader, 1, &source, NULL);
    
    //把着色器代码编译成目标代码
    glCompileShader(*shader);

}

//设置纹理
- (GLuint)setupTexture:(NSString *)fileName
{
    CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
    
    if (!spriteImage)
    {
        NSLog(@"failed to load Image : %@", fileName);
        exit(1);
    }
    
    size_t width = CGImageGetWidth(spriteImage);
    size_t height = CGImageGetHeight(spriteImage);
    //图像存储空间 = 图像width * 图像height * 每个像素的字节数(kEAGLColorFormatRGBA8)
    //1byte = 8位 , 其中一个像素包含RGBA, 每个颜色占8位,也就是1byte。所以RGBA所占byte = 4 * 1 = 4
    //所以说:图像的存储空间 = width * height * 4
    GLubyte *spriteData = (GLubyte *)calloc(width * height * 4, sizeof(GLubyte));
    
    //创建上下文
    CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width * 4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
    
    
    //坐标反转(UIKit的原点坐标在屏幕左上角, Core Graphics的原点在屏幕的左下角)
    CGRect contextFrame = CGRectMake(0, 0, width, height);
    CGContextTranslateCTM(spriteContext, contextFrame.origin.x, contextFrame.origin.y);
    CGContextTranslateCTM(spriteContext, 0, contextFrame.size.height);
    CGContextScaleCTM(spriteContext, 1.0, -1.0);
    CGContextTranslateCTM(spriteContext, -contextFrame.origin.x, -contextFrame.origin.y);
    //绘制上下文
    CGContextDrawImage(spriteContext, contextFrame, spriteImage);
    
    CGContextRelease(spriteContext);
    
    
    //绑定纹理到默认的纹理ID(这里只有一张图片,故而相当于默认于片元着色器里面的colorMap,如果有多张图不可以这么做)
    glBindTexture(GL_TEXTURE_2D, 0);
    
    //设置纹理参数
    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);
    
    //载入纹理
    GLfloat fw = width, fh = height;
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
    
    //绑定纹理
    glBindTexture(GL_TEXTURE_2D, 0);
    
    free(spriteData);
    
    return 0;
}

//开始绘制
- (void)renderLayer
{
    glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
    
    glClear(GL_COLOR_BUFFER_BIT);
    
    //设置视口大小
    GLfloat scale = [UIScreen mainScreen].scale;
    glViewport(self.frame.origin.x * scale,
               self.frame.origin.y * scale,
               self.frame.size.width * scale,
               self.frame.size.height * scale);
    
    //读取顶点着色器和片源着色器
    NSString *vertFile = [[NSBundle mainBundle] pathForResource:@"shaderv" ofType:@"vsh"];
    NSLog(@"vertFile : %@", vertFile);
    NSString *fragFile = [[NSBundle mainBundle] pathForResource:@"shaderf" ofType:@"fsh"];
    NSLog(@"fragFile : %@", fragFile);
    
    //加载shader, 获取执行程序
    self.myProgram = [self loadShader:vertFile withFragment:fragFile];
    
    //链接
    glLinkProgram(self.myProgram);
    
    //获取链接状态
    GLint linkStatus;
    glGetProgramiv(self.myProgram, GL_LINK_STATUS, &linkStatus);
    
    if (linkStatus == GL_FALSE)
    {
        GLchar message[256];
        glGetProgramInfoLog(self.myProgram, sizeof(message), 0, message);
        NSString *messageString = [NSString stringWithUTF8String:message];
        
        NSLog(@"message String : %@", messageString);
        return;
    }
    
    NSLog(@"link Program success");
    
    //5.使用program
    glUseProgram(self.myProgram);
    
    //6.加载顶点数据
    //前3个是顶点坐标,后2个是纹理坐标
    GLfloat attrArr[] =
    {
        0.5f, -0.5f, -1.0f,     1.0f, 0.0f,
        -0.5f, 0.5f, -1.0f,     0.0f, 1.0f,
        -0.5f, -0.5f, -1.0f,    0.0f, 0.0f,
        0.5f, 0.5f, -1.0f,      1.0f, 1.0f,
        -0.5f, 0.5f, -1.0f,     0.0f, 1.0f,
        0.5f, -0.5f, -1.0f,     1.0f, 0.0f,
    };

    //处理顶点数据
    GLuint attriBuffer;
    //申请一个缓存区标识符
    glGenBuffers(1, &attriBuffer);
    //把缓存标识符绑定GL_ARRAY_BUFFER上
    glBindBuffer(GL_ARRAY_BUFFER, attriBuffer);
    //把顶点数据从cpu拷贝到gpu(GL_DYNAMIC_DRAW参考图1-1)
    glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
    //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。
    //注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致
    GLuint position = glGetAttribLocation(self.myProgram, "position");
    //2.设置合适的格式从buffer里面读取数据
    glEnableVertexAttribArray(position);
    //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(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, NULL);
    
    //7.处理纹理数据
    GLuint textureCoordinate = glGetAttribLocation(self.myProgram, "textureCoordinate");
    
    glEnableVertexAttribArray(textureCoordinate);
    
    glVertexAttribPointer(textureCoordinate, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)  *5,  (GLfloat *)NULL + 3);
    
    //加载纹理
    [self setupTexture:@"timg-3"];
    
    GLuint rotate = glGetUniformLocation(self.myProgram, "rotateMatrix");

    //获取渲染的弧度
    float radians = 10 * 3.14159f / 180.0f;

    //求得弧度对于的sin\cos值
    float s = sin(radians);
    float c = cos(radians);

    //z轴旋转矩阵 参考3D数学第二节课的围绕z轴渲染矩阵公式
    GLfloat zRotation[16] = {
        c,  -s, 0,  0,
        s,  c,  0,  0,
        0,  0,  1,  0,
        0,  0,  0,  1,
    };
//    GLfloat zRotation[16] = {
//        1,  0,  0,  0,
//        0,  1,  0,  0,
//        0,  0,  1,  0,
//        0,  0,  0,  1,
//    };

    glUniformMatrix4fv(rotate, 1, GL_FALSE, zRotation);
    
    glDrawArrays(GL_TRIANGLES, 0, 6);
    
    [self.context presentRenderbuffer:GL_RENDERBUFFER];
}

//设置frameBuffers
- (void)setFrameBuffers
{
    GLuint buffer;
    
    glGenFramebuffers(1, &buffer);
    
    self.myColorFrameBuffers = buffer;
    
    glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffers);
    
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffers);
}

//设置renderBuffers
- (void)setRenderBuffers
{
    //声明一个buffer标识
    GLuint buffer;
    
    //申请标识
    glGenRenderbuffers(1, &buffer);
    
    //赋值自己的属性标识
    self.myColorRenderBuffers = buffer;
    
    //绑定缓冲区
    glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffers);
    
    //分配缓冲区空间, 由图形上下文完成
    [self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.eaglLayer];
    
}

//清空缓冲区
- (void)clearBufferBit
{
    glDeleteRenderbuffers(1, &_myColorRenderBuffers);
    self.myColorRenderBuffers = 0;
    
    glDeleteFramebuffers(1, &(_myColorFrameBuffers));
    self.myColorFrameBuffers = 0;
}

//设置上下文
- (void)setupContext
{
    //初始化
    self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    
    if (self.context == nil)
    {
        NSLog(@"创建图形上下文失败");
        return;
    }
    
    //设置当前的图形上下文
    if (![EAGLContext setCurrentContext:self.context])
    {
        NSLog(@"设置图形上下文失败");
        self.context = nil;
    }
}

//设置图层
- (void)setupLayer
{
    //重写layerClass方法,返回CAEAGLLayer图层
    self.eaglLayer = (CAEAGLLayer *)self.layer;
    
    //设置屏幕的scale
    [self setContentScaleFactor:[UIScreen mainScreen].scale];
    
    //CALayer默认是透明的,需要设置为不透明
    self.eaglLayer.opaque = YES;
    
    //设置描述的属性,这里设置不维持渲染内容,以及颜色格式为RGBA8
    NSDictionary *properties = @{
                                 kEAGLDrawablePropertyRetainedBacking : @(false),
                                 kEAGLDrawablePropertyColorFormat : kEAGLColorFormatRGBA8,
                                 };
    self.eaglLayer.drawableProperties = properties;
    
}


+ (Class)layerClass
{
    return CAEAGLLayer.class;
}

图1-1(把顶点数据从cpu拷贝到gpu)

glbufferData-usage读取方式.png

Demo下载地址

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