准备工作
- 创建项目,编写着色器文件
(着色器代码在上一章<13-1.GLSL-分屏滤镜分析>
中可以找到)
着色器文件 -
导入FilterBar
FilterBar
3.导入图片资源(自己找一张图片)
视图控制器类ViewController
- 导入文件
#import "ViewController.h"
#import <GLKit/GLKit.h>
#import "FilterBar.h"
- 定义属性
typedef struct {
GLKVector3 positionCoord; // (X, Y, Z)顶点
GLKVector2 textureCoord; // (U, V)纹理
} SenceVertex;
@interface ViewController ()<FilterBarDelegate>
@property (nonatomic, assign) SenceVertex *vertices;
//上下文
@property (nonatomic, strong) EAGLContext *context;
// 用于刷新屏幕
@property (nonatomic, strong) CADisplayLink *displayLink;
// 开始的时间戳
@property (nonatomic, assign) NSTimeInterval startTimeInterval;
// 着色器程序
@property (nonatomic, assign) GLuint program;
// 顶点缓存
@property (nonatomic, assign) GLuint vertexBuffer;
// 纹理 ID
@property (nonatomic, assign) GLuint textureID;
@end
-
主要分为3部分
整体流程
-
setupFilterBar
函数:底部滤镜滚动条 -
filterInit
函数:滤镜处理初始化 -
startFilterAnimation
函数:滤镜动画
1. setupFilterBar
函数
// 创建底部滤镜滚动条
- (void)setupFilterBar {
CGFloat filterBarWidth = [UIScreen mainScreen].bounds.size.width;
CGFloat filterBarHeight = 100;
CGFloat filterBarY = [UIScreen mainScreen].bounds.size.height - filterBarHeight;
FilterBar *filerBar = [[FilterBar alloc] initWithFrame:CGRectMake(0, filterBarY, filterBarWidth, filterBarHeight)];
filerBar.delegate = self;
[self.view addSubview:filerBar];
NSArray *dataSource = @[@"无",@"分屏_2",@"分屏_3",@"分屏_4",@"分屏_6",@"分屏_9"];
filerBar.itemList = dataSource;
}
2. filterInit
函数
//滤镜处理初始化
- (void)filterInit {
//1. 初始化上下文并设置为当前上下文
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.context];
//2.开辟顶点数组内存空间
self.vertices = malloc(sizeof(SenceVertex) * 4);
//3.初始化顶点(0,1,2,3)的顶点坐标以及纹理坐标
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.创建图层(CAEAGLLayer)
CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
//设置图层frame
layer.frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
//设置图层的scale
layer.contentsScale = [[UIScreen mainScreen] scale];
//给View添加layer
[self.view.layer addSublayer:layer];
//5.绑定渲染缓存区
[self bindRenderLayer:layer];
//6.获取处理的图片路径
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"kunkun.jpg"];
//读取图片
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
//将JPG图片转换成纹理图片
GLuint textureID = [self createTextureWithImage:image];
//设置纹理ID
self.textureID = textureID; // 将纹理 ID 保存,方便后面切换滤镜的时候重用
//7.设置视口
glViewport(0, 0, self.drawableWidth, self.drawableHeight);
//8.设置顶点缓存区
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.设置默认着色器
[self setupNormalShaderProgram]; // 一开始选用默认的着色器
//10.将顶点缓存保存,退出时才释放
self.vertexBuffer = vertexBuffer;
}
-
bindRenderLayer
绑定渲染缓存区和帧缓存区
//绑定渲染缓存区和帧缓存区
- (void)bindRenderLayer:(CALayer <EAGLDrawable> *)layer {
//1.渲染缓存区,帧缓存区对象
GLuint renderBuffer;
GLuint frameBuffer;
//2.获取帧渲染缓存区名称,绑定渲染缓存区以及将渲染缓存区与layer建立连接
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
[self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
//3.获取帧缓存区名称,绑定帧缓存区以及将渲染缓存区附着到帧缓存区上
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,
renderBuffer);
}
-
createTextureWithImage
从图片中加载纹理
//从图片中加载纹理
- (GLuint)createTextureWithImage:(UIImage *)image {
//1、将 UIImage 转换为 CGImageRef
CGImageRef cgImageRef = [image CGImage];
//判断图片是否获取成功
if (!cgImageRef) {
NSLog(@"Failed to load image");
exit(1);
}
//2、读取图片的大小,宽和高
GLuint width = (GLuint)CGImageGetWidth(cgImageRef);
GLuint height = (GLuint)CGImageGetHeight(cgImageRef);
//获取图片的rect
CGRect rect = CGRectMake(0, 0, width, height);
//获取图片的颜色空间
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
//3.获取图片字节数 宽*高*4(RGBA)
void *imageData = malloc(width * height * 4);
//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 context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
//将图片翻转过来(图片默认是倒置的)
CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0f, -1.0f);
CGColorSpaceRelease(colorSpace);
CGContextClearRect(context, rect);
//对图片进行重新绘制,得到一张新的解压缩后的位图
CGContextDrawImage(context, rect, cgImageRef);
//设置图片纹理属性
//5. 获取纹理ID
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
//6.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, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
//7.设置纹理属性
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.绑定纹理
/*
参数1:纹理维度
参数2:纹理ID,因为只有一个纹理,给0就可以了。
*/
glBindTexture(GL_TEXTURE_2D, 0);
//9.释放context,imageData
CGContextRelease(context);
free(imageData);
//10.返回纹理ID
return textureID;
}
3. startFilerAnimation
函数
// 开始一个滤镜动画
- (void)startFilerAnimation {
//1.判断displayLink 是否为空
//CADisplayLink 定时器
if (self.displayLink) {
[self.displayLink invalidate];
self.displayLink = nil;
}
//2. 设置displayLink 的方法
self.startTimeInterval = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
//3.将displayLink 添加到runloop 运行循环
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop]
forMode:NSRunLoopCommonModes];
}
-
timeAction
定时器方法
// 定时器
- (void)timeAction {
//DisplayLink 的当前时间撮
if (self.startTimeInterval == 0) {
self.startTimeInterval = self.displayLink.timestamp;
}
//使用program
glUseProgram(self.program);
//绑定buffer
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
// 传入时间
CGFloat currentTime = self.displayLink.timestamp - self.startTimeInterval;
GLuint time = glGetUniformLocation(self.program, "Time");
glUniform1f(time, currentTime);
// 清除画布
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
// 重绘
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//渲染到屏幕上
[self.context presentRenderbuffer:GL_RENDERBUFFER];
}
-
FilterBarDelegate
代理方法
#pragma mark - FilterBarDelegate
- (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index {
//1. 选择默认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];
}
// 重新开始滤镜动画
[self startFilerAnimation];
}
-
FilterBarDelegate
着色器切换
#pragma mark - Shader
// 默认着色器程序
- (void)setupNormalShaderProgram {
//设置着色器程序
[self setupShaderProgramWithName:@"Normal"];
}
// 分屏(2屏)
- (void)setupSplitScreen_2ShaderProgram {
[self setupShaderProgramWithName:@"SplitScreen_2"];
}
// 分屏(3屏)
- (void)setupSplitScreen_3ShaderProgram {
[self setupShaderProgramWithName:@"SplitScreen_3"];
}
// 分屏(4屏)
- (void)setupSplitScreen_4ShaderProgram {
[self setupShaderProgramWithName:@"SplitScreen_4"];
}
// 分屏(6屏)
- (void)setupSplitScreen_6ShaderProgram {
[self setupShaderProgramWithName:@"SplitScreen_6"];
}
// 分屏(9屏)
- (void)setupSplitScreen_9ShaderProgram {
[self setupShaderProgramWithName:@"SplitScreen_9"];
}
- 初始化着色器程序
// 初始化着色器程序
- (void)setupShaderProgramWithName:(NSString *)name {
//1. 获取着色器program
GLuint program = [self programWithShaderName:name];
//2. use Program
glUseProgram(program);
//3. 获取Position,Texture,TextureCoords 的索引位置
GLuint positionSlot = glGetAttribLocation(program, "Position");
GLuint textureSlot = glGetUniformLocation(program, "Texture");
GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
//4.激活纹理,绑定纹理ID
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, self.textureID);
//5.纹理sample
glUniform1i(textureSlot, 0);
//6.打开positionSlot 属性并且传递数据到positionSlot中(顶点坐标)
glEnableVertexAttribArray(positionSlot);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, positionCoord));
//7.打开textureCoordsSlot 属性并传递数据到textureCoordsSlot(纹理坐标)
glEnableVertexAttribArray(textureCoordsSlot);
glVertexAttribPointer(textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, textureCoord));
//8.保存program,界面销毁则释放
self.program = program;
}
#pragma mark -shader compile and link
//link Program
- (GLuint)programWithShaderName:(NSString *)shaderName {
//1. 编译顶点着色器/片元着色器
GLuint vertexShader = [self compileShaderWithName:shaderName type:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShaderWithName:shaderName type:GL_FRAGMENT_SHADER];
//2. 将顶点/片元附着到program
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
//3.linkProgram
glLinkProgram(program);
//4.检查是否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链接失败:%@", messageString);
exit(1);
}
//5.返回program
return program;
}
//编译shader代码
- (GLuint)compileShaderWithName:(NSString *)name type:(GLenum)shaderType {
//1.获取shader 路径
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, @"读取shader失败");
exit(1);
}
//2. 创建shader->根据shaderType
GLuint shader = glCreateShader(shaderType);
//3.获取shader source
const char *shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = (int)[shaderString length];
glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
//4.编译shader
glCompileShader(shader);
//5.查看编译是否成功
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编译失败:%@", messageString);
exit(1);
}
//6.返回shader
return shader;
}
//获取渲染缓存区的宽
- (GLint)drawableWidth {
GLint backingWidth;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
return backingWidth;
}
//获取渲染缓存区的高
- (GLint)drawableHeight {
GLint backingHeight;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
return backingHeight;
}
-
viewDidLoad
调用方法
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
//设置背景颜色
self.view.backgroundColor = [UIColor blackColor];
//创建滤镜工具栏
[self setupFilterBar];
//滤镜处理初始化
[self filterInit];
//开始一个滤镜动画
[self startFilerAnimation];
}
- 释放资源
//释放资源
- (void)dealloc {
//1.上下文释放
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
//顶点缓存区释放
if (_vertexBuffer) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
}
//顶点数组释放
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;
}
}
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