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13-2.GLSL-分屏滤镜案例

13-2.GLSL-分屏滤镜案例

作者: Pufus | 来源:发表于2020-11-21 17:57 被阅读0次
    效果

    准备工作

    1. 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
    2. 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
    1. setupFilterBar函数:底部滤镜滚动条
    2. filterInit函数:滤镜处理初始化
    3. 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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