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GLSL实现图片加载及纹理翻转策略

GLSL实现图片加载及纹理翻转策略

作者: w執念 | 来源:发表于2020-08-04 14:55 被阅读0次

    想要使用OpenGL ES完成图片的加载,大概的流程可以分为以下几点:
    1.创建图层
    2.创建上下文
    3.清空缓存区
    4.设置RenderBuffer
    5.设置FrameBuffer
    6.开始绘制

    准备工作

    因为是使用自定义着色器,所以我们需要新建两个空文件,分别命名为shaderv.vsh和shaderf.fsh,依次来区分顶点和片元着色器(注意:在这两个文件中添加注释有可能会诱发一些错误)。

    //shaderv.vsh
    attribute vec4 position;            //所显示图片的顶点
    attribute vec2 textCoordinate;      //纹理坐标
    varying lowp vec2 varyTextCoord;    //也是纹理坐标,作用是把纹理坐标从顶点传到片元
    
    void main(){
        varyTextCoord = textCoordinate;    //顶点到片元了
        gl_Position = position;          //顶点原样输出   gl_Position:内建变量,最终的结果
    }
    
    //shaderf.fsh
    precision highp float;             //定义float类型的精度
    varying lowp vec2 varyTextCoord;   //纹理坐标
    uniform sampler2D colorMap;        //传进来的纹理
    
    void main(){
        gl_FragColor = texture2D(colorMap, varyTextCoord);//纹理图片,纹理坐标
    }
    

    创建图层

    这里有一点需要注意,就是我们需要重写layerClass,将其返回的图层从CALayer替换成CAEAGLLayer。

    -(void)setupLayer
    {
        //1.创建特殊图层
        self.myEagLayer = (CAEAGLLayer *)self.layer;
        
        //2.设置scale
        [self setContentScaleFactor:[[UIScreen mainScreen]scale]];
    
        //3.设置描述属性,这里设置不维持渲染内容以及颜色格式为RGBA8
        self.myEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:@false,kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat,nil];
      
    }
    
    +(Class)layerClass{
        return [CAEAGLLayer class];
    }
    

    创建上下文

    -(void)setupContext
    {
        //1.指定OpenGL ES 渲染API版本,我们使用2.0
        EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
        //2.创建图形上下文
        EAGLContext *context = [[EAGLContext alloc]initWithAPI:api];
        //3.判断是否创建成功
        if (!context) {
            NSLog(@"Create context failed!");
            return;
        }
        //4.设置图形上下文
        if (![EAGLContext setCurrentContext:context]) {
            NSLog(@"setCurrentContext failed!");
            return;
        }
        //5.将局部context,变成全局的
        self.myContext = context;
    }
    

    清空缓存区

    -(void)deleteRenderAndFrameBuffer
    {
        glDeleteBuffers(1, &_myColorRenderBuffer);
        self.myColorRenderBuffer = 0;
        
        glDeleteBuffers(1, &_myColorFrameBuffer);
        self.myColorFrameBuffer = 0;   
    }
    

    设置RenderBuffer

    -(void)setupRenderBuffer
    {
        //定义一个缓存区ID
        GLuint buffer; 
        //申请一个缓存区标志
        glGenRenderbuffers(1, &buffer);
        self.myColorRenderBuffer = buffer;
        //将标识符绑定到GL_RENDERBUFFER
        glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
        //将可绘制对象drawable object's  CAEAGLLayer的存储绑定到OpenGL ES renderBuffer对象
        //和myEagLayer绑定
        [self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
    }
    

    设置FrameBuffer

    设置两个缓冲区的流程基本相比,只有最后设置完后,需要将两个缓冲区绑定并捆绑到附着点上。

    -(void)setupFrameBuffer
    {
        //1.定义一个缓存区ID
        GLuint buffer;
        //2.申请一个缓存区标志
        glGenRenderbuffers(1, &buffer);  
        //3.
        self.myColorFrameBuffer = buffer;
        //4.
        glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
        /*生成帧缓存区之后,则需要将renderbuffer跟framebuffer进行绑定,
         调用glFramebufferRenderbuffer函数进行绑定到对应的附着点上,后面的绘制才能起作用
         */
        //GL_COLOR_ATTACHMENT0附着点
        //5.将渲染缓存区myColorRenderBuffer 通过glFramebufferRenderbuffer函数绑定到 GL_COLOR_ATTACHMENT0上。
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);   
    }
    

    开始绘制

    -(void)renderLayer
    {
        glClearColor(0.3f, 0.45f, 0.5f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        
        //1.设置视口大小
        CGFloat 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);
        
        //2.读取顶点着色程序、片元着色程序
        NSString *vertFile = [[NSBundle mainBundle]pathForResource:@"shaderv" ofType:@"vsh"];
        NSString *fragFile = [[NSBundle mainBundle]pathForResource:@"shaderf" ofType:@"fsh"];
        
        NSLog(@"vertFile:%@",vertFile);
        NSLog(@"fragFile:%@",fragFile);
        
        //3.加载shader
        self.myPrograme = [self loadShaders:vertFile Withfrag:fragFile];
        
        //4.链接
        glLinkProgram(self.myPrograme);
        GLint linkStatus;
        //获取链接状态
        glGetProgramiv(self.myPrograme, GL_LINK_STATUS, &linkStatus);
        if (linkStatus == GL_FALSE) {
            GLchar message[512];
            glGetProgramInfoLog(self.myPrograme, sizeof(message), 0, &message[0]);
            NSString *messageString = [NSString stringWithUTF8String:message];
            NSLog(@"Program Link Error:%@",messageString);
            return;
        }
        
        NSLog(@"Program Link Success!");
        glUseProgram(self.myPrograme);
        
        //5.设置顶点、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,
        };
        
        
        //6.-----处理顶点数据--------
        GLuint attrBuffer;
        glGenBuffers(1, &attrBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, attrBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
    
        //7.将顶点数据通过myPrograme中的传递到顶点着色程序的position
        GLuint position = glGetAttribLocation(self.myPrograme, "position");
        
        //设置合适的格式从buffer里面读取数据
        glEnableVertexAttribArray(position);
        
        //设置读取方式
        glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, NULL);
        
        //8.----处理纹理数据-------
        GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");
        glEnableVertexAttribArray(textCoor);
        glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (float *)NULL + 3);
        
        //9.加载纹理
        [self setupTexture:@"touxiang"];
        
        //10. 设置纹理采样器 sampler2D
        glUniform1i(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
        
        //11.绘图
        glDrawArrays(GL_TRIANGLES, 0, 6);
        
        //12.从渲染缓存区显示到屏幕上
        [self.myContext presentRenderbuffer:GL_RENDERBUFFER]; 
    }
    
    //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;
        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
        CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
        
        //5、在CGContextRef上--> 将图片绘制出来
        CGRect rect = CGRectMake(0, 0, width, height);
       
        //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
        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
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
        
        //11.释放spriteData
        free(spriteData);   
        return 0;
    }
    

    纹理翻转

    这样我们就实现了一个图片的加载,但是运行后发现加载的图片是倒置的,这是因为纹理坐标的原点(0,0)是在左下角,而屏幕的坐标原点(0,0)是在左上角,此时我们想要将图片显示正确的话,有以下几张方法:

    1. GLKTextureLoader载入纹理时
      载入时options设置 GLKTextureLoaderOriginBottomLeft 。
    NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
    GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filePath options:options error:nil];
    

    2.解压图片时,将图片翻转

    CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
    
    size_t width = CGImageGetWidth(spriteImage);
    size_t height = CGImageGetHeight(spriteImage);
    GLubyte *spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
    
    CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
      
    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);
    glBindTexture(GL_TEXTURE_2D, 0);
    
    1. 设置旋转矩阵,shader中旋转顶点,不翻转纹理
    GLuint rotate = glGetUniformLocation(self.program, "rotateMatrix");
    float radians = M_PI;
    float sinR = sin(radians);
    float cosR = cos(radians);
    GLfloat zRotation[16] = {
        cosR, -sinR, 0, 0,
        sinR, cosR, 0, 0,
        0, 0, 1.0, 0,
        0.0, 0, 0, 1.0
    };
    glUniformMatrix4fv(rotate, 1, GL_FALSE, (GLfloat *)&zRotation[0]);
    

    4.设置翻转的纹理坐标映射关系

    GLfloat datas[] =
    {
        0.5f, -0.5f, 0.0f,   1.0f, 1.0f, //右下
        -0.5f, 0.5f, 0.0f,   0.0f, 0.0f, // 左上
        -0.5f, -0.5f, 0.0f,  0.0f, 1.0f, // 左下
        0.5f, 0.5f, 0.0f,    1.0f, 0.0f, // 右上
        -0.5f, 0.5f, 0.0f,   0.0f, 0.0f, // 左上
        0.5f, -0.5f, 0.0f,   1.0f, 1.0f, // 右下
    };
    
    1. 修改顶点着色器的纹理坐标
    attribute vec4 position;
    attribute vec2 textCoordinate;
    varying lowp vec2 varyTextCoord;
    void main()
    {
        varyTextCoord = vec2(textCoordinate.x, 1.0-textCoordinate.y);
        gl_Position = position;
    }
    
    1. 修改顶点着色器的纹理坐标
    varying lowp vec2 varyTextCoord;
    uniform sampler2D colorMap;
    void main()
    {
        lowp coord = vec2(varyTextCoord.x, 1.0-varyTextCoord.y);
        gl_FragColor = texture2D(colorMap, coord);
    }
    

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          本文标题:GLSL实现图片加载及纹理翻转策略

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