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使用OPenGL ES 实现滤镜功能

使用OPenGL ES 实现滤镜功能

作者: zhongxiaoyue | 来源:发表于2019-07-06 18:05 被阅读0次

滤镜

滤镜就是通过特定的算法编辑图像,使图像呈现不同的效果.其实滤镜的关键在片元着色器其实滤镜处理的原理:就是把静态图片或者视频的每一帧进行图形变换后再显示到屏幕上,其本质就是像素点的坐标和颜色的变化.

OpenGL 实现滤镜流程

1.初始化上下文
2.创建图层Layer
3.绑定渲染缓存区
4.设置视口
5.加载需要渲染的图片
6.编写着色器代码
7.设置顶点缓存区
8.设置着色器
9.渲染

注: 其中除了第5,6点以外,其他步骤是固定的,可以根据自己的需要对代码进行封装.如果使用GLKView,第2,3,4步可以省略,因为GLKView内部已经封装好了.

1.初始上下文

    // 初始化上下文
    self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    // 设置为当前上下文
    [EAGLContext setCurrentContext:self.context];

2.创建图层Layer

    // 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];

3.绑定渲染缓存区

//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);
}

4.设置视口

//绑定渲染缓存区和帧缓存区
glViewport(0, 0, self.drawableWidth, self.drawableHeight);

5.加载需要渲染的图片

    //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
//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;
}

6.编写着色器代码(根据自己需要的滤镜效果编写)

  • 顶点着色器
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

void main (void) {
    vec4 mask = texture2D(Texture, TextureCoordsVarying);
    gl_FragColor = vec4(mask.rgb, 1.0);
}
  • 片元着色器(双屏特效滤镜)
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;

void main() {
    vec2 uv = TextureCoordsVarying.xy;
    float y;
    if (uv.y >= 0.0 && uv.y <= 0.5) {
        y = uv.y + 0.25;
    } else {
        y = uv.y - 0.25;
    }
    gl_FragColor = texture2D(Texture, vec2(uv.x, y));
}

7.设置顶点缓存区

    typedef struct {
        GLKVector3 positionCoord; // (X, Y, Z)
        GLKVector2 textureCoord; // (U, V)
    } SenceVertex;

    // 开辟顶点数组内存空间
    self.vertices = malloc(sizeof(SenceVertex) * 4);
    
    // 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}};

    // 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);

8.设置着色器

// 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;
}
//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;
}

9.渲染

    //使用program
    glUseProgram(self.program);
    //绑定buffer
    glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);

    // 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];

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