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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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