在viewController中準備我們需要的步驟
1.設置上下文
2.創(chuàng)建圖層
3.設置頂點數據
4.加載紋理
5.打開變換管道
- (void)filterInit {
//1\. 初始化上下文并設置為當前上下文
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.context];
//2.開辟頂點數組內存空間
self.vertices = malloc(sizeof(SenceVertex) * 4);
//3.初始化頂點(0,1,2,3)的頂點坐標以及紋理坐標
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.創(chuàng)建圖層(CAEAGLLayer)
CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
//設置圖層frame
layer.frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
//設置圖層的scale
layer.contentsScale = [[UIScreen mainScreen] scale];
//給View添加layer
[self.view.layer addSublayer:layer];
//5.綁定渲染緩存區(qū)
[self bindRenderLayer:layer];
//6.獲取處理的圖片路徑
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"kunkun.jpg"];
//讀取圖片
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
//將JPG圖片轉換成紋理圖片
GLuint textureID = [self createTextureWithImage:image];
//設置紋理ID
self.textureID = textureID; // 將紋理 ID 保存歹撒,方便后面切換濾鏡的時候重用
//7.設置視口
glViewport(0, 0, self.drawableWidth, self.drawableHeight);
//8.設置頂點緩存區(qū)
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.設置默認著色器
[self setupNormalShaderProgram]; // 一開始選用默認的著色器
//10.將頂點緩存保存剔蹋,退出時才釋放
self.vertexBuffer = vertexBuffer;
}
綁定渲染緩存區(qū)和幀緩存區(qū)
- (void)bindRenderLayer:(CALayer <EAGLDrawable> *)layer {
//1.渲染緩存區(qū),幀緩存區(qū)對象
GLuint renderBuffer;
GLuint frameBuffer;
//2.獲取幀渲染緩存區(qū)名稱,綁定渲染緩存區(qū)以及將渲染緩存區(qū)與layer建立連接
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
[self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
//3.獲取幀緩存區(qū)名稱,綁定幀緩存區(qū)以及將渲染緩存區(qū)附著到幀緩存區(qū)上
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,
renderBuffer);
}
紋理加載
- (GLuint)createTextureWithImage:(UIImage *)image {
//1、將 UIImage 轉換為 CGImageRef
CGImageRef cgImageRef = [image CGImage];
//判斷圖片是否獲取成功
if (!cgImageRef) {
NSLog(@"Failed to load image");
exit(1);
}
//2、讀取圖片的大小漓骚,寬和高
GLuint width = (GLuint)CGImageGetWidth(cgImageRef);
GLuint height = (GLuint)CGImageGetHeight(cgImageRef);
//獲取圖片的rect
CGRect rect = CGRectMake(0, 0, width, height);
//獲取圖片的顏色空間
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
//3.獲取圖片字節(jié)數 寬*高*4(RGBA)
void *imageData = malloc(width * height * 4);
//4.創(chuàng)建上下文
/*
參數1:data,指向要渲染的繪制圖像的內存地址
參數2:width,bitmap的寬度域庇,單位為像素
參數3:height,bitmap的高度,單位為像素
參數4:bitPerComponent,內存中像素的每個組件的位數转晰,比如32位RGBA龟糕,就設置為8
參數5:bytesPerRow,bitmap的沒一行的內存所占的比特數
參數6:colorSpace,bitmap上使用的顏色空間 kCGImageAlphaPremultipliedLast:RGBA
*/
CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
//將圖片翻轉過來(圖片默認是倒置的)
CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0f, -1.0f);
CGColorSpaceRelease(colorSpace);
CGContextClearRect(context, rect);
//對圖片進行重新繪制桐磁,得到一張新的解壓縮后的位圖
CGContextDrawImage(context, rect, cgImageRef);
//設置圖片紋理屬性
//5\. 獲取紋理ID
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
//6.載入紋理2D數據
/*
參數1:紋理模式,GL_TEXTURE_1D讲岁、GL_TEXTURE_2D我擂、GL_TEXTURE_3D
參數2:加載的層次,一般設置為0
參數3:紋理的顏色值GL_RGBA
參數4:寬
參數5:高
參數6:border缓艳,邊界寬度
參數7:format
參數8:type
參數9:紋理數據
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
//7.設置紋理屬性
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.綁定紋理
/*
參數1:紋理維度
參數2:紋理ID,因為只有一個紋理校摩,給0就可以了。
*/
glBindTexture(GL_TEXTURE_2D, 0);
//9.釋放context,imageData
CGContextRelease(context);
free(imageData);
//10.返回紋理ID
return textureID;
}
初始化著色器
- (void)setupShaderProgramWithName:(NSString *)name {
//1\. 獲取著色器program
GLuint program = [self programWithShaderName:name];
//2\. use Program
glUseProgram(program);
//3\. 獲取Position,Texture,TextureCoords 的索引位置
GLuint positionSlot = glGetAttribLocation(program, "Position");
GLuint textureSlot = glGetUniformLocation(program, "Texture");
GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
//4.激活紋理,綁定紋理ID
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, self.textureID);
//5.紋理sample
glUniform1i(textureSlot, 0);
//6.打開positionSlot 屬性并且傳遞數據到positionSlot中(頂點坐標)
glEnableVertexAttribArray(positionSlot);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, positionCoord));
//7.打開textureCoordsSlot 屬性并傳遞數據到textureCoordsSlot(紋理坐標)
glEnableVertexAttribArray(textureCoordsSlot);
glVertexAttribPointer(textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, textureCoord));
//8.保存program,界面銷毀則釋放
self.program = program;
}
這里我們需要加載自定義著色器阶淘,并且進行編譯鏈接獲取program這個id衙吩。
void glGetShaderiv(GLuint shader,GLenum pname,GLint *params);
參數
shader
指定要查詢的著色器對象,直接放入需要檢查的著色器即可溪窒。
pname
指定著色器對象的參數坤塞。 可接受的符號名稱為
GL_SHADER_TYPE | 用來判斷并返回著色器類型 |
---|---|
GL_DELETE_STATUS | 判斷著色器是否被刪除 |
GL_COMPILE_STATUS | 用于檢測編譯是否成功 |
GL_INFO_LOG_LENGTH | 用于返回著色器的信息日志的長度 |
GL_SHADER_SOURCE_LENGTH | 返回著色器源碼長度队寇,不存在則返回0 |
#pragma mark -shader compile and link
//link Program
- (GLuint)programWithShaderName:(NSString *)shaderName {
//1\. 編譯頂點著色器/片元著色器
GLuint vertexShader = [self compileShaderWithName:shaderName type:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShaderWithName:shaderName type:GL_FRAGMENT_SHADER];
//2\. 將頂點/片元附著到program
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
//3.linkProgram
glLinkProgram(program);
//4.檢查是否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鏈接失斏:%@", messageString);
exit(1);
}
//5.返回program
return program;
}
//編譯shader代碼
- (GLuint)compileShaderWithName:(NSString *)name type:(GLenum)shaderType {
//1.獲取shader 路徑
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, @"讀取shader失敗");
exit(1);
}
//2\. 創(chuàng)建shader->根據shaderType
GLuint shader = glCreateShader(shaderType);
//3.獲取shader source
const char *shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = (int)[shaderString length];
glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
//4.編譯shader
glCompileShader(shader);
//5.查看編譯是否成功
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編譯失敺鹬隆:%@", messageString);
exit(1);
}
//6.返回shader
return shader;
}
濾鏡點擊的代理方法讶凉,每次點擊之后,界面重新渲染
#pragma mark - FilterBarDelegate
- (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index {
//1\. 選擇默認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];
}
// 重新開始濾鏡動畫'.
[self startFilerAnimation];
}
// 開始一個濾鏡動畫
- (void)startFilerAnimation {
//1.判斷displayLink 是否為空
//CADisplayLink 定時器
if (self.displayLink) {
[self.displayLink invalidate];
self.displayLink = nil;
}
//2\. 設置displayLink 的方法
self.startTimeInterval = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
//3.將displayLink 添加到runloop 運行循環(huán)
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop]
forMode:NSRunLoopCommonModes];
}
//2\. 動畫
- (void)timeAction {
//DisplayLink 的當前時間撮
if (self.startTimeInterval == 0) {
self.startTimeInterval = self.displayLink.timestamp;
}
//使用program
glUseProgram(self.program);
//綁定buffer
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
// 傳入時間
CGFloat currentTime = self.displayLink.timestamp - self.startTimeInterval;
GLuint time = glGetUniformLocation(self.program, "Time");
glUniform1f(time, currentTime);
// 清除畫布
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
// 重繪
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//渲染到屏幕上
[self.context presentRenderbuffer:GL_RENDERBUFFER];
}
最后瘫辩,當頁面消失的時候需要釋放并移除
//釋放
- (void)dealloc {
//1.上下文釋放
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
//頂點緩存區(qū)釋放
if (_vertexBuffer) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
}
//頂點數組釋放
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;
}
}
分屏計算
首先我們需要了解一下在vsh和fsh文件中是如何編寫的伏嗜,實現了分屏效果。其實我們的頂點著色器是不需要修改伐厌,主要修改的是紋理著色器承绸。
頂點著色器
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
gl_Position = Position;
TextureCoordsVarying = TextureCoords;
}
紋理著色器
這里每一種分屏類型對應一個文件,這只是匯總它實現效果的算法挣轨。
//一張圖片
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
//一張圖片
void main (void) {
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
二分屏
所謂二分屏军熏,就是當顯示一張圖片的時候,截取紋理Y坐標下0.25-0.75的位置卷扮,為什么是0.25至0.75了荡澎,因為在我們拍攝的過程,大多圖片的核心內容顯示在這個區(qū)域晤锹。我們知道紋理的坐標范圍是(0摩幔,1)
//兩張圖片
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));
}
三分屏
三分屏和二分屏的原理一樣,判斷的位置變成了1/3處:
//三張
void main() {
vec2 uv = TextureCoordsVarying.xy;
if (uv.y < 1.0/3.0) {
uv.y = uv.y + 1.0/3.0;
} else if (uv.y > 2.0/3.0){
uv.y = uv.y - 1.0/3.0;
}
gl_FragColor = texture2D(Texture, uv);
}
四分屏
四分屏特點:原樣顯示圖片的大小鞭铆,不放大縮小或衡,從代碼中我們可以看出,當紋理坐標(x车遂,y)在0-0.5的時候封断,我們讓其乘以2,為什么舶担?原來紋理坐標在0到0.5的時候坡疼,獲取紋理的時候,只能對應紋理0到0.5衣陶,使其乘以2回梧,原本0到0.5的范圍就變成了0到1,當紋理坐標(x祖搓,y)大于0.5的時候,先減去0.5湖苞,再乘以2拯欧,也使其0.5到1的范圍先變成0到0.5,最后變成0到1财骨,這樣镐作,當獲取紋理的時候藏姐,無論從0到0.5的范圍,還是0.5到1的范圍该贾,都是變成獲雀嵫睢(0,1)整張圖片杨蛋。究其根本原因就是改變紋理坐標獲取的紋理位置兜材。
//四張
void main() {
vec2 uv = TextureCoordsVarying.xy;
if(uv.x <= 0.5){
uv.x = uv.x * 2.0;
}else{
uv.x = (uv.x - 0.5) * 2.0;
}
if (uv.y<= 0.5) {
uv.y = uv.y * 2.0;
}else{
uv.y = (uv.y - 0.5) * 2.0;
}
gl_FragColor = texture2D(Texture, uv);
}
六分屏
你看懂了2/3/4分屏原理,6和9分屏原理就很簡單了逞力,6分屏實現原理就是同時改變紋理坐標的值曙寡,x坐標取三分之一處,Y坐標取0.5之處寇荧,主要是看你的圖拍你的樣子举庶,原理示意圖參照2/3/4分屏
//六張
void main() {
vec2 uv = TextureCoordsVarying.xy;
if(uv.x <= 1.0 / 3.0){
uv.x = uv.x + 1.0/3.0;
}else if(uv.x >= 2.0/3.0){
uv.x = uv.x - 1.0/3.0;
}
if(uv.y <= 0.5){
uv.y = uv.y + 0.25;
}else {
uv.y = uv.y - 0.25;
}
gl_FragColor = texture2D(Texture, uv);
}
九分屏
九分屏原理和四分屏原理一樣,只是x揩抡,y分屏的地方選擇的是1/3户侥,2/3處,相關流程示意圖峦嗤,請參照4分屏示意圖
//九張
void main() {
vec2 uv = TextureCoordsVarying.xy;
if (uv.x < 1.0 / 3.0) {
uv.x = uv.x * 3.0;
} else if (uv.x < 2.0 / 3.0) {
uv.x = (uv.x - 1.0 / 3.0) * 3.0;
} else {
uv.x = (uv.x - 2.0 / 3.0) * 3.0;
}
if (uv.y <= 1.0 / 3.0) {
uv.y = uv.y * 3.0;
} else if (uv.y < 2.0 / 3.0) {
uv.y = (uv.y - 1.0 / 3.0) * 3.0;
} else {
uv.y = (uv.y - 2.0 / 3.0) * 3.0;
}
gl_FragColor = texture2D(Texture, uv);
}