效果图
准备资料
1.下载案例中需要用的资源,地址:https://download.csdn.net/download/lyz0925/12351912;
2.将所需要的资源拖入项目中。如下图:
代码实现
1.创建顶点着色器并实现如下的代码
//顶点
attribute vec4 inVertex;
//矩阵
uniform mat4 MVP;
//点的大小
uniform float pointSize;
//点的颜色
uniform lowp vec4 vertexColor;
//输出颜色
varying lowp vec4 color;
void main()
{
//顶点计算 = 矩阵 * 顶点
gl_Position = MVP * inVertex;
//修改顶点大小
gl_PointSize = pointSize;
// 1 * 3.0;
//将通过uniform 传递进来的颜色,从顶点着色器程序传递到片元着色器
color = vertexColor;
}
2.创建片元着色器并实现代码:
//获取纹理
uniform sampler2D texture;
/*
sampler2D,中的2D,表示这是一个2D纹理。我们也可以使用1D\3D或者其他类型的采样器。我们总是
把这个值设置为0。来指示纹理单元0.
*/
//获取从顶点程序传递过来的颜色
//lowp,精度
varying lowp vec4 color;
void main()
{
//将颜色和纹理组合 是相乘!!!!
gl_FragColor = color * texture2D(texture, gl_PointCoord);
}
3.自定义一个视图实现画板的功能:
–.h—的代码如下:
#import
#import
#import
#import
NS_ASSUME_NONNULL_BEGIN
@interface YZPoint : NSObject
@property (nonatomic, strong) NSNumber *mX;
@property (nonatomic, strong) NSNumber *mY;
@end
@interface YZView : UIView
//最新的点
@property (nonatomic, assign) CGPoint location;
//前一个点
@property (nonatomic, assign) CGPoint previousLocation;
//清屏
- (void)erase;
//设置画笔的颜色
- (void)setBrushColorWithRed:(CGFloat)red green:(CGFloat)green blue:(CGFloat)blue;;
//绘制
- (void)paint;
@end
NS_ASSUME_NONNULL_END
–.m—的代码如下:
#import
#import
#import "debug.h"
#import "shaderUtil.h"
#import "fileUtil.h"
//画笔透明度
#define kBrushOpacity (1.0 / 2.0)
//画笔每一笔 有几个点
#define kBrushPiexlStep 3
//画笔的比例
#define kBrushScale 2
enum {
PROGRAM_POINT,
NUM_PROGRAMS
};
enum {
UNIFORM_MVP,
UNIFORM_POINT_SIZE,
UNIFORM_VERTEX_COLOR,
UNIFORM_TEXTURE,
NUM_UNIFORMS
};
enum {
ATTRIB_VERTEX,
NUM_ATTRIBS
};
//定义一个结构体
typedef struct {
//vert,frag 指向顶点和片元着色器程序文件
char *vert, *frag;
//创建uniform数组,4个元素,数量与着色器程序文件中uniform对象个数一致
GLint uniform[NUM_UNIFORMS];
GLuint id;
}programInfo_t;
programInfo_t program[NUM_PROGRAMS] = {
{ "point.vsh", "point.fsh" },
};
//纹理
typedef struct {
GLuint id;
GLsizei width, height;
}texureInfo_t;
@implementation YZPoint
- (instancetype)initWithCGPoint:(CGPoint)point {
self = [super init];
if (self) {
self.mX = [NSNumber numberWithDouble:point.x];
self.mY = [NSNumber numberWithDouble:point.y];
}
return self;
}
@end
@interface YZView() {
//缓冲区的像素尺寸
GLint backingWidth;
GLint backingHeight;
EAGLContext *context;
//缓存区 frameBuffer renderBuffer
GLuint viewFrameBuffer, viewRenderBuffer;
//画笔纹理 画笔的颜色
texureInfo_t brushTexture;
GLfloat brushColor[4];
//是否第一次点击
Boolean firstTouch;
//是否需要清屏
Boolean needsErase;
//顶点着色器 片元着色器 Program
GLuint vertexShader;
GLuint fragmentShader;
GLuint shaderProgram;
//顶点buffer
GLuint vBoId;
//是否初始化
BOOL initialized;
//点的数组
NSMutableArray *pointArray;
}
@end
@implementation YZView
//修改返回类的类型为CAEAGLLayer
+ (Class)layerClass {
return [CAEAGLLayer class];
}
- (instancetype)initWithCoder:(NSCoder *)coder {
self = [super initWithCoder:coder];
if (self) {
//初始化layer
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
//设置透明度
eaglLayer.opaque = YES;
//设置layer的描述属性
/*
1.kEAGLDrawablePropertyRetainedBacking
表示绘图表面显示后,是否保留其内容,通过一个NSNumber 包装一个bool值。
如果是NO,表示显示内容后,不能依赖于相同的内容;如果是YES,表示显示内容后不变;
一般只有在需要内容保存不变的情况下才使用YES,设置为YES,会导致性能降低,内存使用量降低。
一般设置为NO。
2.kEAGLDrawablePropertyColorFormat
表示绘制表面的内部颜色缓存区格式
*/
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
//初始化上下文
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!context || ![EAGLContext setCurrentContext:context]) {
NSLog(@"Error:context is nil or setCurrentContext error");
return nil;
}
//设置视图的比例因子
/*
比例因子决定视图中的内容如何从逻辑坐标空间(以点测量)映射到设备坐标空间(以像素为单位)。
此值通常为1或2。更高比例的因素表明视图中的每一个点由底层的多个像素表示。
例如,如果缩放因子为2,并且视图框大小为50×50点,则用于显示内容的位图的大小为100×100像素。
*/
self.contentScaleFactor = [[UIScreen mainScreen] scale];
//是否需要清屏,默认为yes
needsErase = YES;
}
return self;
}
- (void)layoutSubviews {
[EAGLContext setCurrentContext:context];
//判断是否初始化
if (!initialized) {
initialized = [self initGL];
}else {
//如果已经初始化,则调整layer
[self resizeFromLayer:(CAEAGLLayer *)self.layer];
}
//清除帧第一次分配
if (needsErase) {
[self erase];
needsErase = NO;
}
}
- (void)erase {
glBindFramebuffer(GL_FRAMEBUFFER, viewFrameBuffer);
glClearColor(0.0f, 0.0, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//显示缓存区
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderBuffer);
[context presentRenderbuffer:GL_RENDERBUFFER];
}
- (BOOL)resizeFromLayer:(CAEAGLLayer *)layer {
//根据当前图层大小分配颜色缓存区
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderBuffer);
//绑定一个Drawble对象存储到Opgen GL ES 渲染缓存对象
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
//获取绘制缓存区的像素宽度
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
//获取绘制缓存的像素高度
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
//检查GL_FRAMEBUFFER缓存区状态
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"make complete framebuffer object failed");
return NO;
}
//更新投影矩阵、模型视图矩阵
/*
投影分为正射投影和透视投影,我们可以通过它来设置投影矩阵来设置视域,
在OpenGL中,默认的投影矩阵是一个立方体,即x y z 分别是-1.0~1.0的距离,如果超出该区域,将不会被显示
正射投影(orthographic projection):GLKMatrix4MakeOrtho(float left, float righ, float bottom, float top, float nearZ, float farZ),
该函数返回一个正射投影的矩阵,它定义了一个由 left、right、bottom、top、near、far 所界定的一个矩形视域。
此时,视点与每个位置之间的距离对于投影将毫无影响。
透视投影(perspective projection):GLKMatrix4MakeFrustum(float left, float right,float bottom, float top, float nearZ, float farZ),
该函数返回一个透视投影的矩阵,它定义了一个由 left、right、bottom、top、near、far 所界定的一个平截头体(椎体切去顶端之后的形状)视域。
此时,视点与每个位置之间的距离越远,对象越小。
*/
GLKMatrix4 projectionMatrix = GLKMatrix4MakeOrtho(0, backingWidth, 0, backingHeight, -1, 1);
//模型视图矩阵,用于平移,旋转,缩放
GLKMatrix4 modelViewMatrix = GLKMatrix4Identity;
//矩阵相乘
GLKMatrix4 MVPMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
/*
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
功能:为当前程序对象指定uniform变量值
参数1:location 指明要更改的uniform变量的位置 MVP
参数2:count 指定将要被修改的矩阵的数量
参数3:transpose 矩阵的值被载入变量时,是否要对矩阵进行变换,比如转置!
参数4:value ,指向将要用于更新uniform变量MVP的数组指针
*/
glUniformMatrix4fv(program[PROGRAM_POINT].uniform[UNIFORM_MVP], 1, GL_FALSE, MVPMatrix.m);
//更新视口
glViewport(0, 0, backingWidth, backingHeight);
return YES;
}
//初始化OpenGl
- (BOOL)initGL {
//生成一个帧缓存对象和颜色渲染缓存的标识
glGenFramebuffers(1, &viewFrameBuffer);
glGenRenderbuffers(1, &viewRenderBuffer);
//绑定viewFrambuffer 和 viewRenderBuffer
glBindFramebuffer(GL_FRAMEBUFFER, viewFrameBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderBuffer);
//绑定一个Drawable对象,存储到OpenGL渲染缓存对象上
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(id<EAGLDrawable>)self.layer];
//将viewRenderBuffer 绑定到GL_COLOR_ATTACHMENT0
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderBuffer);
//获取绘制缓冲区的像素宽度---将绘制缓冲区像素宽度存储在backingwidth中
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
//获取绘制缓存区的像素高度--将绘制缓冲区像素高度存储在backingHeight中
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
//检查GL_FRAMEBUFFER缓存区状态
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"Make complete frameBuffer object failed");
return NO;
}
//设置视口
glViewport(0, 0, backingWidth, backingHeight);
//创建顶点缓冲对象来保存顶点数据
glGenBuffers(1, &vBoId);
//加载画笔纹理
brushTexture = [self texureForName:@"Particle.png"];
//加载shader
[self setupShaders];
//点模糊效果通过开启混合模式,并设置混合函数
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
//回放录制的加油路径
[self setupComeOnPath];
return YES;
}
//回放录制的加油路径
- (void)setupComeOnPath {
//回放录制的路径,这是“加油!”
NSString *path = [[NSBundle mainBundle]pathForResource:@"abc" ofType:@"string"];
//将path 使用NSUTF8StringEncoding 编码
NSString *str = [NSString stringWithContentsOfFile:path encoding:NSUTF8StringEncoding error:nil];
//开辟数组空间-可变的
pointArray = [NSMutableArray array];
//根据abc.string文件,将绘制点的数据,json解析到数组
NSArray *jsonArr = [NSJSONSerialization JSONObjectWithData:[str dataUsingEncoding:NSUTF8StringEncoding] options:NSJSONReadingAllowFragments error:nil];
//遍历jsonArr数组,将数据转为CCPoint类型数据
for (NSDictionary *dict in jsonArr) {
YZPoint *point = [YZPoint new];
point.mX = [dict objectForKey:@"mX"];
point.mY = [dict objectForKey:@"mY"];
//将CCPoint 对象添加到CCArr数组
[pointArray addObject:point];
}
//调用绘制方法:绘制abc.string 绘制的加油字样,延时5秒绘制!
[self performSelector:@selector(paint) withObject:nil afterDelay:0.5];
}
- (void)paint {
//从0开始遍历顶点,步长为2
for (int i = 0; i < pointArray.count - 1; i += 2) {
YZPoint *yPoint1 = pointArray[i];
YZPoint *yPoint2 = pointArray[i+1];
CGPoint p1, p2;
p1.x = yPoint1.mX.floatValue;
p1.y = yPoint1.mY.floatValue;
p2.x = yPoint2.mX.floatValue;
p2.y = yPoint2.mY.floatValue;
//将两个点绘制成线条
[self renderLineFormPoint:p1 toPoind:p2];
}
}
- (void)renderLineFormPoint:(CGPoint)start toPoind:(CGPoint)end {
//顶点缓冲区
static GLfloat *vertexBuffer = NULL;
//顶点max
static NSUInteger vertexMax = 64;
//顶点个数
NSUInteger vertexCount = 0, count;
//从点到像素转换
CGFloat scale = self.contentScaleFactor;
//将每个顶点与scale因子相乘
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
//开启数据缓存区
if (vertexBuffer == NULL) {
//开启顶点地址空间
vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
}
//向缓冲区添加点 求得start 和 end 2点间的距离
float seq = sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y));
/*
向上取整,求得距离要产生多少个点?
kBrushPixelStep,画笔像素步长
修改kBrushPixelStep 的值,越大,笔触越细;越小,笔触越粗!
*/
NSInteger pointCount = ceil(seq / kBrushPiexlStep);
count = MAX(pointCount, 1);
for (int i = 0; i < count; i++) {
//判断如果顶点式 > 设置顶点max
if (vertexCount >= vertexMax) {
//修改vertexMax 的长度
vertexMax = 2 * vertexMax;
//增加空间开辟
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
}
//修改vertexBuffer数组的值
vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
//加载数据到vertexBuffer对象中
glBindBuffer(GL_ARRAY_BUFFER, vBoId);
//将cpu存储的顶点数据复制到GPu中, 复制顶点数据到缓冲区中提供给OpenGl使用
glBufferData(GL_ARRAY_BUFFER, vertexCount * 2 * sizeof(GLfloat), vertexBuffer, GL_DYNAMIC_DRAW);
//链接顶点属性
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
//用刚刚创建的program[0].id的program绘制
glUseProgram(program[PROGRAM_POINT].id);
/*
根据顶点绘制图形,
参数1:绘制模型 连接线段,参考视觉班第一节课的课件
参数2:起始点,0
参数3:顶点个数
*/
glDrawArrays(GL_POINTS, 0, (int)vertexCount);
//显示buffer
glBindRenderbuffer(GL_RENDERER, viewRenderBuffer);
[context presentRenderbuffer:GL_RENDERBUFFER];
}
- (void)setupShaders {
for (int i = 0; i < NUM_PROGRAMS; i++) {
//读取顶点着色程序
char *vsrc = readFile(pathForResource(program[i].vert));
char *fsrc = readFile(pathForResource(program[i].frag));
//将char->NSString 对象
NSString *vsrcStr = [[NSString alloc]initWithBytes:vsrc length:strlen(vsrc)-1 encoding:NSUTF8StringEncoding];
NSString *fsrcStr = [[NSString alloc]initWithBytes:fsrc length:strlen(fsrc)-1 encoding:NSUTF8StringEncoding];
//打印着色程序中的代码
NSLog(@"vsrc:%@",vsrcStr);
NSLog(@"fsrc:%@",fsrcStr);
//attribute
GLsizei attribCt = 0;
//创建字符串数组【1】
GLchar *attribUsed[NUM_ATTRIBS];
//
GLint attrib[NUM_ATTRIBS];
//attribute 变量名称-inVertex(point.vsh)
GLchar *attribName[NUM_ATTRIBS] = {
"inVertex",
};
//uniform变量名称 "MVP", "pointSize", "vertexColor", "texture",
const GLchar *uniformName[NUM_UNIFORMS] = {
"MVP", "pointSize", "vertexColor", "texture",
};
//遍历attribute
for (int j = 0; j < NUM_ATTRIBS; j++)
{
//strstr(str1,str2) 函数用于判断字符串str2是否是str1的子串。如果是,则该函数返回str2在str1中首次出现的地址;否则,返回NULL。
//判断,attribute 变量,是否存在顶点着色器程序中。point.vsh
if (strstr(vsrc, attribName[j]))
{
//attribute个数
attrib[attribCt] = j;
//使用的attribute的名称
attribUsed[attribCt++] = attribName[j];
}
}
//利用shaderUtil.c封装好的方法对programe 进行创建、链接、生成Programe
/*
参数1:vsrc,顶点着色器程序
参数2:fsrc,片元着色器程序
参数3:attribute变量个数
参数4:attribute变量名称
参数5:当前attribute位置
参数6:uniform名字
参数7:program的uniform地址
参数8:program程序地址
*/
glueCreateProgram(vsrc, fsrc,
attribCt, (const GLchar **)&attribUsed[0], attrib,
NUM_UNIFORMS, &uniformName[0], program[i].uniform,
&program[i].id);
//释放vsrc,fsrc指针
free(vsrc);
free(fsrc);
// 设置常数、初始化Uniform
//当前的i == 0
if (i == PROGRAM_POINT)
{
//使用proram program[0].id 等价,以往课程例子中的GLuint program;
glUseProgram(program[PROGRAM_POINT].id);
//为当前程序对象指定uniform变量值
/*
为当前程序对象指定uniform变量MVP赋值
void glUniform1f(GLint location, GLfloat v0);
参数1:location,指明要更改的uniform变量的位置 MVP
参数2:v0,指明在指定的uniform变量中要使用的新值
program[0].uniform[3] = 0
等价于,vsh顶点着色器程序中的uniform变量,MVP = 0;
其实简单理解就是做了一次初始化,清空这个mat4矩阵
*/
glUniform1i(program[PROGRAM_POINT].uniform[UNIFORM_TEXTURE], 0);
// 投影矩阵
/*
投影分为正射投影和透视投影,我们可以通过它来设置投影矩阵来设置视域,在OpenGL中,默认的投影矩阵是一个立方体,即x y z 分别是-1.0~1.0的距离,如果超出该区域,将不会被显示
正射投影(orthographic projection):GLKMatrix4MakeOrtho(float left, float righ, float bottom, float top, float nearZ, float farZ),该函数返回一个正射投影的矩阵,它定义了一个由 left、right、bottom、top、near、far 所界定的一个矩形视域。此时,视点与每个位置之间的距离对于投影将毫无影响。
透视投影(perspective projection):GLKMatrix4MakeFrustum(float left, float right,float bottom, float top, float nearZ, float farZ),该函数返回一个透视投影的矩阵,它定义了一个由 left、right、bottom、top、near、far 所界定的一个平截头体(椎体切去顶端之后的形状)视域。此时,视点与每个位置之间的距离越远,对象越小。
在平面上绘制,只需要使正投影就可以了!!
*/
GLKMatrix4 projectionMatrix = GLKMatrix4MakeOrtho(0, backingWidth, 0, backingHeight, -1, 1);
//模型矩阵,比如你要平移、旋转、缩放,就可以设置在模型矩阵上
//这里不需要这些变换,则使用单元矩阵即可,相当于1 * ? = ?
GLKMatrix4 modelViewMatrix = GLKMatrix4Identity;
//矩阵相乘,就2个矩阵的结果交给MVPMatrix
GLKMatrix4 MVPMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
/*
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
功能:为当前程序对象指定uniform变量值
参数1:location 指明要更改的uniform变量的位置 MVP
参数2:count 指定将要被修改的矩阵的数量
参数3:transpose 矩阵的值被载入变量时,是否要对矩阵进行变换,比如转置!
参数4:value ,指向将要用于更新uniform变量MVP的数组指针
*/
glUniformMatrix4fv(program[PROGRAM_POINT].uniform[UNIFORM_MVP], 1, GL_FALSE, MVPMatrix.m);
//点的大小 pointSize
/*
为当前程序对象指定uniform变量pointSize赋值
program[0].uniform[pointSize] = 纹理宽度/画笔比例
*/
// glUniform1f(program[PROGRAM_POINT].uniform[UNIFORM_POINT_SIZE], brushTexture.width / kBrushScale);
glUniform1f(program[PROGRAM_POINT].uniform[UNIFORM_POINT_SIZE], brushTexture.width / kBrushScale);
//笔刷颜色
/*
为当前程序对象指定uniform变量vertexColor赋值
program[0].uniform[vertexColor] = 画笔颜色
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
功能:为当前程序对象指定uniform变量值
参数1:location 指明要更改的uniform变量的位置 vertexColor
参数2:count 指定将要被修改的4分量的数量
参数3:value ,指向将要用于更新uniform变量vertexColor的值
*/
glUniform4fv(program[PROGRAM_POINT].uniform[UNIFORM_VERTEX_COLOR], 1, brushColor);
}
}
glError();
}
- (texureInfo_t)texureForName:(NSString *)name {
CGImageRef brushImage;
CGContextRef brushContext;
GLubyte *brushData;
size_t width, height;
GLuint textID;
texureInfo_t texture;
//首先建立一个图像文件的数据:一个UIImage对象,然后提取核心图形图像
brushImage = [UIImage imageNamed:name].CGImage;
//获取图片的宽和高
width = CGImageGetWidth(brushImage);
height = CGImageGetHeight(brushImage);
//分配位图上下文所需的内存
brushData = (GLubyte *)calloc(width * height * 4, sizeof(GLubyte));
//使用core grahics 框架提供的bitMaph创造功能
/*
CGContextRef CGBitmapContextCreate(
void * data,
size_t width,
size_t height,
size_t bitsPerComponent,
size_t bytesPerRow,
CGColorSpaceRef cg_nullable space,
uint32_t bitmapInfo);
Quartz创建一个位图绘制环境,也就是位图上下文。
参数1:data,要渲染的绘制内容的地址
参数2:位图的宽
参数3:位图的高
参数4:内存中像素的每个组件的位数,比如32位像素格式和RGB颜色空间。一般设置为8
参数5:位图每一行占有比特数
参数5:颜色空间,通过CGImageGetColorSpace(图片)获取颜色空间
参数6:颜色通道,RGBA = kCGImageAlphaPremultipliedLast
*/
brushContext = CGBitmapContextCreate(brushData, width, height, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
//创建context之后,可以再context上绘制图片
CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage);
//释放不需要的上下文,避免内存泄漏
CGContextRelease(brushContext);
//使用OpenGl ES 生成纹理
/*
生成纹理的函数
glGenTextures (GLsizei n, GLuint* textures)
参数1:n,生成纹理个数
参数2:存储纹理索引的第一个元素指针
*/
glGenTextures(1, &textID);
//b绑定纹理名称,允许建立一个绑定到目标纹理的有名称的纹理
glBindTexture(GL_TEXTURE_2D, textID);
//设置纹理参数使用缩小滤波器和线性滤波器 --设置纹理属性
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//绑定纹理名称,为内存中的图形数据提供一个指针
/*
功能:生成2D纹理
glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
参数1:target,纹理目标,因为你使用的是glTexImage2D函数,所以必须设置为GL_TEXTURE_2D
参数2:level,0,基本图像级别
参数3:internalformat,颜色组件;GL_RGBA,GL_ALPHA,GL_RGBA
参数4:width,纹理图像的宽度
参数5:height,纹理图像的高度
参数6:border,纹理边框的宽度,必须为0
参数7:format,像素数据的颜色格式,可不与internalformat一致,可参考internalformat的值
参数8:type,像素数据类型,GL_UNSIGNED_BYTE
参数9:pixels,内存中指向图像数据的指针
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)width, (int)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
//生成纹理之后,即可释放brushData数据
free(brushData);
//补充自己定义的texure结构体中的内容
texture.id = textID;
//纹理宽度
texture.width = (int)width;
texture.height = (int)height;
//返回纹理对象数据
return texture;
return texture;
}
- (void)setBrushColorWithRed:(CGFloat)red green:(CGFloat)green blue:(CGFloat)blue {
//更新画笔颜色 颜色 * 透明度
brushColor[0] = red * kBrushOpacity;
brushColor[1] = green * kBrushOpacity;
brushColor[2] = green * kBrushOpacity;
brushColor[3] = kBrushOpacity;
if (initialized) {
glUseProgram(program[PROGRAM_POINT].id);
glUniform4fv(program[PROGRAM_POINT].uniform[UNIFORM_VERTEX_COLOR], 1, brushColor);
}
}
-(void)dealloc
{
//安全释放viewFrameBuffer、viewRenderBuffer、brushTexture、vboId、context
if (viewFrameBuffer) {
glDeleteFramebuffers(1, &viewFrameBuffer);
viewFrameBuffer = 0;
}
if (viewRenderBuffer) {
glDeleteRenderbuffers(1, &viewRenderBuffer);
viewRenderBuffer = 0;
}
if (brushTexture.id) {
glDeleteTextures(1, &brushTexture.id);
brushTexture.id = 0;
}
if (vBoId) {
glDeleteBuffers(1, &vBoId);
vBoId = 0;
}
if ([EAGLContext currentContext] == context) {
[EAGLContext setCurrentContext:nil];
}
}
#pragma mark -- Touch Click
//点击屏幕开始
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
//获取绘制的bounds
CGRect bounds = [self bounds];
//获取当前的点击touch
UITouch* touch = [[event touchesForView:self] anyObject];
//设置为firstTouch -> yes
firstTouch = YES;
//获取当前点击的位置信息,x,y
_location = [touch locationInView:self];
//y = height - y
_location.y = bounds.size.height - _location.y;
}
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch *touch = [[event touchesForView:self]anyObject];
//第一次点击
if (firstTouch) {
//将firstTouch状态改为NO
firstTouch = NO;
//_previousLocation = 获取上一个顶点
_previousLocation = [touch previousLocationInView:self];
_previousLocation.y = bounds.size.height - _previousLocation.y;
}else
{
_location = [touch locationInView:self];
_location.y = bounds.size.height - _location.y;
_previousLocation = [touch previousLocationInView:self];
_previousLocation.y = bounds.size.height - _previousLocation.y;
}
//获取_previousLocation 和 _location 2个顶点,绘制成线条
[self renderLineFormPoint:_previousLocation toPoind:_location];
}
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch *touch = [[event touchesForView:self]anyObject];
//判断是否为第一次触碰
if (firstTouch) {
firstTouch = NO;
_previousLocation = [touch previousLocationInView:self];
_previousLocation.y = bounds.size.height - _previousLocation.y;
[self renderLineFormPoint:_previousLocation toPoind:_location];
}
}
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
NSLog(@"Touch Cancelled");
}
-(BOOL)canBecomeFirstResponder
{
return YES;
}
@end
4.封装系统音效播放的工具类,代码如下:
#import
#import
NS_ASSUME_NONNULL_BEGIN
@interface SoundEffect : NSObject {
SystemSoundID _soundID;
}
+ (id)soundEffectWithContentOfFile:(NSString *)path;
- (id)initWithContentOfFile:(NSString *)path;
- (void)play;
@end
NS_ASSUME_NONNULL_END
#import "SoundEffect.h"
@implementation SoundEffect
//根据指定的声音文件中创建一个系统音效对象
+ (id)soundEffectWithContentOfFile:(NSString *)path {
if (path) {
return [[SoundEffect alloc] initWithContentOfFile:path];
}
return nil;
}
- (id)initWithContentOfFile:(NSString *)path {
self = [super init];
if (self != nil) {
//1. 获取声音文件路径
NSURL *fileURL= [NSURL fileURLWithPath:path];
//2.判断声音文件是否存在
if (fileURL == nil) {
NSLog(@"URL is nil for path %@",path);
return nil;
}
//3.定义SystemSoundid
SystemSoundID aSoundID;
//允许应用程序指定由系统声音服务播放其播放的音效
OSStatus error = AudioServicesCreateSystemSoundID((__bridge CFURLRef)fileURL, &aSoundID);
if (error == kAudioServicesNoError) {
//赋值
_soundID = aSoundID;
}else {
NSLog(@"Error:loading soud path = %@", path);
self = nil;
}
}
return self;
}
- (void)play {
//播放设置的系统音频
AudioServicesPlaySystemSound(_soundID);
}
- (void)dealloc {
//清除系统音效
AudioServicesDisposeSystemSoundID(_soundID);
}
@end
5.在storyboard中修改view的父类为“YZView”,并在控制器中实现如下代码:
#import "ViewController.h"
#import "SoundEffect.h"
#import "YZView.h"
//亮度
#define kBrightness 1.0
//饱和度
#define kSaturation 0.45
//调色板高度
#define kPaletteHeight 30
//调色板大小
#define kPaletteSize 5
//最小擦除区间
#define kMinEraseInterval 0.5
//填充率
#define kLeftMargin 10.0
#define kTopMargin 10.0
#define kRightMargin 10.0
@interface ViewController () {
SoundEffect *eraseSound;
SoundEffect *selecColorSound;
CFTimeInterval lastTime;
}
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
[self setUpUI];
}
- (void)setUpUI {
//数据存储颜色选择的图片
UIImage *redImage = [[UIImage imageNamed:@"Red"] imageWithRenderingMode:UIImageRenderingModeAlwaysOriginal];
UIImage *yeallowImage = [[UIImage imageNamed:@"Yellow"] imageWithRenderingMode:(UIImageRenderingMode)UIImageRenderingModeAlwaysOriginal];
UIImage *greenImage = [[UIImage imageNamed:@"Green"] imageWithRenderingMode:UIImageRenderingModeAlwaysOriginal];
UIImage *blueImage = [[UIImage imageNamed:@"Blue"] imageWithRenderingMode:UIImageRenderingModeAlwaysOriginal];
NSArray *selectorImageArr = @[redImage, yeallowImage, greenImage, blueImage];
//2.创建一个分段控件 让用户可以选择画笔颜色
UISegmentedControl *segmentControl = [[UISegmentedControl alloc] initWithItems:selectorImageArr];
//3.设置控件的位置
CGRect rect = [[UIScreen mainScreen] bounds];
CGRect frame = CGRectMake(rect.origin.x + kLeftMargin, rect.size.height - kPaletteHeight - kTopMargin , rect.size.width - (kLeftMargin + kRightMargin), kPaletteHeight);
segmentControl.frame = frame;
//4.segmentcontoller添加按钮事件-- 改变画笔颜色
[segmentControl addTarget:self action:@selector(changeBrushColor:) forControlEvents:UIControlEventValueChanged];
//5. 设置tintColor 和 默认选择
segmentControl.selectedSegmentIndex = 2;
[self.view addSubview:segmentControl];
//6.加载声音--选择颜色和清空屏幕颜色的声音
NSString *ereasePath = [[NSBundle mainBundle] pathForResource:@"Erase" ofType:@"caf"];
NSString *selectPath = [[NSBundle mainBundle] pathForResource:@"Select" ofType:@"caf"];
eraseSound = [SoundEffect soundEffectWithContentOfFile:ereasePath];
selecColorSound = [SoundEffect soundEffectWithContentOfFile:selectPath];
//7.定义起始颜色
//创建并返回一个颜色对象使用指定的不透明的HSB颜色空间的分量值
/*
参数列表:
Hue:色调 = 选择的index/颜色选择总数
saturation:饱和度
brightness:亮度
*/
CGColorRef color = [UIColor colorWithHue:(CGFloat)2.0/(CGFloat)kPaletteSize saturation:kSaturation brightness:kBrightness alpha:1.0].CGColor;
//根据颜色值,返回颜色相关的颜色组件
const CGFloat *components = CGColorGetComponents(color);
//根据OpenGL视图设置画笔颜色
[(YZView *)self.view setBrushColorWithRed:components[0] green:components[1] blue:components[2]];
}
- (IBAction)eraseAction:(id)sender {
//防止一直不停点击清除屏幕
if (CFAbsoluteTimeGetCurrent() > lastTime + kMinEraseInterval) {
NSLog(@"清除屏幕");
//播放系统音效
[eraseSound play];
//清理屏幕
[(YZView *)self.view erase];
//保存这次时间到lastTime中
lastTime = CFAbsoluteTimeGetCurrent();
}
}
- (void)changeBrushColor:(id)sender {
NSLog(@"改变颜色");
[selecColorSound play];
// 定义新的画笔颜色 创建并返回一个颜色对象使用指定的不透明的HSB颜色空间的分量值
CGColorRef color = [UIColor colorWithHue:(CGFloat)[sender selectedSegmentIndex] / (CGFloat)kPaletteSize saturation:kSaturation brightness:kBrightness alpha:1.0].CGColor;
//返回颜色的组件,红、绿、蓝、alpha颜色值
const CGFloat *components = CGColorGetComponents(color);
// 根据OpenGL视图设置画笔颜色
[(YZView *)self.view setBrushColorWithRed:components[0] green:components[1] blue:components[2]];
}
按照以上的代码,便可实现电子画板的功能。