OpenGL ES 如何加载显示一张图片

第一部分:使用OpenGL加载一张图片流程

第一大步:设置图层

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];

第二大步:设置上下文

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;

第三大步:清空缓存区

glDeleteBuffers(1, &_myColorRenderBuffer);

self.myColorRenderBuffer = 0;

glDeleteBuffers(1, &_myColorFrameBuffer);

 self.myColorFrameBuffer = 0;

第四大步:设置RenderBuffer

1.定义一个缓存区ID

 GLuintbuffer;

 2.申请一个缓存区标志

 glGenRenderbuffers(1, &buffer);

 self.myColorRenderBuffer = buffer;

 3.将标识符绑定到GL_RENDERBUFFER

  glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);

  4.将可绘制对象drawable object's  CAEAGLLayer的存储绑定到OpenGL ES renderBuffer对象

  [self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];

第五大步:设置FrameBuffer

1.定义一个缓存区ID

 GLuintbuffer;

 2.申请一个缓存区标志

  //glGenRenderbuffers(1, &buffer);

  //glGenFramebuffers(1, &buffer);

  glGenBuffers(1, &buffer);

  self.myColorFrameBuffer = buffer;

  glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);

  3.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);

第六大步:开始绘制

设置清屏颜色

glClearColor(0.3f, 0.45f, 0.5f, 1.0f);

 清除屏幕

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);

   GLintlinkStatus;

   获取链接状态

    glGetProgramiv(self.myPrograme, GL_LINK_STATUS, &linkStatus);

    if(linkStatus ==GL_FALSE) {

        GLcharmessage[512];

        glGetProgramInfoLog(self.myPrograme, sizeof(message), 0, &message[0]);

        NSString*messageString = [NSStringstringWithUTF8String:message];

        NSLog(@"Program Link Error:%@",messageString);

        return;

    }

    NSLog(@"Program Link Success!");

    5.使用program

    glUseProgram(self.myPrograme);

  6.设置顶点、纹理坐标

   前3个是顶点坐标,后2个是纹理坐标

    GLfloatattrArr[] =

    {

        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,

    };

    7.-----处理顶点数据--------

    (1)顶点缓存区

    GLuintattrBuffer;

    (2)申请一个缓存区标识符

    glGenBuffers(1, &attrBuffer);

    (3)将attrBuffer绑定到GL_ARRAY_BUFFER标识符上

    glBindBuffer(GL_ARRAY_BUFFER, attrBuffer);

    (4)把顶点数据从CPU内存复制到GPU上

    glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);

    8.将顶点数据通过myPrograme中的传递到顶点着色程序的position

    1.glGetAttribLocation,用来获取vertex attribute的入口的.

    2.告诉OpenGL ES,通过glEnableVertexAttribArray,

    3.最后数据是通过glVertexAttribPointer传递过去的。

    (1)注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致

    GLuint position = glGetAttribLocation(self.myPrograme, "position");

    (2).设置合适的格式从buffer里面读取数据

    glEnableVertexAttribArray(position);

    (3).设置读取方式

    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, NULL);

    9.处理纹理数据

    (1).glGetAttribLocation,用来获取vertex attribute的入口的.

    GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");

    (2).设置合适的格式从buffer里面读取数据

    glEnableVertexAttribArray(textCoor);

    (3).设置读取方式

    glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (float *)NULL + 3);

    10.加载纹理

    [self setupTexture:@"kunkun"];

    11. 设置纹理采样器 sampler2D

    glUniform1i(glGetUniformLocation(self.myPrograme, "colorMap"), 0);

    12.绘图

    glDrawArrays(GL_TRIANGLES, 0, 6);

    13.从渲染缓存区显示到屏幕上

    [self.myContext presentRenderbuffer:GL_RENDERBUFFER];

其中 第10小步:

1、将 UIImage 转换为 CGImageRef

 CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;

   判断图片是否获取成功

    if(!spriteImage) {

        NSLog(@"Failed to load image %@", fileName);

        exit(1);

    }

   2、读取图片的大小,宽和高

   size_twidth =CGImageGetWidth(spriteImage);

   size_theight =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

    CGRectrect =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);

    floatfw = 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); 

第二部分:实现图片翻转的5种方式

第1种: 旋转矩阵翻转图形,不翻转纹理

GLuint rotate = glGetUniformLocation(self.myPrograme, "rotateMatrix");

float radians = 180 * 3.14159f / 180.0f;

float s = sin(radians);

float c = cos(radians);

GLfloat zRotation[16] = {

   c, -s, 0, 0,

   s, c, 0, 0,

   0, 0, 1.0, 0,

   0.0, 0, 0, 1.0

};

glUniformMatrix4fv(rotate, 1, GL_FALSE, (GLfloat *)&zRotation[0]);

第2种: 解压图片时,将图片源文件翻转

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);

CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);

CGContextTranslateCTM(spriteContext, rect.origin.x, rect.origin.y);

CGContextTranslateCTM(spriteContext, 0, rect.size.height);

CGContextScaleCTM(spriteContext, 1.0, -1.0);

CGContextTranslateCTM(spriteContext, -rect.origin.x, -rect.origin.y);

CGContextDrawImage(spriteContext, rect, spriteImage); 

CGContextRelease(spriteContext);

glBindTexture(GL_TEXTURE_2D, 0);

第3种: 修改片元着色器,纹理坐标

varying lowp vec2 varyTextCoord;

uniform sampler2D colorMap;

void main()

{

    gl_FragColor = texture2D(colorMap, vec2(varyTextCoord.x,1.0-varyTextCoord.y));

}

第4种: 修改顶点着色器,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;

}

第5种:直接从源纹理坐标数据修改

GLfloat attrArr[] =

{

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

};

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