一、效果图
二、流程图
三、着色器中的主要区别
顶点着色器中不需要改变,只在片元着色器改变像素绘制的点就ok了
1、顶点着色器
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
TextureCoordsVarying = TextureCoords;
gl_Position = Position;
}
以下是不同滤镜的片元着色器代码
2、不分屏
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
void main (void) {
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
3、2分屏
X方向不需要改动,我们来看Y方向的取样范围:
- 当 y 在
[0, 0.5]
范围时,屏幕的(0,0)坐标需要对应图片的(0,0.25),所以y = y+0.25 - 当 y 在
[0.5, 1]
范围时,屏幕的(0,0.5)坐标需要对应图片的(0,0.25),所以y = y-0.25
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));
}
4、3分屏
X方向不需要改动,我们来看Y方向的取样范围:
- 当 y 在
[0, 1/3]
范围时,屏幕的(0,0)坐标需要对应图片的(0,1/3),所以y = y+1/3 - 当 y 在
[1/3, 2/3]
范围时,屏幕的(0,1/3)坐标需要对应图片的(0,1/3),所以y 不变 - 当 y 在
[2/3, 1]
范围时,屏幕的(0,2/3)坐标需要对应图片的(0,1/3),所以y = y-1/3
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
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);
}
5、4分屏
X、Y都需要改变了:
- 当 x 在
[0, 0.5]
范围时,x = x * 2 - 当 x 在
[0.5, 1]
范围时,x = ( x - 0.5 ) * 2 - 当 y 在
[0, 0.5]
范围时,y = y * 2 - 当 y 在
[0.5, 1]
范围时,y = ( y - 0.5 ) * 2
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
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);
}
6、6分屏
6分屏大多是两行三列。X方向分3份,Y方向分2份,其实相当于Y方向2分屏、X方向3分屏。
- 当 x 在
[0, 1/3]
范围时,x = x+1/3 - 当 x 在
[1/3, 2/3]
范围时,x 不变 - 当 x 在
[2/3, 1]
范围时,x = x-1/3 - 当 y 在
[0, 0.5]
范围时,y = y+0.25 - 当 y 在
[0.5, 1]
范围时,y = y-0.24
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
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);
}
7、9分屏
类似4分屏,X、Y方向都进行3等份:
- 当 x 在
[0, 1/3]
范围时,x = x * 3 - 当 x 在
[1/3, 2/3]
范围时,x = ( x - 1/3 ) * 3 - 当 x 在
[2/3, 1]
范围时,x = ( x - 2/3 ) * 3 - 当 y 在
[0, 1/3]
范围时,y= y * 3 - 当 y 在
[1/3, 2/3]
范围时,y = ( y - 1/3 ) * 3 - 当 y 在
[2/3, 1]
范围时,y = ( y - 2/3 ) * 3
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
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);
}
四、代码部分
注释很详细了,就不赘述了
//
// ViewController.m
// SplitScreen
//
// Created by jpy on 2020/8/11.
// Copyright © 2020 jpy. All rights reserved.
//
#import "ViewController.h"
#import
#import "FilterBar.h"
//之前也提到过,c语言结构体,存放顶点数据
typedef struct {
GLKVector3 positionCoord; // (X, Y, Z)
GLKVector2 textureCoord; // (U, V)
} SenceVertex;
@interface ViewController ()
// 顶点数组
@property (nonatomic, assign) SenceVertex *vertices;
// 上下文
@property (nonatomic, strong) EAGLContext *context;
// 用于刷新屏幕的专属定时器(相比timer,它可以和屏幕刷新同频)
@property (nonatomic, strong) CADisplayLink *displayLink;
// 着色器程序
@property (nonatomic, assign) GLuint program;
// 顶点缓冲区id
@property (nonatomic, assign) GLuint vertexBuffer;
// 纹理的id
@property (nonatomic, assign) GLuint textureID;
@end
@implementation ViewController
//释放部分
- (void)dealloc {
//上下文释放
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
//顶点缓存区释放
if (_vertexBuffer) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
}
//顶点数组释放
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;
}
}
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor blackColor];
/*
整体思路:
和GLSL加载图片的流程一样
不同分屏滤镜效果,主要是在着色器里去计算的
这里加一个计时器的关键点在于,让屏幕保持一直刷新渲染,方便切换滤镜及时刷新。更多是用于有动效的滤镜
*/
//1、创建底部切换bar
[self setupFilterBar];
//2、GLSL加载图片流程
[self loaderImage];
//3、启动定时器,刷新屏幕
[self startRender];
}
#pragma mark - 1
- (void)setupFilterBar {
CGFloat filterBarWidth = [UIScreen mainScreen].bounds.size.width;
CGFloat filterBarHeight = 100;
CGFloat filterBarY = [UIScreen mainScreen].bounds.size.height - filterBarHeight;
NSArray *dataSource = @[@"无",@"分屏_2",@"分屏_3",@"分屏_4",@"分屏_6",@"分屏_9"];
FilterBar *filerBar = [[FilterBar alloc] initWithFrame:CGRectMake(0, filterBarY, filterBarWidth, filterBarHeight)];
filerBar.itemList = dataSource;
filerBar.delegate = self;
[self.view addSubview:filerBar];
}
- (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index {
//1. 选择默认shader
if (index == 0) {
[self setUpDrawShaderWith:@"shader_n"];
}else if(index == 1)
{
[self setUpDrawShaderWith:@"shader_2"];
}else if(index == 2)
{
[self setUpDrawShaderWith:@"shader_3"];
}else if(index == 3)
{
[self setUpDrawShaderWith:@"shader_4"];
}else if(index == 4)
{
[self setUpDrawShaderWith:@"shader_6"];
}else if(index == 5)
{
[self setUpDrawShaderWith:@"shader_9"];
}
// 重新开始滤镜动画
[self startRender];
}
#pragma mark - 2
- (void)loaderImage {
//1、准备工作
/*
把一些会重复用到的地方,封装起来,然后剩下的不变的,放在这个方法里面。
上下文&设置当前
设置图层
设置缓冲区
设置视口
设置顶点数据
设置顶点缓冲区
解压图片,拿到纹理id(因为这里面只有一个纹理,如果有多个也要拆分出去,方便复用)
*/
[self setUpConfig];
//2、绘制每一个着色器都需要调用的方法。第一次加载,肯定使用默认着色器
/*
1、加载、编译shader
1)拿到shader路径,转成c字符串
2)创建shader对象
3)把着色器字符串 附着到shader对象上
4)编译shader对象&检验
2、附着、连接program
1)创建一个program对象
2)把顶点、片元shader 附着上
3)链接program&检验
3、use program
4、传递数据
1)顶点坐标数据
2)纹理坐标数据
3)采样器传递纹理id(纹理id在准备工作就拿到了,不放这里是防止重复操作)
*/
[self setUpDrawShaderWith:@"shader_n"];
}
#pragma mark - 2.1
- (void)setUpConfig {
//1.上下文
self.context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.context];
//2、图层-设置一个正方形
CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
layer.frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
layer.contentsScale = [[UIScreen mainScreen] scale];
[self.view.layer addSublayer:layer];
//3、缓冲区
//1)渲染缓冲区
GLuint rBuffer,fBuffer;
glGenRenderbuffers(1, &rBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, rBuffer);
//把layer的存储绑定到渲染缓冲区
[self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
//2)帧缓冲区
glGenFramebuffers(1, &fBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, fBuffer);
//把renderBuffer绑定到ATTACHMENT0上
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rBuffer);
//4、视口
glViewport(0, 0, self.drawableWidth, self.drawableHeight);
//5、顶点数据
//1)开辟顶点数组内存空间
self.vertices = malloc(sizeof(SenceVertex) * 4);
//2)
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}};
//6、顶点缓冲区
GLuint vBuffer;
glGenBuffers(1, &vBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(SenceVertex) * 4, self.vertices, GL_STATIC_DRAW);
//保存,退出的时候才释放
self.vertexBuffer = vBuffer;
//7、解压图片,获取纹理id
GLuint textureID = [self createTextureWithImageName:@"mark.jpeg"];
//设置纹理ID
self.textureID = textureID;
}
- (GLuint)createTextureWithImageName:(NSString *)imageName{
//1、拿到图片路径
//这么写的好处是,图片不做缓存处理
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:imageName];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
//2、解压图片
CGImageRef imageRef = [image CGImage];
//3、判断图片有没有拿到
if (!imageRef) {
NSLog(@"load image faile");
exit(1);
}
//4、创建上下文
//1)获取宽高
GLuint width = (GLuint)CGImageGetWidth(imageRef);
GLuint height = (GLuint)CGImageGetHeight(imageRef);
//2)拿到图片大小
void *imageData = malloc(width * height * 4);
//3)拿到图片的颜色
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
//3)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 imageContext = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
//5、重新绘制
CGRect rect = CGRectMake(0, 0, width, height);
//1)翻转策略
CGContextTranslateCTM(imageContext, 0, height);
CGContextScaleCTM(imageContext, 1.0f, -1.0f);
//2)对图片重新绘制,得到一张新的解压后的位图
CGContextDrawImage(imageContext, rect, imageRef);
//3)用完之后释放
CGColorSpaceRelease(colorSpace);
CGContextRelease(imageContext);
//6、设置纹理 (因为这个方法需要我们返回一个id,就不穿默认0了,还是写一遍代码吧)
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
//7、载入纹理数据
/*
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);
//8、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);
//9、重新绑定一下(用的时候就绑定准没错)
glBindTexture(GL_TEXTURE_2D, textureId);
//10、释放
free(imageData);
return textureId;
}
#pragma mark - 2.2
- (void)setUpDrawShaderWith:(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、
//1)创建一个program
GLuint program = glCreateProgram();
//2)附着
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
// glDeleteShader(vertexShader);
// glDeleteShader(fragmentShader);
//3)link
glLinkProgram(program);
//4)检查
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"program链接失败:%@", messageString);
exit(1);
}
//3、use
glUseProgram(program);
//4、传递数据
//1)先拿到通道名
//顶点坐标
GLuint positionSlot = glGetAttribLocation(program, "Position");
//纹理坐标
GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
//纹理
GLuint textureSlot = glGetUniformLocation(program, "Texture");
//2)传顶点坐标
glEnableVertexAttribArray(positionSlot);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, positionCoord));
//3)传纹理坐标
glEnableVertexAttribArray(textureCoordsSlot);
glVertexAttribPointer(textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, textureCoord));
//4) 传纹理
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, self.textureID);
glUniform1i(textureSlot, 0);
//5.保存program,界面销毁则释放
self.program = program;
}
//编译shader代码
- (GLuint)compileShaderWithName:(NSString *)name type:(GLenum)shaderType {
//1、获得shader路径
NSString *shaderPath = [[NSBundle mainBundle] pathForResource:name ofType:shaderType == GL_VERTEX_SHADER ? @"vsh" : @"fsh"];
//2、转换成c语言字符串
NSError *error;
NSString *shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog( @"读取shader失败");
exit(1);
}
// const GLchar* source = (GLchar*)[pathString UTF8String];
const char *shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = (int)[shaderString length];
//3、创建shader对象
GLuint shader = glCreateShader(shaderType);
//4、附着
glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
//5、编译
glCompileShader(shader);
//6、检查编译
GLint compileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"shader编译失败:%@", messageString);
exit(1);
}
return shader;
}
#pragma mark - 3
- (void)startRender {
//1.因为会重复调用,严谨一点,先判断一下
if (self.displayLink) {
[self.displayLink invalidate];
self.displayLink = nil;
}
//2. 设置displayLink 的方法
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
//3.将displayLink 添加到runloop 运行循环
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)timeAction{
//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];
}
//获取渲染缓存区的宽
- (GLint)drawableWidth {
GLint backingWidth;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
return backingWidth;
}
//获取渲染缓存区的高
- (GLint)drawableHeight {
GLint backingHeight;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
return backingHeight;
}
@end
源码链接:
链接:https://pan.baidu.com/s/1HPEDyWqdLiI7q7EJQBIhjw 密码:c6hi