OpenGL ES 分屏滤镜

在viewController中准备我们需要的步骤
1.设置上下文
2.创建图层
3.设置顶点数据
4.加载纹理
5.打开变换管道

- (void)filterInit {

    //1\. 初始化上下文并设置为当前上下文
    self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    [EAGLContext setCurrentContext:self.context];

    //2.开辟顶点数组内存空间
    self.vertices = malloc(sizeof(SenceVertex) * 4);

    //3.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}};

    //4.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];

    //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

    //7.设置视口
    glViewport(0, 0, self.drawableWidth, self.drawableHeight);

    //8.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);

    //9.设置默认着色器
    [self setupNormalShaderProgram]; // 一开始选用默认的着色器

    //10.将顶点缓存保存,退出时才释放
    self.vertexBuffer = vertexBuffer;
}

绑定渲染缓存区和帧缓存区

- (void)bindRenderLayer:(CALayer  *)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);
}

纹理加载

- (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;
}

初始化着色器

- (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;
}

这里我们需要加载自定义着色器,并且进行编译链接获取program这个id。

void glGetShaderiv(GLuint shader,GLenum pname,GLint *params);
参数
shader
指定要查询的着色器对象,直接放入需要检查的着色器即可。
pname
指定着色器对象的参数。 可接受的符号名称为

GL_SHADER_TYPE 用来判断并返回着色器类型
GL_DELETE_STATUS 判断着色器是否被删除
GL_COMPILE_STATUS 用于检测编译是否成功
GL_INFO_LOG_LENGTH 用于返回着色器的信息日志的长度
GL_SHADER_SOURCE_LENGTH 返回着色器源码长度,不存在则返回0
#pragma mark -shader compile and link
//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;
}

滤镜点击的代理方法,每次点击之后,界面重新渲染

#pragma mark - FilterBarDelegate
- (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index {
    //1\. 选择默认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];
    }
    // 重新开始滤镜动画'.
    [self startFilerAnimation];
}

// 开始一个滤镜动画
- (void)startFilerAnimation {
    //1.判断displayLink 是否为空
    //CADisplayLink 定时器
    if (self.displayLink) {
        [self.displayLink invalidate];
        self.displayLink = nil;
    }
    //2\. 设置displayLink 的方法
    self.startTimeInterval = 0;
    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];
}

//2\. 动画
- (void)timeAction {
    //DisplayLink 的当前时间撮
    if (self.startTimeInterval == 0) {
        self.startTimeInterval = self.displayLink.timestamp;
    }
    //使用program
    glUseProgram(self.program);
    //绑定buffer
    glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);

    // 传入时间
    CGFloat currentTime = self.displayLink.timestamp - self.startTimeInterval;
    GLuint time = glGetUniformLocation(self.program, "Time");
    glUniform1f(time, currentTime);

    // 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];
}

最后,当页面消失的时候需要释放并移除

//释放
- (void)dealloc {
    //1.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;
    }
}

分屏计算

首先我们需要了解一下在vsh和fsh文件中是如何编写的,实现了分屏效果。其实我们的顶点着色器是不需要修改,主要修改的是纹理着色器。

顶点着色器

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;

void main (void) {
    gl_Position = Position;
    TextureCoordsVarying = TextureCoords;
}

纹理着色器

这里每一种分屏类型对应一个文件,这只是汇总它实现效果的算法。

//一张图片
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
//一张图片
void main (void) {
    vec4 mask = texture2D(Texture, TextureCoordsVarying);
    gl_FragColor = vec4(mask.rgb, 1.0);
}

二分屏

    所谓二分屏,就是当显示一张图片的时候,截取纹理Y坐标下0.25-0.75的位置,为什么是0.25至0.75了,因为在我们拍摄的过程,大多图片的核心内容显示在这个区域。我们知道纹理的坐标范围是(0,1)
//两张图片
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样,判断的位置变成了1/3处:

//三张
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

四分屏特点:原样显示图片的大小,不放大缩小,从代码中我们可以看出,当纹理坐标(x,y)在0-0.5的时候,我们让其乘以2,为什么?原来纹理坐标在0到0.5的时候,获取纹理的时候,只能对应纹理0到0.5,使其乘以2,原本0到0.5的范围就变成了0到1,当纹理坐标(x,y)大于0.5的时候,先减去0.5,再乘以2,也使其0.5到1的范围先变成0到0.5,最后变成0到1,这样,当获取纹理的时候,无论从0到0.5的范围,还是0.5到1的范围,都是变成获取(0,1)整张图片。究其根本原因就是改变纹理坐标获取的纹理位置。

//四张
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分屏原理就很简单了,6分屏实现原理就是同时改变纹理坐标的值,x坐标取三分之一处,Y坐标取0.5之处,主要是看你的图拍你的样子,原理示意图参照2/3/4分屏

//六张
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样,只是x,y分屏的地方选择的是1/3,2/3处,相关流程示意图,请参照4分屏示意图

//九张
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);
}

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