【推荐】2019 Java 开发者跳槽指南.pdf(吐血整理) >>>
// HelloShader
// Created by gdxz on 16/10/28.
#import "LearnView.h"
#import <OpenGLES/ES2/gl.h>
@interface LearnView()
@property (nonatomic, strong) EAGLContext *myContext;
@property (nonatomic, strong) CAEAGLLayer *myEagLayer;
@property (nonatomic, assign) GLuint myProgram;
@property (nonatomic, assign) GLuint myColorRenderBuffer;
@property (nonatomic, assign) GLuint myColorFrameBuffer;
- (void)setupLayer;
@end
@implementation LearnView
+ (Class)layerClass {
return [CAEAGLLayer class];
}
- (void)layoutSubviews {
[self setupLayer];
[self setupContext];
[self destoryRenderAndFrameBuffer];
[self setupRenderBuffer];
[self setupFrameBuffer];
[self render];
}
- (void)render {
glClearColor(0, 1.0, 0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
CGFloat scale = [[UIScreen mainScreen] scale];//视图放大倍数
glViewport(self.frame.origin.x*scale, self.frame.origin.y*scale, self.frame.size.width*scale, self.frame.size.height*scale);
//读取文件路径
NSString *vertFile = [[NSBundle mainBundle] pathForResource:@"shader_v" ofType:@"vsh"];
NSString *fragFile = [[NSBundle mainBundle] pathForResource:@"shader_f" ofType:@"fsh"];
//加载shader
self.myProgram = [self loadShaders:vertFile frag:fragFile];
//连接
glLinkProgram(self.myProgram);
GLint linkSuccess;
glGetProgramiv(self.myProgram, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(self.myProgram, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"error %@",messageString);
return;
} else {
NSLog(@"link success");
glUseProgram(self.myProgram);//成功便使用
}
//前三个是顶点坐标,后面两个是纹理坐标
GLfloat attrArr[] = {
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
};
GLuint attrBuffer;
glGenBuffers(1, &attrBuffer);
glBindBuffer(GL_ARRAY_BUFFER, attrBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
GLuint position = glGetAttribLocation(self.myProgram, "position");
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, NULL);
glEnableVertexAttribArray(position);//CPU传输到GPU,GPU可见数据跟操作
GLuint textCoor = glGetAttribLocation(self.myProgram, "textCoordinate");
glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (float *)NULL +3);
glEnableVertexAttribArray(textCoor);
//加载纹理
[self setupTexture:@"123.png"];
//获取shader里面的变量,这里记得要在linkProgram后面
GLuint rotate = glGetUniformLocation(self.myProgram, "rotateMatrix");
float radians = 10 * 3.14159f / 180.f;
float s = sin(radians);
float c = cos(radians);
//z轴旋转矩阵
GLfloat zRotation[16] = {
c, -s, 0, 0.2,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
//设置旋转矩阵
glUniformMatrix4fv(rotate, 1, GL_FALSE, (GLfloat *)&zRotation[0]);
//glUniformMatrix4fv:将数组以列向量的形式存放到矩阵中的
/*param
GLint location shader uniform变量的位置索引
GLsizei count 要更新矩阵的数量,可以同事对多个矩阵赋值
GLboolean transpose 矩阵是行主序还是列主序,默认行主序
const GLfloat* value 矩阵地址指针
*/
glDrawArrays(GL_TRIANGLES, 0, 6);
/*glDrawArrays-para
GLenum mode GL_TRIANGLES/GL_TRIANGLE_FAN/GL_TRIANGLE_STRIP
GLint first 从顶点数组缓存中哪一位开始绘制
GLsizei count 顶点数量
*/
[self.myContext presentRenderbuffer:GL_RENDERBUFFER];
}
/**
* c语言编译流程:预编译、编译、汇编、链接
* glsl的编译过程主要有glCompileShader、glAttachShader、glLinkProgram三步;
* @param vert 顶点着色器
* @param frag 片元着色器
* @return 编译成功的shaders
*/
- (GLuint)loadShaders:(NSString *)vert frag:(NSString *)frag {
GLuint verShader,fragShader;
GLint program = glCreateProgram();
//编译
[self compileShader:&verShader type:GL_VERTEX_SHADER file:vert];
[self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:frag];
glAttachShader(program, verShader);
glAttachShader(program, fragShader);
//释放shader
glDeleteShader(verShader);
glDeleteShader(fragShader);
return program;
}
- (void)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file {
//读取字符串
NSString *content = [NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil];
const GLchar *source = (GLchar *)[content UTF8String];
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
}
#pragma mark - private method
- (void)setupLayer {
self.myEagLayer = (CAEAGLLayer *)self.layer;
//设置放大倍数
[self setContentScaleFactor:[[UIScreen mainScreen] scale]];
//CALayer默认是透明,必须将其设置为不透明才能看得见
self.myEagLayer.opaque = YES;
//设置描述属性,在这里设置不为耻渲染内容以及颜色格式为 RGBA8
self.myEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:NO],kEAGLDrawablePropertyRetainedBacking,kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat, nil];
}
- (void)setupContext {
//指定OpenGL 渲染API版本,在这里我们使用OpenGL ES 2.0
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
EAGLContext *context = [[EAGLContext alloc] initWithAPI:api];
if (!context) {
NSLog(@"Failed to initialize OpenGLES 2.0 context");
exit(1);
}
//设置为当前上下文
if (![EAGLContext setCurrentContext:context]) {
NSLog(@"Failed to set current OpenGL context");
exit(1);
}
self.myContext = context;
}
- (void)destoryRenderAndFrameBuffer {
glDeleteFramebuffers(1, &_myColorFrameBuffer);
self.myColorFrameBuffer = 0;
glDeleteRenderbuffers(1, &_myColorRenderBuffer);
self.myColorRenderBuffer = 0;
}
- (void)setupRenderBuffer {
GLuint buffer;
glGenRenderbuffers(1, &buffer);//返回id不能为0,0已经内部保留,id为0标示默认的帧缓冲区,就是”窗口系统提供的“帧缓冲区。
self.myColorRenderBuffer = buffer;
glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
[self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
}
- (void)setupFrameBuffer {
//Framebuffer object通常也称为FBO,相当于buffer(color,depth,stencil)的管理者,一个FBO也包含颜色缓冲区,深度缓冲区,模板缓冲区,三大buffer可以附加到一个FBO上
/*
颜色缓冲区:就是帧缓冲区(图形设备的内存),需要渲染的场景的每一个像素都最终写入该缓冲区,然后由他渲染到屏幕上显示。
深度缓冲区:与帧缓冲区对应,用于记录上面每个像素的深度值,通过深度缓冲区,我们可以进行深度测试,从而确定像素的遮挡关系,保证渲染正确。(注意区分深度测试和背面剔除)
模板缓冲区:与深度缓冲区类似,通过设置模板缓冲每个像素的值,我们可以在渲染的时候只渲染后写像素,从而可以达到一些特殊的效果。
模板缓冲区可以为屏幕上的每个像素点保存一个无符号的整数值,在渲染过程中,可以用这个值与一个预先设定的参考值相比较,根据比较的结果来决定是否更新相应的像素点的颜色值
*/
GLuint buffer;
glGenFramebuffers(1, &buffer);
self.myColorFrameBuffer = buffer;
glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
//附加渲染缓冲区镜像到FBO中
//void glFramebufferRenderbuffer(GLenum target,GLenum attachmentPoint, GLenum renderbufferTarget,GLuint renderbufferId)
}
- (GLuint)setupTexture:(NSString *)fileName {
//获取图片CGImageRef
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage) {
NSLog(@"failed to load image %@",fileName);
exit(1);
}
//读取图片大小
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte *spriteData = (GLubyte *)calloc(width * height *4, sizeof(GLubyte));//rgba,每个像素4个byte
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
/*@param
data 指向要渲染的绘制内存的地址。这个内存块的大小至少是(bytesPerRow*height)个字节
width bitmap的宽度,单位为像素
height bitmap的高度,单位为像素
bitsPerComponent 内存中像素的每个组件的位数.例如,对于32位像素格式和RGB 颜色空间,你应该将这个值设为8.
bytesPerRow bitmap的每一行在内存所占的比特数
colorspace bitmap上下文使用的颜色空间。
bitmapInfo 指定bitmap是否包含alpha通道,像素中alpha通道的相对位置,像素组件是整形还是浮点型等信息的字符串。
*/
//在CGContextRef上绘图
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
//绑定纹理到默认的纹理ID(这里只有一张图片,故而相当于默认于片元着色器里面的colorMap)
glBindTexture(GL_TEXTURE_2D, 0);
/*glBindTexture-parameters
target 指定纹理要绑定到的目标,必须是GL_TEXTURE_2D或者GL_TEXTURE_CUBE_MAP。
texture 指明纹理的名称。
*/
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);
/*glTexParameteri-parameters
@target
@pname GL_TEXTURE_MIN_FILTER:缩小时,纹理像素处理
GL_TEXTURE_MAG_FILTER:放大时,纹理像素处理
GL_TEXTURE_WRAP_S:纹理像素水平方向包裹方式
GL_TEXTURE_WRAP_T:纹理像素垂直方向包裹方式
@param /用于S/T方向上的纹素包裹方式/
GL_LINEAR:线性滤波,上下左右方向取像素,进行加权求像素
GL_NEAREST:邻近滤波,对像素坐标进行取整,用最佳逼近点获取纹素,这种方式容易导致走样误差,有明显像素块
/用于放大缩小纹素处理方式/
GL_REPEAT:坐标的整数部分被忽略,重复纹理,这是OpenGL纹理默认的处理方式.
GL_MIRRORED_REPEAT: 纹理也会被重复,但是当纹理坐标的整数部分是奇数时会使用镜像重复。
GL_CLAMP_TO_EDGE: 坐标会被截断到[0,1]之间。结果是坐标值大的被截断到纹理的边缘部分,形成了一个拉伸的边缘(stretched edge pattern)。
GL_CLAMP_TO_BORDER: 不在[0,1]范围内的纹理坐标会使用用户指定的边缘颜色。
*/
float fw = width, fh = height;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
/*glTexImage2D-parameters
GLenum target 纹理目标
GLint level 纹理等级,0代表原始等级
GLint internalFormat 纹理存储格式,读取图片格式包含RGBA颜色,所以这里这用GRBA
GLsizei width 纹理图片宽
GLsizei height 纹理图片高
GLint border 历史遗留参数,只能设置0
GLenum format 原始图片格式
GLenum type 原始图片数据类型
const GLvoid * data 原始图片内存地址指针
*/
glBindTexture(GL_TEXTURE_2D, 0);
free(spriteData);
return 0;
}
@end
shader_v.vsh:
attribute vec4 position;//顶点坐标
attribute vec2 textCoordinate;//uv坐标
uniform mat4 rotateMatrix;
varying lowp vec2 varyTextCoord;
void main() {
varyTextCoord = textCoordinate;
vec4 vPos = position;
vPos = vPos*rotateMatrix;
gl_Position = vPos;
}
shader_f.fsh
varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;
void main() {
gl_FragColor = texture2D(colorMap, varyTextCoord);
}
来源:oschina
链接:https://my.oschina.net/u/1271386/blog/777737