Swift+OpenGLES 展示图片

1,403 阅读6分钟

背景

本篇用于记录自定义顶点和片元着色程序显示一个图片。

实现

以下代码做了详细注释,其中swiftoc操作有区别处,也做了详细注释,其中包括解决问题的参考文章。

swift代码

import UIKit
import OpenGLES
import CoreGraphics

class DowImageView: UIView {
    
    private var mEaglLayer: CAEAGLLayer?
    private var mContext: EAGLContext?
    //一些id标记
    private var mColorRenderBuffer = GLuint()
    private var mColorFrameBuffer = GLuint()
    private var mprograme = GLuint()
    
    //How do you override layerClass in swift: https://stackoverflow.com/questions/24351102/how-do-you-override-layerclass-in-swift
    override class var layerClass: AnyClass {
        get {
            return CAEAGLLayer.self
        }
    }

    /**绘图流程
     1.创建图层
     2.创建上下文
     3.清空缓存区
     4.设置RenderBuffer
     5.设置FrameBuffer
     6.开始绘制
     */
    override func layoutSubviews() {
        setupLayer()
        setupContext()
        deleteRenderAndFrameBuffer()
        setupRenderBuffer()
        setupFrameBuffer()
        renderLayer()
    }
    
    private func setupLayer() {
        mEaglLayer = self.layer as? CAEAGLLayer
        self.contentScaleFactor = UIScreen.main.scale
        //kEAGLDrawablePropertyRetainedBacking:绘图表面显示后,是否保留其内容
        //kEAGLColorFormatRGBA8:32位RGBA的颜色,4*8=32位
        //kEAGLColorFormatRGB565:16位RGB的颜色,
        //kEAGLColorFormatSRGBA8:sRGB代表了标准的红、绿、蓝,即CRT显示器、LCD显示器、投影机、打印机以及其他设备中色彩再现所使用的三个基本色素。sRGB的色彩空间基于独立的色彩坐标,可以使色彩在不同的设备使用传输中对应于同一个色彩坐标体系,而不受这些设备各自具有的不同色彩坐标的影响。
        mEaglLayer?.drawableProperties = [kEAGLDrawablePropertyRetainedBacking: false,
                                                                  kEAGLDrawablePropertyColorFormat: kEAGLColorFormatRGBA8]
    }
    
    private func setupContext() {
        let context = EAGLContext(api: EAGLRenderingAPI.openGLES3)
        EAGLContext.setCurrent(context)
        mContext = context
    }
    
    //清空缓存区
    private func deleteRenderAndFrameBuffer() {
        /*
         buffer分为frame buffer 和 render buffer2个大类。
         其中frame buffer 相当于render buffer的管理者。
         frame buffer object即称FBO。
         render buffer则又可分为3类。colorBuffer、depthBuffer、stencilBuffer。
         */
        
        glDeleteBuffers(1, &mColorRenderBuffer)
        mColorRenderBuffer = 0
        glDeleteBuffers(1, &mColorFrameBuffer)
        mColorFrameBuffer = 0
    }
    
    private func setupRenderBuffer() {
        //定义一个缓存区id
        var buffer = GLuint()
        //申请缓存区id
        glGenRenderbuffers(1, &buffer)
        mColorRenderBuffer = buffer
        
        //将id绑定到GL_RENDERBUFFER
        glBindRenderbuffer(GLenum(GL_RENDERBUFFER), mColorRenderBuffer)
        //绑定renderBuffer并为其分配存储空间
        //https://developer.apple.com/documentation/opengles/eaglcontext/1622262-renderbufferstorage
        mContext?.renderbufferStorage(Int(GL_RENDERBUFFER), from: mEaglLayer)
    }
    
    private func setupFrameBuffer() {
        var buffer = GLuint()
        glGenFramebuffers(1, &buffer)
        mColorFrameBuffer = buffer
        glBindFramebuffer(GLenum(GL_FRAMEBUFFER), mColorFrameBuffer)
       //生成帧缓存区之后,需要将renderbuffer跟framebuffer进行绑定,framebuffer用于管理renderbuffer
        glFramebufferRenderbuffer(GLenum(GL_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT0), GLenum(GL_RENDERBUFFER), mColorRenderBuffer)
        
    }
    
    private func renderLayer() {
        glClearColor(0.9, 0.8, 0.5, 1.0)
        glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
        let scale = UIScreen.main.scale
        let frame = self.frame
        //设置视口
        glViewport(0, 0, GLsizei(frame.size.width * scale), GLsizei(frame.size.height * scale))

        //读取顶点、片元着色程序
        let verFile = Bundle.main.path(forResource: "shaderv", ofType: "vsh")
        let fragFile = Bundle.main.path(forResource: "shaderf", ofType: "fsh")
        
        //将着色程序绑定到program
        attachToProgram(with: verFile, fragFIle: fragFile)
        
        //链接
        glLinkProgram(mprograme)
        //获取链接状态
        var linkStatus = GLint()
        glGetProgramiv(mprograme, GLenum(GL_LINK_STATUS), &linkStatus)
   
        if linkStatus == GL_FALSE {
            var message = [GLchar]()
            glGetProgramInfoLog(mprograme, GLsizei(MemoryLayout<GLchar>.size * 512), nil, &message)
            let errorInfo = String(cString: message, encoding: .utf8)
            print(errorInfo)
            return
        }
        print("🍺🍻 link success")
        
        glUseProgram(mprograme)
        
        //坐标数据
        let attrArr: [GLfloat] = [
            1, -1, -1.0,     1.0, 0.0,
            -1, 1, -1.0,     0.0, 1.0,
            -1, -1, -1.0,    0.0, 0.0,
            
            1, 1, -1.0,      1.0, 1.0,
            -1, 1, -1.0,     0.0, 1.0,
            1, -1, -1.0,     1.0, 0.0,  
        ]
        
        //顶点数据处理
        var attrBuffer = GLuint()
        glGenBuffers(1, &attrBuffer)
        glBindBuffer(GLenum(GL_ARRAY_BUFFER), attrBuffer)
        //由内存copy到显存
        glBufferData(GLenum(GL_ARRAY_BUFFER), MemoryLayout<GLfloat>.size * 30, attrArr, GLenum(GL_DYNAMIC_DRAW))
        
        //将顶点数据通过mPrograme传递到顶点着色程序的position
        
        //用来获取vertex attribute的入口.第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致
        let position = glGetAttribLocation(mprograme, "position")
        //设置合适的格式从buffer里面读取数据
        glEnableVertexAttribArray(GLuint(position))
        //设置读取方式
        //arg1:index,顶点数据的索引
        //arg2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
        //arg3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
        //arg4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
        //arg5:stride,连续顶点属性之间的偏移量,默认为0;
        //arg6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
        glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 5), nil)
        //处理纹理数据
        let textCoor = glGetAttribLocation(mprograme, "textCoordinate")
        glEnableVertexAttribArray(GLuint(textCoor))
    //此处bufferoffset取值应注意:https://stackoverflow.com/questions/56535272/whats-wrong-when-i-custom-an-imageview-by-opengles
        glVertexAttribPointer(GLuint(textCoor), 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 5), BUFFER_OFFSET(MemoryLayout<GLfloat>.size * 3))
        
        loadTexture(with: "me")
        
        //设置纹理采样器 0张纹理
        glUniform1i(glGetUniformLocation(mprograme, "colorMap"), 0)
        //绘图 arg2:从数组缓存中的哪一位开始绘制,一般都定义为0
        glDrawArrays(GLenum(GL_TRIANGLES), 0, 6)
        
        mContext?.presentRenderbuffer(Int(GL_RENDERBUFFER))
    }
    
    private func BUFFER_OFFSET(_ i: Int) -> UnsafeRawPointer? {
        return UnsafeRawPointer(bitPattern: i)
    }
    
    //从图片加载纹理
    private func loadTexture(with name: String) {
        
        guard let spriteImage = UIImage(named: name)?.cgImage else { return }
        let width = spriteImage.width
        let height = spriteImage.height
        //获取图片字节数: 宽*高*4(RGBA)
        let spriteData = calloc(width * height * 4, MemoryLayout<GLubyte>.size)
        
        //创建上下文
        //https://stackoverflow.com/questions/24109149/cgbitmapcontextcreate-error-with-swift
        /*
         arg1:data,指向要渲染的绘制图像的内存地址
         arg2:width,bitmap的宽度,单位为像素
         arg3:height,bitmap的高度,单位为像素
         arg4:bitPerComponent,内存中像素的每个组件的位数,比如32位RGBA,就设置为8
         arg5:bytesPerRow,bitmap的没一行的内存所占的比特数
         arg6: 颜色空间
         arg7:colorSpace,bitmap上使用的颜色空间  kCGImageAlphaPremultipliedLast:RGBA
         */
        //bitmapInfo: https://blog.csdn.net/ccflying88/article/details/50753795
        let spriteContext = CGContext(data: spriteData, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width * 4, space: spriteImage.colorSpace!, bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)
        
        //图片翻转
        spriteContext?.translateBy(x: 0, y: CGFloat(height))
        spriteContext?.scaleBy(x: 1.0, y: -1.0)
        //在CGContextRef上绘制图片
        let rect = CGRect(x: 0, y: 0, width: width, height: height)
        spriteContext?.clear(rect)
        spriteContext?.draw(spriteImage, in: rect)
        
        //绑定纹理到默认id, 只有一个纹理取0
        glBindTexture(GLenum(GL_TEXTURE_2D), 0)
        
        //设置纹理属性 过滤方式 环绕方式
        glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_LINEAR)
        glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MAG_FILTER), GL_LINEAR)
        glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_S), GL_CLAMP_TO_EDGE)
        glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_T), GL_CLAMP_TO_EDGE)
        
        //载入纹理数据
        /*
         arg1:纹理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
         arg2:加载的层次,一般设置为0
         arg3:纹理的颜色值GL_RGBA
         arg4:宽
         arg5:高
         arg6:border,边界宽度
         arg7:format
         arg8:type
         arg9:纹理数据
         */
        glTexImage2D(GLenum(GL_TEXTURE_2D), 0, GL_RGBA, GLsizei(width), GLsizei(height), 0, GLenum(GL_RGBA), GLenum(GL_UNSIGNED_BYTE), spriteData)
        free(spriteData)
        
    }
    
    private func attachToProgram(with verFile: String?, fragFIle: String?) {
        guard let verFile = verFile, let fragFIle = fragFIle else { return }
        var verShader = GLuint()
        var fragShader = GLuint()
        let program = glCreateProgram()
        compileshader(with: &verShader, type: GLenum(GL_VERTEX_SHADER), file: verFile)
        compileshader(with: &fragShader, type: GLenum(GL_FRAGMENT_SHADER), file: fragFIle)
        
        glAttachShader(program, verShader)
        glAttachShader(program, fragShader)
        
        //绑定后不需要了要释放掉
        glDeleteShader(verShader)
        glDeleteShader(fragShader)
        
        mprograme = program
    }
    
    private func compileshader(with  shader: inout GLuint,
                               type: GLenum,
                               file: String) {
        
        let content = try? String(contentsOfFile: file, encoding: String.Encoding.utf8)
        let contentCString = content?.cString(using: .utf8)
        var source = UnsafePointer<GLchar>(contentCString)
        
        shader = glCreateShader(type)
        
        //将着色器源码附加到着色器对象上。
        //arg1:shader,要编译的着色器对象
        //arg2:numOfStrings,传递的源码字符串数量 1个
        //arg3:strings,着色器程序的源码(真正的着色器程序源码)
        //arg4:lenOfStrings,长度,具有每个字符串长度的数组,或nil,这意味着字符串是nil终止的
        glShaderSource(shader, 1,&source, nil)
        //把着色器源代码编译成目标代码
        glCompileShader(shader)
        
        var sucess = GLint()
        glGetShaderiv(shader, GLenum(GL_COMPILE_STATUS), &sucess)
        if sucess == GL_FALSE {
            var message = [GLchar]()
            glGetShaderInfoLog(shader, GLsizei(MemoryLayout<GLchar>.size * 512), nil, &message)
            let errorInfo = String(cString: message, encoding: .utf8)
            print("shaderErrorInfo:" + (errorInfo ?? ""))
        }
    }
}

/**
 oc写法
 - (void)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file{
 
 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);
 
 }
 
 */

顶点着色程序shaderv.vsh代码

attribute vec4 position;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;

void main() {
    varyTextCoord = textCoordinate;
    gl_Position = position;
}

片元着色程序shaderf.fsh代码

varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;

void main() {
    lowp vec2 textCoord = varyTextCoord;
    gl_FragColor = texture2D(colorMap, textCoord);
}

精度限定符

精度限定符包括highpmediumplowp。 字符常量和布尔型没有精度修饰符。

指定变量精度(放在数据类型之前)
highp vec4 position;
varying lowp vec4 color;
指定默认精度
//使用:precision precision-qualifier type;
eg: precision highp float;

在顶点着色程序中如果没有默认精度,则floatint精度都是highp

在片元着色程序中float没有默认精度,必须指定默认精度或为每一个都指定精度。

实现效果

GLSL知识补充

向量操作

  • 向量中元素获取可以通过x,y,z,w下标获取:

v1.x = 3.0f;

v1.xy = vec2(2.0f,3.0f);

v1.xyz = vec3(3.0f,4.0f,5.0f);

  • 可以通过颜色控制r,g,b,a获取

v1.r = 3.0f; v1.rgba = vec4(1.0f,1.0f,1.0f,1.0f);

  • 可以通过纹理坐标s,t,p,q获取

v1.st = vec2(1.0f,0.0f);

  • 支持调换操作

v1.rgba = v2.bgra;

v2.bgra = v1.rgba;

  • 支持一次性对所有分量操作

v1.xyz = vOtherVerex.xyz + vec3(5.0f,4.0f,3.0f);

矩阵

mat4 m1,m2,m3;
//单元矩阵
mat4 m2 = mat4(1.0f,0.0f,0.0f,0.0f
               0.0f,1.0f,0.0f,0.0f,
               0.0f,0.0f,1.0f,0.0f,
               0.0f,0.0f,0.0f,1.0f);
mat4 m4 = mat4(1.0f);
mat4 m3 = mat4(0.5,0.5,0.5,0.5,

结构体

struct forStruct{
 vec4 color;
 float start;
 float end;
}fogVar;
fogVar = fogStruct(vec4(1.0,0.0,0.0,1.0),0.5,2.0);
vec4 color = fogVar.color;
float start = fogVar.start;

数组

float floatArray[4];
vec4 vecArray[2];

float a[4] = float[](1.0,2.0,3.0,4.0);
vec2 c[2] = vec2[2](vec2(1.0,2.0),vec2(3.0,4.0));

参考

How do you override layerClass in swift

renderbufferStorage

CGBitmapContextCreate error with swift

Swift kCGImageAlphaPremultipliedLast unresolved