OpenGL ES画板

时间:2018-12-10
本文章向大家介绍OpenGL ES画板,主要包括OpenGL ES画板相关应用实例、知识点总结和注意事项,具有一定的参考价值,需要的朋友可以参考一下。

一、概述

利用自定义顶点和片元着色器渲染,并且设置图片纹理颜色为画笔颜色

二、核心代码

- (void)renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end
{
    //顶点缓存区
    static GLfloat *vertexBuffer = NULL;
    //顶点Max
    static NSUInteger vertexMax = 64;
    //顶点个数
    NSUInteger vertexCount = 0,count;
    CGFloat scale = self.contentScaleFactor;
    
    //点到像素转换:乘以比例因子
    start.x *= scale;
    start.y *= scale;
    end.x *= scale;
    end.y *= scale;
    
    //开辟顶点缓存区
    if (vertexBuffer == NULL) {
        vertexBuffer = malloc(vertexMax*2*sizeof(GLfloat));
    }
    
    //求得两点之间的距离
    float seq = sqrtf((end.x-start.x)*(end.x-start.x)+(end.y-start.y)*(end.y-start.y));
    /*向上取整:求得距离要产生多少个点
     kBrushPixelStep值越大,笔触越细;值越小,笔触越粗
     */
    NSInteger pointCount = ceil(seq/kBrushPixelStep);
    count = MAX(pointCount, 1);
    
    for (int i = 0; i < count; i++) {
        if (vertexCount == vertexMax) {
            //修改2倍增长
            vertexMax = 2*vertexMax;
            vertexBuffer = realloc(vertexBuffer, vertexMax*2*sizeof(GLfloat));
        }
        
        //计算两个之间的距离有多少个点,并存储在顶点缓存区中
        vertexBuffer[2*vertexCount+0] = start.x+(end.x-start.x)*((GLfloat)i/(GLfloat)count);
        vertexBuffer[2*vertexCount+1] = start.y+(end.y-start.y)*((GLfloat)i/(GLfloat)count);
        
        vertexCount++;
    }
    
    //绑定顶点数据
    glBindBuffer(GL_ARRAY_BUFFER, vboID);
    //将数据从CPU中复制到GPU中提供给OpenGL使用
    glBufferData(GL_ARRAY_BUFFER, vertexCount*2*sizeof(GLfloat), vertexBuffer, GL_DYNAMIC_DRAW);
    
    //启用指定属性
    glEnableVertexAttribArray(ATTRIB_VERTEX);
    //链接顶点属性
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), 0);
    
    //使用数据总线:传递顶点数据到顶点着色器
    glUseProgram(program[PROGRAME_POINT].id);
    //绘制顶点:绘制模型、起始点、顶点个数
    glDrawArrays(GL_POINTS, 0, (int)vertexCount);
    //绑定渲染缓存区到特定标志符上
    glBindRenderbuffer(GL_RENDERBUFFER, viewRenderBuffer);
    //开始渲染
    [context presentRenderbuffer:GL_RENDERBUFFER];
    
}
- (textureInfo_t)textureFromName:(NSString *)name
{
    CGImageRef brushImage;
    CGContextRef brushContext;
    GLubyte *brushData;
    size_t width, height;
    GLuint texID;
    textureInfo_t texture;
    
    brushImage = [UIImage imageNamed:name].CGImage;
    width = CGImageGetWidth(brushImage);
    height = CGImageGetHeight(brushImage);
    //开辟纹理图片内存
    brushData = (GLubyte *)calloc(width*height*4, sizeof(GLubyte));
    
    /*创建位图上下文
     参数:图片内存地址、图片宽、图片高、像素组件位数(一般设置8),每一行所占比特数、颜色空间、颜色通道
     */
    brushContext = CGBitmapContextCreate(brushData, width, height, 8, width*4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
    
    //绘图
    CGContextDrawImage(brushContext, CGRectMake(0, 0, (CGFloat)width, (CGFloat)height), brushImage);
    //释放上下文
    CGContextRelease(brushContext);
    
    //申请纹理标志符
    glGenTextures(1, &texID);
    //绑定纹理
    glBindTexture(GL_TEXTURE_2D, texID);
    //设置纹理属性:缩小滤波器、线性滤波器
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    /*生成2D纹理图片
     参数:纹理目标、图像级别(0为基本级别)、颜色组件(GL_RGBA、GL_ALPHA)、图像宽、图像高、边框宽度(一般为0)、像素数据颜色格式、像素数据类型、内存中指向图像数据指针
     */
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)width, (int)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
    
    free(brushData);
    
    //配置纹理属性
    texture.id = texID;
    texture.width = (int)width;
    texture.height = (int)height;
    
    return texture;
}
- (void)setupShaders
{
    for (int i = 0; i < NUM_PROGRAMS; i++) {
        
        //读取顶点着色器程序
        char *vsrc = readFile(pathForResource(program[i].vert));
        //读取片元着色器程序
        char *fsrc = readFile(pathForResource(program[i].frag));
        NSString *vsrcStr = [[NSString alloc] initWithBytes:vsrc length:strlen(vsrc)-1 encoding:NSUTF8StringEncoding];
        NSString *fsrcStr = [[NSString alloc] initWithBytes:fsrc length:strlen(fsrc)-1 encoding:NSUTF8StringEncoding];
        NSLog(@"vsrcStr------%@", vsrcStr);
        NSLog(@"fsrcStr------%@", fsrcStr);
        
        GLsizei attribCt = 0;
        GLchar *attribUsed[NUM_ATTRIBS];
        GLint attrib[NUM_ATTRIBS];
        GLchar *attribName[NUM_ATTRIBS] = {
            "inVertex"
        };
        
        const char *uniformName[NUM_UNIFORMS] = {
            "MVP","pointSize","vertexColor", "texture"
        };
        
        for (int j = 0; j < NUM_ATTRIBS; j++) {
            if (strstr(vsrc, attribName[j])) {
                attrib[attribCt] = j;
                attribUsed[attribCt++] = attribName[j];
            }
        }
        
        //program处理:创建、链接、生成
        glueCreateProgram(vsrc, fsrc, attribCt, (const char **)&attribUsed[0], attrib, NUM_UNIFORMS, &uniformName[0], program[i].uniform, &program[i].id);
        
        free(vsrc);
        free(fsrc);
        
        if (i == PROGRAME_POINT) {
            glUseProgram(program[PROGRAME_POINT].id);
           //为当前程序指定uniform变量
            glUniform1i(program[PROGRAME_POINT].uniform[UNIFORM_TEXTURE], 0);
            
            //设置正射投影矩阵
            GLKMatrix4 projectionMatrix = GLKMatrix4MakeOrtho(0, backingWidth, 0, backingHeight, -1, 1);
            //创建模型视图矩阵:单元矩阵
            GLKMatrix4 modelViewMatrix = GLKMatrix4Identity;
            //正射投影矩阵与模型视图矩阵相乘,结果保存在MVPMatrix矩阵中
            GLKMatrix4 MVPMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
           
           /*为当前程序指定Uniform变量值
            参数:指明要更改的Uniform变量的位置、将要被修改的矩阵的数量、矩阵值被载入变量时是否要对举证进行变换(如转置)、将要用于更新uniform变量MVP的数组指针
            */
            glUniformMatrix4fv(program[PROGRAME_POINT].uniform[UNIFORM_MVP], 1, GL_FALSE, MVPMatrix.m);
           //为当前程序对象Uniform变量的pointSize赋值
            glUniform1f(program[PROGRAME_POINT].uniform[UNIFORM_POINT_SIZE], brushTexture.width/kBrushScale);
            //为当前程序对象Uniform变量顶点颜色赋值
            glUniform4fv(program[PROGRAME_POINT].uniform[UNIFORM_VERTEX_COLOR], 1, brushColor);
            
        }
    }
    
    glError();
}

三、效果图

GitHub