本篇用於記錄自定義頂點和片元着色程序顯示一個圖片。swift
如下代碼作了詳細註釋,其中swift
和oc
操做有區別處,也作了詳細註釋,其中包括解決問題的參考文章。api
swift
代碼import UIKit
import OpenGLES
import CoreGraphics
class DowImageView: UIView {
private var mEaglLayer: CAEAGLLayer?
private var mContext: EAGLContext?
//一些id標記
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
}
}
/**繪圖流程
1.建立圖層
2.建立上下文
3.清空緩存區
4.設置RenderBuffer
5.設置FrameBuffer
6.開始繪製
*/
override func layoutSubviews() {
setupLayer()
setupContext()
deleteRenderAndFrameBuffer()
setupRenderBuffer()
setupFrameBuffer()
renderLayer()
}
private func setupLayer() {
mEaglLayer = self.layer as? CAEAGLLayer
self.contentScaleFactor = UIScreen.main.scale
//kEAGLDrawablePropertyRetainedBacking:繪圖表面顯示後,是否保留其內容
//kEAGLColorFormatRGBA8:32位RGBA的顏色,4*8=32位
//kEAGLColorFormatRGB565:16位RGB的顏色,
//kEAGLColorFormatSRGBA8:sRGB表明了標準的紅、綠、藍,即CRT顯示器、LCD顯示器、投影機、打印機以及其餘設備中色彩再現所使用的三個基本色素。sRGB的色彩空間基於獨立的色彩座標,可使色彩在不一樣的設備使用傳輸中對應於同一個色彩座標體系,而不受這些設備各自具備的不一樣色彩座標的影響。
mEaglLayer?.drawableProperties = [kEAGLDrawablePropertyRetainedBacking: false,
kEAGLDrawablePropertyColorFormat: kEAGLColorFormatRGBA8]
}
private func setupContext() {
let context = EAGLContext(api: EAGLRenderingAPI.openGLES3)
EAGLContext.setCurrent(context)
mContext = context
}
//清空緩存區
private func deleteRenderAndFrameBuffer() {
/*
buffer分爲frame buffer 和 render buffer2個大類。
其中frame buffer 至關於render buffer的管理者。
frame buffer object即稱FBO。
render buffer則又可分爲3類。colorBuffer、depthBuffer、stencilBuffer。
*/
glDeleteBuffers(1, &mColorRenderBuffer)
mColorRenderBuffer = 0
glDeleteBuffers(1, &mColorFrameBuffer)
mColorFrameBuffer = 0
}
private func setupRenderBuffer() {
//定義一個緩存區id
var buffer = GLuint()
//申請緩存區id
glGenRenderbuffers(1, &buffer)
mColorRenderBuffer = buffer
//將id綁定到GL_RENDERBUFFER
glBindRenderbuffer(GLenum(GL_RENDERBUFFER), mColorRenderBuffer)
//綁定renderBuffer併爲其分配存儲空間
//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)
//生成幀緩存區以後,須要將renderbuffer跟framebuffer進行綁定,framebuffer用於管理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
//設置視口
glViewport(0, 0, GLsizei(frame.size.width * scale), GLsizei(frame.size.height * scale))
//讀取頂點、片元着色程序
let verFile = Bundle.main.path(forResource: "shaderv", ofType: "vsh")
let fragFile = Bundle.main.path(forResource: "shaderf", ofType: "fsh")
//將着色程序綁定到program
attachToProgram(with: verFile, fragFIle: fragFile)
//連接
glLinkProgram(mprograme)
//獲取連接狀態
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)
//座標數據
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,
]
//頂點數據處理
var attrBuffer = GLuint()
glGenBuffers(1, &attrBuffer)
glBindBuffer(GLenum(GL_ARRAY_BUFFER), attrBuffer)
//由內存copy到顯存
glBufferData(GLenum(GL_ARRAY_BUFFER), MemoryLayout<GLfloat>.size * 30, attrArr, GLenum(GL_DYNAMIC_DRAW))
//將頂點數據經過mPrograme傳遞到頂點着色程序的position
//用來獲取vertex attribute的入口.第二參數字符串必須和shaderv.vsh中的輸入變量:position保持一致
let position = glGetAttribLocation(mprograme, "position")
//設置合適的格式從buffer裏面讀取數據
glEnableVertexAttribArray(GLuint(position))
//設置讀取方式
//arg1:index,頂點數據的索引
//arg2:size,每一個頂點屬性的組件數量,1,2,3,或者4.默認初始值是4.
//arg3:type,數據中的每一個組件的類型,經常使用的有GL_FLOAT,GL_BYTE,GL_SHORT。默認初始值爲GL_FLOAT
//arg4:normalized,固定點數據值是否應該歸一化,或者直接轉換爲固定值。(GL_FALSE)
//arg5:stride,連續頂點屬性之間的偏移量,默認爲0;
//arg6:指定一個指針,指向數組中的第一個頂點屬性的第一個組件。默認爲0
glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 5), nil)
//處理紋理數據
let textCoor = glGetAttribLocation(mprograme, "textCoordinate")
glEnableVertexAttribArray(GLuint(textCoor))
//此處bufferoffset取值應注意: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")
//設置紋理採樣器 0張紋理
glUniform1i(glGetUniformLocation(mprograme, "colorMap"), 0)
//繪圖 arg2:從數組緩存中的哪一位開始繪製,通常都定義爲0
glDrawArrays(GLenum(GL_TRIANGLES), 0, 6)
mContext?.presentRenderbuffer(Int(GL_RENDERBUFFER))
}
private func BUFFER_OFFSET(_ i: Int) -> UnsafeRawPointer? {
return UnsafeRawPointer(bitPattern: i)
}
//從圖片加載紋理
private func loadTexture(with name: String) {
guard let spriteImage = UIImage(named: name)?.cgImage else { return }
let width = spriteImage.width
let height = spriteImage.height
//獲取圖片字節數: 寬*高*4(RGBA)
let spriteData = calloc(width * height * 4, MemoryLayout<GLubyte>.size)
//建立上下文
//https://stackoverflow.com/questions/24109149/cgbitmapcontextcreate-error-with-swift
/*
arg1:data,指向要渲染的繪製圖像的內存地址
arg2:width,bitmap的寬度,單位爲像素
arg3:height,bitmap的高度,單位爲像素
arg4:bitPerComponent,內存中像素的每一個組件的位數,好比32位RGBA,就設置爲8
arg5:bytesPerRow,bitmap的沒一行的內存所佔的比特數
arg6: 顏色空間
arg7:colorSpace,bitmap上使用的顏色空間 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)
//圖片翻轉
spriteContext?.translateBy(x: 0, y: CGFloat(height))
spriteContext?.scaleBy(x: 1.0, y: -1.0)
//在CGContextRef上繪製圖片
let rect = CGRect(x: 0, y: 0, width: width, height: height)
spriteContext?.clear(rect)
spriteContext?.draw(spriteImage, in: rect)
//綁定紋理到默認id, 只有一個紋理取0
glBindTexture(GLenum(GL_TEXTURE_2D), 0)
//設置紋理屬性 過濾方式 環繞方式
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)
//載入紋理數據
/*
arg1:紋理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
arg2:加載的層次,通常設置爲0
arg3:紋理的顏色值GL_RGBA
arg4:寬
arg5:高
arg6:border,邊界寬度
arg7:format
arg8:type
arg9:紋理數據
*/
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)
//綁定後不須要了要釋放掉
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)
//將着色器源碼附加到着色器對象上。
//arg1:shader,要編譯的着色器對象
//arg2:numOfStrings,傳遞的源碼字符串數量 1個
//arg3:strings,着色器程序的源碼(真正的着色器程序源碼)
//arg4:lenOfStrings,長度,具備每一個字符串長度的數組,或nil,這意味着字符串是nil終止的
glShaderSource(shader, 1,&source, nil)
//把着色器源代碼編譯成目標代碼
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寫法
- (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);
}
*/
複製代碼
shaderv.vsh
代碼attribute vec4 position;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;
void main() {
varyTextCoord = textCoordinate;
gl_Position = position;
}
複製代碼
shaderf.fsh
代碼varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;
void main() {
lowp vec2 textCoord = varyTextCoord;
gl_FragColor = texture2D(colorMap, textCoord);
}
複製代碼
精度限定符包括highp
、mediump
、lowp
。 字符常量和布爾型沒有精度修飾符。數組
highp vec4 position;
varying lowp vec4 color;
複製代碼
//使用:precision precision-qualifier type;
eg: precision highp float;
複製代碼
在頂點着色程序中若是沒有默認精度,則float
、int
精度都是highp
。緩存
在片元着色程序中float
沒有默認精度,必須指定默認精度或爲每個都指定精度。bash
v1.x = 3.0f;app
v1.xy = vec2(2.0f,3.0f);ide
v1.xyz = vec3(3.0f,4.0f,5.0f);ui
v1.r = 3.0f; v1.rgba = vec4(1.0f,1.0f,1.0f,1.0f);spa
v1.st = vec2(1.0f,0.0f);.net
v1.rgba = v2.bgra;
v2.bgra = v1.rgba;
v1.xyz = vOtherVerex.xyz + vec3(5.0f,4.0f,3.0f);
mat4 m1,m2,m3;
//單元矩陣
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,
複製代碼
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;
複製代碼
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));
複製代碼
How do you override layerClass in swift