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