7.OpenGL学习笔记 - iOS上的纹理(不用GLKit框架)

本文介绍如何在OpenGL中使用iOS的CGImage将图片转换为适合OpenGL的格式,涉及顶点着色器和片段着色器的应用,以实现图片的显示。
摘要由CSDN通过智能技术生成

接上文,本文要把一张图片画出来。

首先是顶点着色器:

#version 300 es
precision highp float;

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 textureCoords;

out vec2 TexCoord;

void main()
{
    gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
    TexCoord = textureCoords;
}

textureCoords是输入的纹理坐标,通过TexCoord传递到片段着色器。

下面是片段着色器:

#version 300 es
precision highp float;

out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D Texture;

void main()
{
    FragColor = texture(Texture, TexCoord);
}

下面是主要的程序代码

- (void)drawImage
{
    glViewport(0, 0, self.frame.size.width, self.frame.size.height);
    
    float vertices[] = {
        -0.5f, -0.5f, 0.0f,
        0.5f, -0.5f, 0.0f,
        0.0f,  0.5f, 0.0f
    };
    
    float texCoords[] = {
        0.0, 0.0,
        1.0, 0.0,
        0.5, 1.0
    };
    
    GLuint width, height;
    void *imageData = [self getImageData:&width height:&height];
    
    //生成纹理
    glEnable(GL_TEXTURE_2D);
    GLuint textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);
    
    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(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
    
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
    

    _program = [self compileShaders:@"draw_image_vertex.vsh" shaderFragment:@"draw_image_fragment.vsh"];
    glUseProgram(_program);
    
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, textureID);
    glUniform1i(glGetUniformLocation(_program, "Texture"), 1);

    GLuint _positionSlot = glGetAttribLocation(_program, "aPos");
    GLuint _textureCoordsSlot = glGetAttribLocation(_program, "textureCoords");
    
    glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 0, vertices);
    glEnableVertexAttribArray(_positionSlot);
    
    glVertexAttribPointer(_textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
    glEnableVertexAttribArray(_textureCoordsSlot);
    
    glDrawArrays(GL_TRIANGLES, 0, 3);
    [_eaglContext presentRenderbuffer:GL_RENDERBUFFER];



}
- (void *)getImageData:(GLuint *)awidth height:(GLuint *)aheight
{
    UIImage *image = [UIImage imageNamed:@"duck.png"];
    
    //转换为CGImage,获取图片基本参数
    CGImageRef cgImageRef = [image CGImage];
    GLuint width = (GLuint)CGImageGetWidth(cgImageRef);
    GLuint height = (GLuint)CGImageGetHeight(cgImageRef);
    CGRect rect = CGRectMake(0, 0, width, height);
    
    *awidth = width;
    *aheight = height;
    //
    //绘制图片
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    void *imageData = malloc(width * height * 4);
    CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    CGContextTranslateCTM(context, 0, height);
    CGContextScaleCTM(context, 1.0f, -1.0f);
    CGColorSpaceRelease(colorSpace);
    CGContextClearRect(context, rect);
    CGContextDrawImage(context, rect, cgImageRef);
    
    CGContextRelease(context);
    
    return imageData;
}

程序通过iOS上到CGImage来把一张图片转换为OpenGL需要的格式,也就是去掉文件头,只要原始的非压缩图片数据。

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值