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。