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