OpenGL ES之GLSL实现仿抖音“大长腿”美颜滤镜效果

“大长腿”原理与流程

一、第一次加载图片

第一次图片的加载是使用GLKit加载,利用自定义的GLKView视图,通过计算图片的顶点数据,绘制图片并显示到屏幕上,整体的流程如图所示:
在这里插入图片描述

① View 初始化

初始化顶点数组、上下文以及顶点数组缓存区,完成加载图片准备的工作;

  • LongLegView的- (instancetype)initWithFrame:(CGRect)frame初始化;
  • LongLegView的- (void)commonInit初始化顶点数组、上下文context;
	// 顶点
	@property (nonatomic, assign) SenceVertex *vertices;
	// 顶点数组缓存区;
	@property (nonatomic, strong) LongLegVertexAttribArrayBuffer *vertexAttribArrayBuffer;

	// 初始化vertices,context
    self.vertices = malloc(sizeof(SenceVertex) * kVerticesCount);
    self.backgroundColor = [UIColor clearColor];
    self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    self.delegate = self;
    [EAGLContext setCurrentContext:self.context];
    glClearColor(0, 0, 0, 0);
    
    // 初始化vertexAttribArrayBuffer
    self.vertexAttribArrayBuffer = [[LongLegVertexAttribArrayBuffer alloc] initWithAttribStride:sizeof(SenceVertex) numberOfVertices:kVerticesCount data:self.vertices usage:GL_STATIC_DRAW];
  • LongLegVertexAttribArrayBuffer的- (id)initWithAttribStride:(GLsizei)stride numberOfVertices:(GLsizei)count data:(const GLvoid *)data usage:(GLenum)usage的初始化顶点缓存区;
- (id)initWithAttribStride:(GLsizei)stride
          numberOfVertices:(GLsizei)count
                      data:(const GLvoid *)data
                     usage:(GLenum)usage {
    self = [super init];
    if (self) {
        _stride = stride;
        // 根据步长计算出缓存区的大小 stride * count
        _bufferSizeBytes = stride * count;
        // 生成缓存区对象的名称;
        glGenBuffers(1, &_glName);
        // 将_glName 绑定到对应的缓存区;
        glBindBuffer(GL_ARRAY_BUFFER, _glName);
        // 创建并初始化缓存区对象的数据存储;
        glBufferData(GL_ARRAY_BUFFER, _bufferSizeBytes, data, usage);
    }
    return self;
}
② 加载图片
  • GLKTextureInfo设置纹理参数:
	// GLKTextureInfo 设置纹理参数
    NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
    GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage]
                                                               options:options
                                                                 error:NULL];
  • 创建GLKBaseEffect方法
    self.baseEffect = [[GLKBaseEffect alloc] init];
    self.baseEffect.texture2d0.name = textureInfo.name;
  • 记录当前图片的size = 图片本身的size, 计算出图片的宽高比例
	self.currentImageSize = image.size;
	
	CGFloat ratio = (self.currentImageSize.height / self.currentImageSize.width) *
    (self.bounds.size.width / self.bounds.size.height);
  • 获取纹理的高度, 并根据纹理的高度以及宽度, 计算出图片合理的宽度;
	CGFloat textureHeight = MIN(ratio, kDefaultOriginTextureHeight);
	
    self.currentTextureWidth = textureHeight / ratio;
  • 根据当前控件的尺寸以及纹理的尺寸, 计算纹理坐标以及顶点坐标(下文③详细说明)
  • 更新顶点数组缓存区
 - (void)updateDataWithAttribStride:(GLsizei)stride
                  numberOfVertices:(GLsizei)count
                              data:(const GLvoid *)data
                             usage:(GLenum)usage {
    self.stride = stride;
    self.bufferSizeBytes = stride * count;
    // 重新绑定缓存区空间
    glBindBuffer(GL_ARRAY_BUFFER, self.glName);
    // 绑定缓存区的数据空间;
    glBufferData(GL_ARRAY_BUFFER, self.bufferSizeBytes, data, usage);
}
  • 显示(绘制), 出发GLKViewDelegate协议
	[self display];
#pragma mark - GLKViewDelegate
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
    // 准备绘制GLBaseEffect
    [self.baseEffect prepareToDraw];
    // 清空缓存区
    glClear(GL_COLOR_BUFFER_BIT);
    // 准备绘制数据-顶点数据
    [self.vertexAttribArrayBuffer prepareToDrawWithAttrib:GLKVertexAttribPosition
                                      numberOfCoordinates:3
                                             attribOffset:offsetof(SenceVertex, positionCoord)
                                             shouldEnable:YES];
    // 准备绘制数据-纹理坐标数据
    [self.vertexAttribArrayBuffer prepareToDrawWithAttrib:GLKVertexAttribTexCoord0
                                      numberOfCoordinates:2
                                             attribOffset:offsetof(SenceVertex, textureCoord)
                                             shouldEnable:YES];
    // 开始绘制
    [self.vertexAttribArrayBuffer drawArrayWithMode:GL_TRIANGLE_STRIP
                                   startVertexIndex:0
                                   numberOfVertices:kVerticesCount];
}
③ 根据当前控件尺寸和纹理尺寸,计算初始纹理坐标

主要方法: - (void)calculateOriginTextureCoordWithTextureSize:(CGSize)size startY:(CGFloat)startY endY:(CGFloat)endY newHeight:(CGFloat)newHeight

  • 计算拉伸后的宽高比:图片只进行高度拉伸,变化的只是self.bounds.size.height,因此就可以根据self.bounds.size.height得到宽高比ratio
    在这里插入图片描述
	CGFloat ratio = (size.height / size.width) *
    (self.bounds.size.width / self.bounds.size.height);
  • 根据纹理本身的宽度self.currentTextureWidth就可以计算出纹理的高度textureHeight, 计算拉伸量 = (newHeight - (endY-startY)) * 纹理高度,即换算成纹理的拉伸量delta
    在这里插入图片描述
	CGFloat textureWidth = self.currentTextureWidth;
    CGFloat textureHeight = textureWidth * ratio;

	CGFloat delta = (newHeight - (endY -  startY)) * textureHeight;
  • 计算纹理坐标:根据传入的开始位置和结束位置的纹理坐标计算
    在这里插入图片描述
	// 左上角
    GLKVector3 pointLT = {-textureWidth, textureHeight + delta, 0};
    // 右上角
    GLKVector3 pointRT = {textureWidth, textureHeight + delta, 0};
    // 左下角
    GLKVector3 pointLB = {-textureWidth, -textureHeight - delta, 0};
    // 右下角
    GLKVector3 pointRB = {textureWidth, -textureHeight - delta, 0};
  • 计算顶点坐标:需要先将传入的开始和结束的纹理坐标换换算为顶点坐标; 在计算顶点坐标之前,需要计算出开始位置和结束位置的坐标
    在这里插入图片描述
	// 中间矩形区域的顶点
    // 0.7 - 2 * 0.7 * 0.25
    CGFloat tempStartYCoord = textureHeight - 2 * textureHeight * startY;
    CGFloat tempEndYCoord = textureHeight - 2 * textureHeight * endY;
    
    CGFloat startYCoord = MIN(tempStartYCoord, textureHeight);
    CGFloat endYCoord = MAX(tempEndYCoord, -textureHeight);
   
    // 中间部分左上角
    GLKVector3 centerPointLT = {-textureWidth, startYCoord + delta, 0};
    // 中间部分右上角
    GLKVector3 centerPointRT = {textureWidth, startYCoord + delta, 0};
    // 中间部分左下角
    GLKVector3 centerPointLB = {-textureWidth, endYCoord - delta, 0};
    // 中间部分右下角
    GLKVector3 centerPointRB = {textureWidth, endYCoord - delta, 0};
  • 根据开始坐标和结束位置坐标计算8个点的顶点
    在这里插入图片描述
	// 纹理的上面两个顶点
    // 顶点V0的顶点坐标以及纹理坐标;
    self.vertices[0].positionCoord = pointRT;
    self.vertices[0].textureCoord = GLKVector2Make(1, 1);
    
    // 顶点V1的顶点坐标以及纹理坐标;
    self.vertices[1].positionCoord = pointLT;
    self.vertices[1].textureCoord = GLKVector2Make(0, 1);
    
    // 中间区域的4个顶点
    // 顶点V2的顶点坐标以及纹理坐标;
    self.vertices[2].positionCoord = centerPointRT;
    self.vertices[2].textureCoord = GLKVector2Make(1, 1 - startY);
    
    // 顶点V3的顶点坐标以及纹理坐标;
    self.vertices[3].positionCoord = centerPointLT;
    self.vertices[3].textureCoord = GLKVector2Make(0, 1 - startY);
    
    // 顶点V4的顶点坐标以及纹理坐标;
    self.vertices[4].positionCoord = centerPointRB;
    self.vertices[4].textureCoord = GLKVector2Make(1, 1 - endY);
    
    // 顶点V5的顶点坐标以及纹理坐标;
    self.vertices[5].positionCoord = centerPointLB;
    self.vertices[5].textureCoord = GLKVector2Make(0, 1 - endY);
    
    // 纹理的下面两个顶点
    // 顶点V6的顶点坐标以及纹理坐标;
    self.vertices[6].positionCoord = pointRB;
    self.vertices[6].textureCoord = GLKVector2Make(1, 0);
    
    // 顶点V7的顶点坐标以及纹理坐标;
    self.vertices[7].positionCoord = pointLB;
    self.vertices[7].textureCoord = GLKVector2Make(0, 0);

二、“大长腿”拉伸调整过程

在这里插入图片描述

/**
 将区域拉伸或压缩为某个高度
 @param startY 开始的纵坐标位置(相对于纹理)
 @param endY 结束的纵坐标位置(相对于纹理)
 @param newHeight 新的中间区域高度(相对于纹理)
 */
- (void)stretchingFromStartY:(CGFloat)startY
                      toEndY:(CGFloat)endY
               withNewHeight:(CGFloat)newHeight {
    self.hasChange = YES;
    
    // 根据当前控件的尺寸和纹理的尺寸,计算初始纹理坐标
    [self calculateOriginTextureCoordWithTextureSize:self.currentImageSize
                                              startY:startY
                                                endY:endY
                                           newHeight:newHeight];
    // 更新顶点数组缓存区的数据
    [self.vertexAttribArrayBuffer updateDataWithAttribStride:sizeof(SenceVertex)
                                            numberOfVertices:kVerticesCount
                                                        data:self.vertices
                                                       usage:GL_STATIC_DRAW];
    // 显示
    [self display];
    
    // Change改变完毕之后, 通知 ViewController 的 SpringView 拉伸区域修改
    if (self.springDelegate &&
        [self.springDelegate respondsToSelector:@selector(springViewStretchAreaDidChanged:)]) {
        [self.springDelegate springViewStretchAreaDidChanged:self];
    }
}

- (void)updateDataWithAttribStride:(GLsizei)stride
                  numberOfVertices:(GLsizei)count
                              data:(const GLvoid *)data
                             usage:(GLenum)usage {
    self.stride = stride;
    self.bufferSizeBytes = stride * count;
    // 重新绑定缓存区空间
    glBindBuffer(GL_ARRAY_BUFFER, self.glName);
    // 绑定缓存区的数据空间;
    glBufferData(GL_ARRAY_BUFFER, self.bufferSizeBytes, data, usage);
}

三、保存图片

在这里插入图片描述

  • 从帧缓存区中获取纹理图片文件createResult
// 从帧缓存区中获取纹理图片文件, 获取当前的渲染结果
 - (UIImage *)createResult {
    // 根据屏幕上显示结果, 重新获取顶点/纹理坐标
    [self resetTextureWithOriginWidth:self.currentImageSize.width
                         originHeight:self.currentImageSize.height
                                 topY:self.currentTextureStartY
                              bottomY:self.currentTextureEndY
                            newHeight:self.currentNewHeight];
    
    // 绑定帧缓存区;
    glBindFramebuffer(GL_FRAMEBUFFER, self.tmpFrameBuffer);
    // 获取新的图片Size
    CGSize imageSize = [self newImageSize];
    // 从帧缓存中获取拉伸后的图片;
    UIImage *image = [self imageFromTextureWithWidth:imageSize.width height:imageSize.height];
    // 将帧缓存绑定0,清空;
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    // 返回拉伸后的图片
    return image;
}
  • 根据当前屏幕上的显示,来重新获取纹理、顶点坐标resetTextureWithOriginWidth: originHeight: topY: bottomY: newHeight:
// 根据当前的拉伸结果来重新生成纹理
- (void)updateTexture {
    [self resetTextureWithOriginWidth:self.currentImageSize.width
                         originHeight:self.currentImageSize.height
                                 topY:self.currentTextureStartY
                              bottomY:self.currentTextureEndY
                            newHeight:self.currentNewHeight];
    
    // 设置新的纹理
    if (self.baseEffect.texture2d0.name != 0) {
        // 获取原始的纹理ID
        GLuint textureName = self.baseEffect.texture2d0.name;
        // 删除纹理
        glDeleteTextures(1, &textureName);
    }
    
    // 重新设置新的纹理ID
    self.baseEffect.texture2d0.name = self.tmpTexture;
    
    // 重置图片的尺寸
    self.currentImageSize = [self newImageSize];
    
    self.hasChange = NO;
    
    // 更新纹理的顶点/纹理坐标信息
    [self calculateOriginTextureCoordWithTextureSize:self.currentImageSize
                                              startY:0
                                                endY:0
                                           newHeight:0];
    // 更新顶点数组缓存里的顶点/纹理坐标数据
    [self.vertexAttribArrayBuffer updateDataWithAttribStride:sizeof(SenceVertex)
                                            numberOfVertices:kVerticesCount
                                                        data:self.vertices
                                                       usage:GL_STATIC_DRAW];
    // 显示;
    [self display];
}

/**
 根据当前屏幕上的显示,来重新创建纹理
 
 @param originWidth 纹理的原始实际宽度
 @param originHeight 纹理的原始实际高度
 @param topY 0 ~ 1,拉伸区域的顶边的纵坐标
 @param bottomY 0 ~ 1,拉伸区域的底边的纵坐标
 @param newHeight 0 ~ 1,拉伸区域的新高度
 */
- (void)resetTextureWithOriginWidth:(CGFloat)originWidth
                       originHeight:(CGFloat)originHeight
                               topY:(CGFloat)topY
                            bottomY:(CGFloat)bottomY
                          newHeight:(CGFloat)newHeight {
    // 新的纹理尺寸(新纹理图片的宽高)
    GLsizei newTextureWidth = originWidth;
    GLsizei newTextureHeight = originHeight * (newHeight - (bottomY - topY)) + originHeight;
    
    // 高度变化百分比
    CGFloat heightScale = newTextureHeight / originHeight;
    
    // 在新的纹理坐标下,重新计算topY、bottomY
    CGFloat newTopY = topY / heightScale;
    CGFloat newBottomY = (topY + newHeight) / heightScale;
    
    // 创建顶点数组与纹理数组(逻辑与calculateOriginTextureCoordWithTextureSize 中关于纹理坐标以及顶点坐标逻辑是一模一样的)
    SenceVertex *tmpVertices = malloc(sizeof(SenceVertex) * kVerticesCount);
    tmpVertices[0] = (SenceVertex){{-1, 1, 0}, {0, 1}};
    tmpVertices[1] = (SenceVertex){{1, 1, 0}, {1, 1}};
    tmpVertices[2] = (SenceVertex){{-1, -2 * newTopY + 1, 0}, {0, 1 - topY}};
    tmpVertices[3] = (SenceVertex){{1, -2 * newTopY + 1, 0}, {1, 1 - topY}};
    tmpVertices[4] = (SenceVertex){{-1, -2 * newBottomY + 1, 0}, {0, 1 - bottomY}};
    tmpVertices[5] = (SenceVertex){{1, -2 * newBottomY + 1, 0}, {1, 1 - bottomY}};
    tmpVertices[6] = (SenceVertex){{-1, -1, 0}, {0, 0}};
    tmpVertices[7] = (SenceVertex){{1, -1, 0}, {1, 0}};
    
    
    ///下面开始渲染到纹理的流程
    
    // 生成帧缓存区
    GLuint frameBuffer;
    GLuint texture;
    // glGenFramebuffers 生成帧缓存区对象名称;
    glGenFramebuffers(1, &frameBuffer);
    // glBindFramebuffer 绑定一个帧缓存区对象;
    glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
    
    // 生成纹理ID,绑定纹理;
    // glGenTextures 生成纹理ID
    glGenTextures(1, &texture);
    // glBindTexture 将一个纹理绑定到纹理目标上;
    glBindTexture(GL_TEXTURE_2D, texture);
    // glTexImage2D 指定一个二维纹理图像;
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newTextureWidth, newTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    
    // 设置纹理相关参数
    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_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
    // 将纹理图像加载到帧缓存区对象上
    /*
     glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
     target: 指定帧缓冲目标,符合常量必须是GL_FRAMEBUFFER;
     attachment: 指定附着纹理对象的附着点GL_COLOR_ATTACHMENT0
     textarget: 指定纹理目标, 符合常量:GL_TEXTURE_2D
     teture: 指定要附加图像的纹理对象;
     level: 指定要附加的纹理图像的mipmap级别,该级别必须为0。
     */
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
    // 设置视口尺寸
    glViewport(0, 0, newTextureWidth, newTextureHeight);
    
    // 获取着色器程序
    GLuint program = [LongLegHelper programWithShaderName:@"spring"];
    glUseProgram(program);
    
    // 获取参数ID
    GLuint positionSlot = glGetAttribLocation(program, "Position");
    GLuint textureSlot = glGetUniformLocation(program, "Texture");
    GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
    
    // 传值
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, self.baseEffect.texture2d0.name);
    glUniform1i(textureSlot, 0);
    
    // 初始化缓存区
    LongLegVertexAttribArrayBuffer *vbo = [[LongLegVertexAttribArrayBuffer alloc] initWithAttribStride:sizeof(SenceVertex) numberOfVertices:kVerticesCount data:tmpVertices usage:GL_STATIC_DRAW];
    
    // 准备绘制,将纹理/顶点坐标传递进去;
    [vbo prepareToDrawWithAttrib:positionSlot numberOfCoordinates:3 attribOffset:offsetof(SenceVertex, positionCoord) shouldEnable:YES];
    [vbo prepareToDrawWithAttrib:textureCoordsSlot numberOfCoordinates:2 attribOffset:offsetof(SenceVertex, textureCoord) shouldEnable:YES];
    
    // 绘制
    [vbo drawArrayWithMode:GL_TRIANGLE_STRIP startVertexIndex:0 numberOfVertices:kVerticesCount];
    
    // 解绑缓存
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    // 释放顶点数组
    free(tmpVertices);
    
    // 保存临时的纹理对象/帧缓存区对象;
    self.tmpTexture = texture;
    self.tmpFrameBuffer = frameBuffer;
}

  • 从某个纹理对象获取UIImage对象
// 返回某个纹理对应的 UIImage,调用前先绑定对应的帧缓存
- (UIImage *)imageFromTextureWithWidth:(int)width height:(int)height {
    
    // 绑定帧缓存区;
    glBindFramebuffer(GL_FRAMEBUFFER, self.tmpFrameBuffer);
    
    // 将帧缓存区内的图片纹理绘制到图片上;
    int size = width * height * 4;
    GLubyte *buffer = malloc(size);
    
    /*
     
     glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
     @功能: 读取像素(理解为将已经绘制好的像素,从显存中读取到内存中;)
     @参数解读:
     参数x,y,width,height: xy坐标以及读取的宽高;
     参数format: 颜色格式; GL_RGBA;
     参数type: 读取到的内容保存到内存所用的格式;GL_UNSIGNED_BYTE 会把数据保存为GLubyte类型;
     参数pixels: 指针,像素数据读取后, 将会保存到该指针指向的地址内存中;
     
     注意: pixels指针,必须保证该地址有足够的可以使用的空间, 以容纳读取的像素数据; 例如一副256 * 256的图像,如果读取RGBA 数据, 且每个数据保存在GLUbyte. 总大小就是 256 * 256 * 4 = 262144字节, 即256M;
     int size = width * height * 4;
     GLubyte *buffer = malloc(size);
     */
    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    
    //使用data和size 数组来访问buffer数据;
    /*
     CGDataProviderRef CGDataProviderCreateWithData(void *info, const void *data, size_t size, CGDataProviderReleaseDataCallback releaseData);
     @功能: 新的数据类型, 方便访问二进制数据;
     @参数:
     参数info: 指向任何类型数据的指针, 或者为Null;
     参数data: 数据存储的地址,buffer
     参数size: buffer的数据大小;
     参数releaseData: 释放的回调,默认为空;
     
     */
    CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, size, NULL);
    // 每个组件的位数;
    int bitsPerComponent = 8;
    // 像素占用的比特数4 * 8 = 32;
    int bitsPerPixel = 32;
    // 每一行的字节数
    int bytesPerRow = 4 * width;
    // 颜色空间格式;
    CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
    // 位图图形的组件信息 - 默认的
    CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
    // 颜色映射
    CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
    
    // 将帧缓存区里像素点绘制到一张图片上;
    /*
     CGImageCreate(size_t width, size_t height,size_t bitsPerComponent, size_t bitsPerPixel, size_t bytesPerRow,CGColorSpaceRef space, CGBitmapInfo bitmapInfo, CGDataProviderRef provider,const CGFloat decode[], bool shouldInterpolate,CGColorRenderingIntent intent);
     @功能:根据你提供的数据创建一张位图;
     注意:size_t 定义的是一个可移植的单位,在64位机器上为8字节,在32位机器上是4字节;
     参数width: 图片的宽度像素;
     参数height: 图片的高度像素;
     参数bitsPerComponent: 每个颜色组件所占用的位数, 比如R占用8位;
     参数bitsPerPixel: 每个颜色的比特数, 如果是RGBA则是32位, 4 * 8 = 32位;
     参数bytesPerRow :每一行占用的字节数;
     参数space:颜色空间模式,CGColorSpaceCreateDeviceRGB
     参数bitmapInfo:kCGBitmapByteOrderDefault 位图像素布局;
     参数provider: 图片数据源提供者, 在CGDataProviderCreateWithData ,将buffer 转为 provider 对象;
     参数decode: 解码渲染数组, 默认NULL
     参数shouldInterpolate: 是否抗锯齿;
     参数intent: 图片相关参数;kCGRenderingIntentDefault
     
     */
    CGImageRef imageRef = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
    
    // 此时的 imageRef 是上下颠倒的,调用 CG 的方法重新绘制一遍,刚好翻转过来
    // 创建一个图片context
    UIGraphicsBeginImageContext(CGSizeMake(width, height));
    CGContextRef context = UIGraphicsGetCurrentContext();
    // 将图片绘制上去
    CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
    // 从context中获取图片
    UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
    // 结束图片context处理
    UIGraphicsEndImageContext();
    
    // 释放buffer
    free(buffer);
    // 返回图片
    return image;
}

  • 将图片保存到系统相册中saveImage
// 保存图片到相册
- (void)saveImage:(UIImage *)image {
    // 将图片通过PHPhotoLibrary保存到系统相册
    [[PHPhotoLibrary sharedPhotoLibrary] performChanges:^{
        [PHAssetChangeRequest creationRequestForAssetFromImage:image];
    } completionHandler:^(BOOL success, NSError * _Nullable error) {
        NSLog(@"success = %d, error = %@ 图片已保存到相册", success, error);
    }];
}

效果展示

大长腿效果图

完整示例

GLSL之仿抖音“大长腿”美颜滤镜效果

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转载自blog.csdn.net/Forever_wj/article/details/108047558