• OpenGL 12


    案例:利用 GLSL 实现分屏滤镜 --> 2、3、4、6、9分屏。

    分屏滤镜简单思路:绘制原始纹理图片 -- 绘制分屏 --> 1、片元着色器 来修改设置每个像素 --> 2、重绘

    实现效果:

    一、绘制原图过程不变:

    1、创建图层:CAEAGLLayer

    2、创建上下文 EAGLContext

    3、设置绑定渲染缓冲区、帧缓冲区 Renderbuffers、Framebuffers

    4、纹理图片、顶点数据准备 attribute、texture

    5、着色器代码准备 shader

    6、着色器编译、附着链接program、program使用 

    7、传递顶点、纹理数据到着色器 glVertexAttribPointer、glUniform1i

    8、绘制 draw

    二、分屏原理

    分屏滤镜过程中,纹理图片的顶点数据是没有改变的,所以顶点着色器代码相同:

    1 attribute vec4 Position;
    2 attribute vec2 TextureCoords;
    3 varying vec2 TextureCoordsVarying;
    4 
    5 void main (void) {
    6     gl_Position = Position;
    7     TextureCoordsVarying = TextureCoords;
    8 }

    关于分屏所取的纹理位置可以按自己需求修改,例如取中心位置、左上角等等。

    1、2分屏

     1.1、片元着色器代码

     1 precision highp float;
     2 uniform sampler2D Texture;
     3 varying highp vec2 TextureCoordsVarying;
     4 
     5 void main() {
     6     vec2 uv = TextureCoordsVarying.xy;
     7     float y;
     8     if (uv.y >= 0.0 && uv.y <= 0.5) {
     9         y = uv.y + 0.25;
    10     } else {
    11         y = uv.y - 0.25;
    12     }
    13     gl_FragColor = texture2D(Texture, vec2(uv.x, y));
    14 }

    2、3分屏

    2.1、片元着色器代码

     1 precision highp float;
     2 uniform sampler2D Texture;
     3 varying highp vec2 TextureCoordsVarying;
     4 
     5 void main() {
     6     vec2 uv = TextureCoordsVarying.xy;
     7     if (uv.y < 1.0/3.0) {
     8         uv.y = uv.y + 1.0/3.0;
     9     } else if (uv.y > 2.0/3.0){
    10         uv.y = uv.y - 1.0/3.0;
    11     }
    12     gl_FragColor = texture2D(Texture, uv);
    13 }

    3、4分屏原理

     

    3.1、片元着色器代码

     1 precision highp float;
     2 uniform sampler2D Texture;
     3 varying highp vec2 TextureCoordsVarying;
     4 
     5 void main() {
     6     vec2 uv = TextureCoordsVarying.xy;
     7     if(uv.x <= 0.5){
     8         uv.x = uv.x * 2.0;
     9     }else{
    10         uv.x = (uv.x - 0.5) * 2.0;
    11     }
    12     
    13     if (uv.y<= 0.5) {
    14         uv.y = uv.y * 2.0;
    15     }else{
    16         uv.y = (uv.y - 0.5) * 2.0;
    17     }
    18     
    19     gl_FragColor = texture2D(Texture, uv);
    20 }

    4、6分屏原理

     

    4.1、片元着色器代码

     1 precision highp float;
     2 uniform sampler2D Texture;
     3 varying highp vec2 TextureCoordsVarying;
     4 
     5 void main() {
     6     vec2 uv = TextureCoordsVarying.xy;
     7    
     8     if(uv.x <= 1.0 / 3.0){
     9         uv.x = uv.x + 1.0/3.0;
    10     }else if(uv.x >= 2.0/3.0){
    11         uv.x = uv.x - 1.0/3.0;
    12     }
    13     
    14     if(uv.y <= 0.5){
    15         uv.y = uv.y + 0.25;
    16     }else {
    17         uv.y = uv.y - 0.25;
    18     }
    19     
    20     gl_FragColor = texture2D(Texture, uv);
    21 }

    5、9分屏原理

     

    5.1、片元着色器代码

     1 precision highp float;
     2 uniform sampler2D Texture;
     3 varying highp vec2 TextureCoordsVarying;
     4 
     5 void main() {
     6     vec2 uv = TextureCoordsVarying.xy;
     7     if (uv.x < 1.0 / 3.0) {
     8         uv.x = uv.x * 3.0;
     9     } else if (uv.x < 2.0 / 3.0) {
    10         uv.x = (uv.x - 1.0 / 3.0) * 3.0;
    11     } else {
    12         uv.x = (uv.x - 2.0 / 3.0) * 3.0;
    13     }
    14     if (uv.y <= 1.0 / 3.0) {
    15         uv.y = uv.y * 3.0;
    16     } else if (uv.y < 2.0 / 3.0) {
    17         uv.y = (uv.y - 1.0 / 3.0) * 3.0;
    18     } else {
    19         uv.y = (uv.y - 2.0 / 3.0) * 3.0;
    20     }
    21     gl_FragColor = texture2D(Texture, uv);
    22 }

    三、主要代码

      1 #import "ViewController.h"
      2 #import <GLKit/GLKit.h>
      3 #import "FilterBar.h"
      4 
      5 typedef struct {
      6     GLKVector3 positionCoord; // (X, Y, Z)
      7     GLKVector2 textureCoord; // (U, V)
      8 } SenceVertex;
      9 
     10 @interface ViewController ()<FilterBarDelegate>
     11 @property (nonatomic, assign) SenceVertex *vertices;
     12 @property (nonatomic, strong) EAGLContext *context;
     13 // 用于刷新屏幕
     14 @property (nonatomic, strong) CADisplayLink *displayLink;
     15 // 开始的时间戳
     16 @property (nonatomic, assign) NSTimeInterval startTimeInterval;
     17 // 着色器程序
     18 @property (nonatomic, assign) GLuint program;
     19 // 顶点缓存
     20 @property (nonatomic, assign) GLuint vertexBuffer;
     21 // 纹理 ID
     22 @property (nonatomic, assign) GLuint textureID;
     23 @end
     24 
     25 @implementation ViewController
     26 
     27 - (void)viewWillDisappear:(BOOL)animated {
     28     [super viewWillDisappear:animated];
     29     
     30     // 移除 displayLink
     31     if (self.displayLink) {
     32         [self.displayLink invalidate];
     33         self.displayLink = nil;
     34     }
     35 }
     36 
     37 - (void)viewDidLoad {
     38     [super viewDidLoad];
     39     // Do any additional setup after loading the view, typically from a nib.
     40     // 设置背景颜色
     41     self.view.backgroundColor = [UIColor blackColor];
     42     // 创建滤镜工具栏
     43     [self setupFilterBar];
     44     // 滤镜处理初始化
     45     [self filterInit];
     46     // 开始一个滤镜动画
     47     [self startFilerAnimation];
     48 }
     49 
     50 // 创建滤镜栏
     51 - (void)setupFilterBar {
     52     CGFloat filterBarWidth = [UIScreen mainScreen].bounds.size.width;
     53     CGFloat filterBarHeight = 100;
     54     CGFloat filterBarY = [UIScreen mainScreen].bounds.size.height - filterBarHeight;
     55     FilterBar *filerBar = [[FilterBar alloc] initWithFrame:CGRectMake(0, filterBarY, filterBarWidth, filterBarHeight)];
     56     filerBar.delegate = self;
     57     [self.view addSubview:filerBar];
     58     
     59     NSArray *dataSource = @[@"",@"分屏_2",@"分屏_3",@"分屏_4",@"分屏_6",@"分屏_9"];
     60     filerBar.itemList = dataSource;
     61 }
     62 
     63 
     64 - (void)filterInit {
     65     
     66     // 1. 初始化上下文并设置为当前上下文
     67     self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
     68     [EAGLContext setCurrentContext:self.context];
     69     
     70     // 2. 开辟顶点数组内存空间
     71     self.vertices = malloc(sizeof(SenceVertex) * 4);
     72     
     73     // 3. 初始化顶点(0,1,2,3)的顶点坐标以及纹理坐标
     74     self.vertices[0] = (SenceVertex){{-1, 1, 0}, {0, 1}};
     75     self.vertices[1] = (SenceVertex){{-1, -1, 0}, {0, 0}};
     76     self.vertices[2] = (SenceVertex){{1, 1, 0}, {1, 1}};
     77     self.vertices[3] = (SenceVertex){{1, -1, 0}, {1, 0}};
     78     
     79     // 4.创建图层(CAEAGLLayer)
     80     CAEAGLLayer *layer = [[CAEAGLLayer alloc] init];
     81     // 设置图层frame
     82     layer.frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
     83     // 设置图层的scale
     84     layer.contentsScale = [[UIScreen mainScreen] scale];
     85     // 给View添加layer
     86     [self.view.layer addSublayer:layer];
     87     
     88     // 5.绑定渲染缓存区
     89     [self bindRenderLayer:layer];
     90     
     91     // 6.获取处理的图片路径
     92     NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"cat.jpg"];
     93     // 读取图片
     94     UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
     95     // 将JPG图片转换成纹理图片
     96     GLuint textureID = [self createTextureWithImage:image];
     97     // 设置纹理ID
     98     self.textureID = textureID;  // 将纹理 ID 保存,方便后面切换滤镜的时候重用
     99     
    100     // 7.设置视口
    101     glViewport(0, 0, self.drawableWidth, self.drawableHeight);
    102     
    103     // 8.设置顶点缓存区
    104     GLuint vertexBuffer;
    105     glGenBuffers(1, &vertexBuffer);
    106     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    107     GLsizeiptr bufferSizeBytes = sizeof(SenceVertex) * 4;
    108     glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
    109     
    110     // 9.设置默认着色器
    111     [self setupNormalShaderProgram]; // 一开始选用默认的着色器
    112     
    113     // 10.将顶点缓存保存,退出时才释放
    114     self.vertexBuffer = vertexBuffer;
    115 }
    116 
    117 // 绑定渲染缓存区和帧缓存区
    118 - (void)bindRenderLayer:(CALayer <EAGLDrawable> *)layer {
    119     
    120     // 1.渲染缓存区,帧缓存区对象
    121     GLuint renderBuffer;
    122     GLuint frameBuffer;
    123     
    124     // 2.获取帧渲染缓存区名称,绑定渲染缓存区以及将渲染缓存区与layer建立连接
    125     glGenRenderbuffers(1, &renderBuffer);
    126     glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
    127     [self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
    128     
    129     // 3.获取帧缓存区名称,绑定帧缓存区以及将渲染缓存区附着到帧缓存区上
    130     glGenFramebuffers(1, &frameBuffer);
    131     glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
    132     glFramebufferRenderbuffer(GL_FRAMEBUFFER,
    133                               GL_COLOR_ATTACHMENT0,
    134                               GL_RENDERBUFFER,
    135                               renderBuffer);
    136 }
    137 
    138 // 从图片中加载纹理
    139 - (GLuint)createTextureWithImage:(UIImage *)image {
    140     
    141     // 1、将 UIImage 转换为 CGImageRef
    142     CGImageRef cgImageRef = [image CGImage];
    143     // 判断图片是否获取成功
    144     if (!cgImageRef) {
    145         NSLog(@"Failed to load image");
    146         exit(1);
    147     }
    148     // 2、读取图片的大小,宽和高
    149     GLuint width = (GLuint)CGImageGetWidth(cgImageRef);
    150     GLuint height = (GLuint)CGImageGetHeight(cgImageRef);
    151     // 获取图片的rect
    152     CGRect rect = CGRectMake(0, 0, width, height);
    153     
    154     // 获取图片的颜色空间
    155     CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    156     // 3.获取图片字节数 宽*高*4(RGBA)
    157     void *imageData = malloc(width * height * 4);
    158     // 4.创建上下文
    159     /*
    160      参数1:data,指向要渲染的绘制图像的内存地址
    161      参数2:width,bitmap的宽度,单位为像素
    162      参数3:height,bitmap的高度,单位为像素
    163      参数4:bitPerComponent,内存中像素的每个组件的位数,比如32位RGBA,就设置为8
    164      参数5:bytesPerRow,bitmap的没一行的内存所占的比特数
    165      参数6:colorSpace,bitmap上使用的颜色空间  kCGImageAlphaPremultipliedLast:RGBA
    166      */
    167     CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    168     
    169     // 将图片翻转过来(图片默认是倒置的)
    170     CGContextTranslateCTM(context, 0, height);
    171     CGContextScaleCTM(context, 1.0f, -1.0f);
    172     CGColorSpaceRelease(colorSpace);
    173     CGContextClearRect(context, rect);
    174     
    175     // 对图片进行重新绘制,得到一张新的解压缩后的位图
    176     CGContextDrawImage(context, rect, cgImageRef);
    177     
    178     // 设置图片纹理属性
    179     // 5. 获取纹理ID
    180     GLuint textureID;
    181     glGenTextures(1, &textureID);
    182     glBindTexture(GL_TEXTURE_2D, textureID);
    183     
    184     // 6.载入纹理2D数据
    185     /*
    186      参数1:纹理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
    187      参数2:加载的层次,一般设置为0
    188      参数3:纹理的颜色值GL_RGBA
    189      参数4:宽
    190      参数5:高
    191      参数6:border,边界宽度
    192      参数7:format
    193      参数8:type
    194      参数9:纹理数据
    195      */
    196     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
    197     
    198     // 7.设置纹理属性
    199     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    200     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    201     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    202     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    203     
    204     // 8.绑定纹理
    205     /*
    206      参数1:纹理维度
    207      参数2:纹理ID,因为只有一个纹理,给0就可以了。
    208      */
    209     glBindTexture(GL_TEXTURE_2D, 0);
    210     
    211     // 9.释放context,imageData
    212     CGContextRelease(context);
    213     free(imageData);
    214     
    215     // 10.返回纹理ID
    216     return textureID;
    217 }
    218 
    219 // 开始一个滤镜动画
    220 - (void)startFilerAnimation {
    221     // 1.判断displayLink 是否为空
    222     // CADisplayLink 定时器
    223     if (self.displayLink) {
    224         [self.displayLink invalidate];
    225         self.displayLink = nil;
    226     }
    227     // 2. 设置displayLink 的方法
    228     self.startTimeInterval = 0;
    229     self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
    230     
    231     // 3.将displayLink 添加到runloop 运行循环
    232     [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop]
    233                            forMode:NSRunLoopCommonModes];
    234 }
    235 
    236 // 2. 动画
    237 - (void)timeAction {
    238     // DisplayLink 的当前时间撮
    239     if (self.startTimeInterval == 0) {
    240         self.startTimeInterval = self.displayLink.timestamp;
    241     }
    242     // 使用program
    243     glUseProgram(self.program);
    244     // 绑定buffer
    245     glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
    246     
    247     // 传入时间
    248     CGFloat currentTime = self.displayLink.timestamp - self.startTimeInterval;
    249     GLuint time = glGetUniformLocation(self.program, "Time");
    250     glUniform1f(time, currentTime);
    251     
    252     // 清除画布
    253     glClear(GL_COLOR_BUFFER_BIT);
    254     glClearColor(1, 1, 1, 1);
    255     
    256     // 重绘
    257     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    258     // 渲染到屏幕上
    259     [self.context presentRenderbuffer:GL_RENDERBUFFER];
    260 }
    261 
    262 #pragma mark - FilterBarDelegate
    263 - (void)filterBar:(FilterBar *)filterBar didScrollToIndex:(NSUInteger)index {
    264     // 1. 选择默认shader
    265     if (index == 0) {
    266         [self setupNormalShaderProgram];
    267     }else if(index == 1) {
    268         [self setupSplitScreen_2ShaderProgram];
    269     }else if(index == 2) {
    270         [self setupSplitScreen_3ShaderProgram];
    271     }else if(index == 3) {
    272         [self setupSplitScreen_4ShaderProgram];
    273     }else if(index == 4) {
    274         [self setupSplitScreen_6ShaderProgram];
    275     }else if(index == 5) {
    276         [self setupSplitScreen_9ShaderProgram];
    277     }
    278     // 重新开始滤镜动画
    279     [self startFilerAnimation];
    280 }
    281 
    282 #pragma mark - Shader
    283 // 默认着色器程序
    284 - (void)setupNormalShaderProgram {
    285     [self setupShaderProgramWithName:@"Normal"];
    286 }
    287 
    288 // 分屏(2屏)
    289 - (void)setupSplitScreen_2ShaderProgram {
    290     [self setupShaderProgramWithName:@"SplitScreen_2"];
    291 }
    292 
    293 // 分屏(3屏)
    294 - (void)setupSplitScreen_3ShaderProgram {
    295     [self setupShaderProgramWithName:@"SplitScreen_3"];
    296 }
    297 
    298 // 分屏(4屏)
    299 - (void)setupSplitScreen_4ShaderProgram {
    300     [self setupShaderProgramWithName:@"SplitScreen_4"];
    301 }
    302 
    303 // 分屏(6屏)
    304 - (void)setupSplitScreen_6ShaderProgram {
    305     [self setupShaderProgramWithName:@"SplitScreen_6"];
    306 }
    307 
    308 // 分屏(9屏)
    309 - (void)setupSplitScreen_9ShaderProgram {
    310     [self setupShaderProgramWithName:@"SplitScreen_9"];
    311 }
    312 
    313 // 初始化着色器程序
    314 - (void)setupShaderProgramWithName:(NSString *)name {
    315     // 1. 获取着色器program
    316     GLuint program = [self programWithShaderName:name];
    317     
    318     // 2. use Program
    319     glUseProgram(program);
    320     
    321     // 3. 获取Position,Texture,TextureCoords 的索引位置
    322     GLuint positionSlot = glGetAttribLocation(program, "Position");
    323     GLuint textureSlot = glGetUniformLocation(program, "Texture");
    324     GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
    325     
    326     // 4.激活纹理,绑定纹理ID
    327     glActiveTexture(GL_TEXTURE0);
    328     glBindTexture(GL_TEXTURE_2D, self.textureID);
    329     
    330     // 5.纹理sample
    331     glUniform1i(textureSlot, 0);
    332     
    333     // 6.打开positionSlot 属性并且传递数据到positionSlot中(顶点坐标)
    334     glEnableVertexAttribArray(positionSlot);
    335     glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, positionCoord));
    336     
    337     // 7.打开textureCoordsSlot 属性并传递数据到textureCoordsSlot(纹理坐标)
    338     glEnableVertexAttribArray(textureCoordsSlot);
    339     glVertexAttribPointer(textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, textureCoord));
    340     
    341     // 8.保存program,界面销毁则释放
    342     self.program = program;
    343 }
    344 
    345 #pragma mark -shader compile and link
    346 // link Program
    347 - (GLuint)programWithShaderName:(NSString *)shaderName {
    348     // 1. 编译顶点着色器/片元着色器
    349     GLuint vertexShader = [self compileShaderWithName:shaderName type:GL_VERTEX_SHADER];
    350     GLuint fragmentShader = [self compileShaderWithName:shaderName type:GL_FRAGMENT_SHADER];
    351     
    352     // 2. 将顶点/片元附着到program
    353     GLuint program = glCreateProgram();
    354     glAttachShader(program, vertexShader);
    355     glAttachShader(program, fragmentShader);
    356     
    357     // 3.linkProgram
    358     glLinkProgram(program);
    359     
    360     // 4.检查是否link成功
    361     GLint linkSuccess;
    362     glGetProgramiv(program, GL_LINK_STATUS, &linkSuccess);
    363     if (linkSuccess == GL_FALSE) {
    364         GLchar messages[256];
    365         glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
    366         NSString *messageString = [NSString stringWithUTF8String:messages];
    367         NSAssert(NO, @"program链接失败:%@", messageString);
    368         exit(1);
    369     }
    370     // 5.返回program
    371     return program;
    372 }
    373 
    374 // 编译shader代码
    375 - (GLuint)compileShaderWithName:(NSString *)name type:(GLenum)shaderType {
    376     
    377     // 1.获取shader 路径
    378     NSString *shaderPath = [[NSBundle mainBundle] pathForResource:name ofType:shaderType == GL_VERTEX_SHADER ? @"vsh" : @"fsh"];
    379     NSError *error;
    380     NSString *shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
    381     if (!shaderString) {
    382         NSAssert(NO, @"读取shader失败");
    383         exit(1);
    384     }
    385     
    386     // 2. 创建shader->根据shaderType
    387     GLuint shader = glCreateShader(shaderType);
    388     
    389     // 3.获取shader source
    390     const char *shaderStringUTF8 = [shaderString UTF8String];
    391     int shaderStringLength = (int)[shaderString length];
    392     glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
    393     
    394     // 4.编译shader
    395     glCompileShader(shader);
    396     
    397     // 5.查看编译是否成功
    398     GLint compileSuccess;
    399     glGetShaderiv(shader, GL_COMPILE_STATUS, &compileSuccess);
    400     if (compileSuccess == GL_FALSE) {
    401         GLchar messages[256];
    402         glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
    403         NSString *messageString = [NSString stringWithUTF8String:messages];
    404         NSAssert(NO, @"shader编译失败:%@", messageString);
    405         exit(1);
    406     }
    407     // 6.返回shader
    408     return shader;
    409 }
    410 
    411 // 获取渲染缓存区的宽
    412 - (GLint)drawableWidth {
    413     GLint backingWidth;
    414     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
    415     return backingWidth;
    416 }
    417 // 获取渲染缓存区的高
    418 - (GLint)drawableHeight {
    419     GLint backingHeight;
    420     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
    421     return backingHeight;
    422 }
    423 
    424 // 释放
    425 - (void)dealloc {
    426     // 1.上下文释放
    427     if ([EAGLContext currentContext] == self.context) {
    428         [EAGLContext setCurrentContext:nil];
    429     }
    430     // 顶点缓存区释放
    431     if (_vertexBuffer) {
    432         glDeleteBuffers(1, &_vertexBuffer);
    433         _vertexBuffer = 0;
    434     }
    435     // 顶点数组释放
    436     if (_vertices) {
    437         free(_vertices);
    438         _vertices = nil;
    439     }
    440 }
    441 
    442 @end
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  • 原文地址:https://www.cnblogs.com/zhangzhang-y/p/13496126.html
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