先放结果图

为了更好的存放顶点数据、纹理数据和法线数据,创建一个结构体
typedef struct {
GLKVector3 positionCoord; //顶点坐标
GLKVector3 textureCoord; //纹理坐标
GLKVector3 normal; //法线 (计算光照 叉乘结果)
} SNVertex;
创建context并设置当前context
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
[EAGLContext setCurrentContext:context];
创建glkView并添加到视图中
//创建glkView
self.glkView = [[GLKView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height) context:context];
self.glkView.backgroundColor = [UIColor clearColor];
self.glkView.delegate = self;
//深度缓冲区
self.glkView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
//设置深度缓冲区范围
glDepthRangef(1, 0);
[self.view addSubview:self.glkView];
纹理载入
//载入图片
NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"Snow.jpeg" ofType:nil];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
//纹理转换 GLKit
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft:@(YES)};
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:image.CGImage options:options error:nil];
BaseEffect创建并添加光照
//baseEffect创建
self.baseEffect = [[GLKBaseEffect alloc] init];
self.baseEffect.texture2d0.name = textureInfo.name;
self.baseEffect.texture2d0.target = textureInfo.target;
//开启光照
self.baseEffect.light0.enabled = YES;
//设置漫反射颜色
self.baseEffect.light0.diffuseColor = GLKVector4Make(1, 1, 1, 1);
//光照的位置
self.baseEffect.light0.position = GLKVector4Make(-0.5, -0.5, 5, 1);
正方体的顶点坐标数据
//正方体顶点数据创建 一个面由2个三角形组成 6个顶点 共6面 36个顶点
self.vertices = malloc(sizeof(SNVertex) * kCoordCount);
// 前面
self.vertices[0] = (SNVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 0, 1}};
self.vertices[1] = (SNVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
self.vertices[2] = (SNVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
self.vertices[3] = (SNVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
self.vertices[4] = (SNVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
self.vertices[5] = (SNVertex){{0.5, -0.5, 0.5}, {1, 0}, {0, 0, 1}};
// 上面
self.vertices[6] = (SNVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 1, 0}};
self.vertices[7] = (SNVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
self.vertices[8] = (SNVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
self.vertices[9] = (SNVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
self.vertices[10] = (SNVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
self.vertices[11] = (SNVertex){{-0.5, 0.5, -0.5}, {0, 0}, {0, 1, 0}};
// 下面
self.vertices[12] = (SNVertex){{0.5, -0.5, 0.5}, {1, 1}, {0, -1, 0}};
self.vertices[13] = (SNVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
self.vertices[14] = (SNVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
self.vertices[15] = (SNVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
self.vertices[16] = (SNVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
self.vertices[17] = (SNVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, -1, 0}};
// 左面
self.vertices[18] = (SNVertex){{-0.5, 0.5, 0.5}, {1, 1}, {-1, 0, 0}};
self.vertices[19] = (SNVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
self.vertices[20] = (SNVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
self.vertices[21] = (SNVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
self.vertices[22] = (SNVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
self.vertices[23] = (SNVertex){{-0.5, -0.5, -0.5}, {0, 0}, {-1, 0, 0}};
// 右面
self.vertices[24] = (SNVertex){{0.5, 0.5, 0.5}, {1, 1}, {1, 0, 0}};
self.vertices[25] = (SNVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
self.vertices[26] = (SNVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
self.vertices[27] = (SNVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
self.vertices[28] = (SNVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
self.vertices[29] = (SNVertex){{0.5, -0.5, -0.5}, {0, 0}, {1, 0, 0}};
// 后面
self.vertices[30] = (SNVertex){{-0.5, 0.5, -0.5}, {0, 1}, {0, 0, -1}};
self.vertices[31] = (SNVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
self.vertices[32] = (SNVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
self.vertices[33] = (SNVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
self.vertices[34] = (SNVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
self.vertices[35] = (SNVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, 0, -1}};
将坐标数据从内存读取到GPU
//坐标拷贝 内存->GPU
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
GLsizeiptr bufferSizeBytes = sizeof(SNVertex) * kCoordCount;
glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
由于iOS默认不开启Attrib,因此需要手动开启通道
//打开通道 GPU->GLKit->着色器
//顶点数据
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(SNVertex), NULL + offsetof(SNVertex, positionCoord));
//纹理数据
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(SNVertex), NULL + offsetof(SNVertex, textureCoord));
//法线数据
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(SNVertex), NULL + offsetof(SNVertex, normal));
完善GLKViewDelegate方法
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
//开启深度测试
glEnable(GL_DEPTH_TEST);
//清空缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//准备绘制
[self.baseEffect prepareToDraw];
//开始绘制
glDrawArrays(GL_TRIANGLES, 0, kCoordCount);
}
添加定时器
//定时器
- (void)addCADisplayLink {
self.angle = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)update {
//计算旋转角度
self.angle = (self.angle + 5) % 360;
self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);
//刷新
[self.glkView display];
}
除了使用OpenGL外,还能使用CoreAnimation实现相同的效果
@interface CoreAnimationController () {
UIView *view0;
UIView *view1;
UIView *view2;
UIView *view3;
UIView *view4;
UIView *view5;
UIView *containerView;
NSArray *faces;
CADisplayLink *displayLink;
NSInteger angle;
}
@end
@implementation CoreAnimationController
- (void)viewDidLoad {
[super viewDidLoad];
//添加面
[self addCFaces];
//添加CADisplayLink
[self addCADisplayLink];
}
-(void)addCFaces {
view0 = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
view0.layer.contents = (id)[UIImage imageNamed:@"Snow.jpeg"].CGImage;
view1 = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
view1.layer.contents = (id)[UIImage imageNamed:@"Snow.jpeg"].CGImage;
view2 = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
view2.layer.contents = (id)[UIImage imageNamed:@"Snow.jpeg"].CGImage;
view3 = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
view3.layer.contents = (id)[UIImage imageNamed:@"Snow.jpeg"].CGImage;
view4 = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
view4.layer.contents = (id)[UIImage imageNamed:@"Snow.jpeg"].CGImage;
view5 = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
view5.layer.contents = (id)[UIImage imageNamed:@"Snow.jpeg"].CGImage;
containerView = [[UIView alloc] initWithFrame:self.view.frame];
[self.view addSubview:containerView];
faces = @[view0,view1,view2,view3,view4,view5];
//父View的layer图层
CATransform3D perspective = CATransform3DIdentity;
perspective.m34 = -1.0 / 500.0;
perspective = CATransform3DRotate(perspective, -M_PI_4, 1, 0, 0);
perspective = CATransform3DRotate(perspective, -M_PI_4, 0, 1, 0);
containerView.layer.sublayerTransform = perspective;
//add cube face 1
CATransform3D transform = CATransform3DMakeTranslation(0, 0, 100);
[self addFace:0 withTransform:transform];
//add cube face 2
transform = CATransform3DMakeTranslation(100, 0, 0);
transform = CATransform3DRotate(transform, M_PI_2, 0, 1, 0);
[self addFace:1 withTransform:transform];
//add cube face 3
transform = CATransform3DMakeTranslation(0, -100, 0);
transform = CATransform3DRotate(transform, M_PI_2, 1, 0, 0);
[self addFace:2 withTransform:transform];
//add cube face 4
transform = CATransform3DMakeTranslation(0, 100, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 1, 0, 0);
[self addFace:3 withTransform:transform];
//add cube face 5
transform = CATransform3DMakeTranslation(-100, 0, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 0, 1, 0);
[self addFace:4 withTransform:transform];
//add cube face 6
transform = CATransform3DMakeTranslation(0, 0, -100);
transform = CATransform3DRotate(transform, M_PI, 0, 1, 0);
[self addFace:5 withTransform:transform];
}
- (void)addFace:(NSInteger)index withTransform:(CATransform3D)transform {
//获取face视图并将其添加到容器中
UIView *face = faces[index];
[containerView addSubview:face];
//将face视图放在容器的中心
CGSize containerSize = containerView.bounds.size;
face.center = CGPointMake(containerSize.width / 2.0, containerSize.height / 2.0);
//添加transform
face.layer.transform = transform;
}
- (void)addCADisplayLink {
angle = 0;
displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)update {
//计算旋转度数
angle = (angle + 5) % 360;
float deg = angle * (M_PI / 180);
CATransform3D temp = CATransform3DIdentity;
temp = CATransform3DRotate(temp, deg, 0.3, 1, 0.7);
containerView.layer.sublayerTransform = temp;
}
@end
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