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二:OpenGL ES 绘制立方体+旋转

二:OpenGL ES 绘制立方体+旋转

作者: 凯歌948 | 来源:发表于2020-08-05 15:41 被阅读0次

    效果如下:


    image.png
    #import <GLKit/GLKit.h>
    #import "CubeViewController.h"
    
    typedef struct {
        GLKVector3 positionCoord;   //顶点坐标
        GLKVector2 textureCoord;    //纹理坐标
        GLKVector3 normal;          //法线
    } CCVertex;
    
    // 顶点数
    static NSInteger const kCoordCount = 36;
    
    @interface CubeViewController () <GLKViewDelegate>
    
    @property (nonatomic, strong) GLKView *glkView;
    @property (nonatomic, strong) GLKBaseEffect *baseEffect;
    @property (nonatomic, assign) CCVertex *vertices;
    
    @property (nonatomic, strong) CADisplayLink *displayLink;
    @property (nonatomic, assign) NSInteger angle;
    @property (nonatomic, assign) GLuint vertexBuffer;
    
    @end
    
    @implementation CubeViewController
    
    - (void)dealloc {
        
        if ([EAGLContext currentContext] == self.glkView.context) {
            [EAGLContext setCurrentContext:nil];
        }
        if (_vertices) {
            free(_vertices);
            _vertices = nil;
        }
        
        if (_vertexBuffer) {
            glDeleteBuffers(1, &_vertexBuffer);
            _vertexBuffer = 0;
        }
        
        //displayLink 失效
        [self.displayLink invalidate];
    }
    
    - (void)viewDidLoad {
        [super viewDidLoad];
        //1.View背景色
        self.view.backgroundColor = [UIColor blackColor];
       
        //2. OpenGL ES 相关初始化
        [self commonInit];
        
        //3. 添加CADisplayLink
        [self addCADisplayLink];
        
    }
    -(void) addCADisplayLink{
       
        //CADisplayLink 类似定时器,提供一个周期性调用.属于QuartzCore.framework中.
        //具体可以参考该博客 https://www.cnblogs.com/panyangjun/p/4421904.html
        self.angle = 0;
        self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
        [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
    }
    
    - (void)commonInit {
       
        //1.创建context
         EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
        //设置当前context
        [EAGLContext setCurrentContext:context];
        
        //2.创建GLKView并设置代理
        CGRect frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
        self.glkView = [[GLKView alloc] initWithFrame:frame context:context];
        self.glkView.backgroundColor = [UIColor clearColor];
        self.glkView.delegate = self;
        
        //3.使用深度缓存
        self.glkView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
        //默认是(0, 1),这里用于翻转 z 轴,使正方形朝屏幕外
        glDepthRangef(1, 0);
        
        //4.将GLKView 添加self.view 上
        [self.view addSubview:self.glkView];
    
        //5.获取纹理图片
        NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"kunkun.jpg"];
        UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
        
        //6.设置纹理参数
        NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
        GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage]
                                                                   options:options
                                                                     error:NULL];
        //7.使用baseEffect
        self.baseEffect = [[GLKBaseEffect alloc] init];
        self.baseEffect.texture2d0.name = textureInfo.name;
        self.baseEffect.texture2d0.target = textureInfo.target;
        //开启光照效果
        self.baseEffect.light0.enabled = YES;
        //漫反射颜色
        self.baseEffect.light0.diffuseColor = GLKVector4Make(1, 1, 1, 1);
        //光源位置
        self.baseEffect.light0.position = GLKVector4Make(-0.5, -0.5, 5, 1);
        
        
        /*
         解释一下:
         这里我们不复用顶点,使用每 3 个点画一个三角形的方式,需要 12 个三角形,则需要 36 个顶点
         以下的数据用来绘制以(0,0,0)为中心,边长为 1 的立方体
         */
        
        //8. 开辟顶点数据空间(数据结构SenceVertex 大小 * 顶点个数kCoordCount)
        self.vertices = malloc(sizeof(CCVertex) * kCoordCount);
        
        // 前面
        self.vertices[0] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 0, 1}};
        self.vertices[1] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
        self.vertices[2] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
        self.vertices[3] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
        self.vertices[4] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
        self.vertices[5] = (CCVertex){{0.5, -0.5, 0.5}, {1, 0}, {0, 0, 1}};
        
        // 上面
        self.vertices[6] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 1, 0}};
        self.vertices[7] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
        self.vertices[8] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
        self.vertices[9] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
        self.vertices[10] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
        self.vertices[11] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 0}, {0, 1, 0}};
        
        // 下面
        self.vertices[12] = (CCVertex){{0.5, -0.5, 0.5}, {1, 1}, {0, -1, 0}};
        self.vertices[13] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
        self.vertices[14] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
        self.vertices[15] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
        self.vertices[16] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
        self.vertices[17] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, -1, 0}};
        
        // 左面
        self.vertices[18] = (CCVertex){{-0.5, 0.5, 0.5}, {1, 1}, {-1, 0, 0}};
        self.vertices[19] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
        self.vertices[20] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
        self.vertices[21] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
        self.vertices[22] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
        self.vertices[23] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {-1, 0, 0}};
        
        // 右面
        self.vertices[24] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {1, 0, 0}};
        self.vertices[25] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
        self.vertices[26] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
        self.vertices[27] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
        self.vertices[28] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
        self.vertices[29] = (CCVertex){{0.5, -0.5, -0.5}, {0, 0}, {1, 0, 0}};
        
        // 后面
        self.vertices[30] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 1}, {0, 0, -1}};
        self.vertices[31] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
        self.vertices[32] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
        self.vertices[33] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
        self.vertices[34] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
        self.vertices[35] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, 0, -1}};
        
        //开辟顶点缓存区
        glGenBuffers(1, &_vertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
        GLsizeiptr bufferSizeBytes = sizeof(CCVertex) * kCoordCount;
        glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
        
        //顶点数据
        glEnableVertexAttribArray(GLKVertexAttribPosition);
        glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, positionCoord));
        
        //纹理数据
        glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
        glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, textureCoord));
        
        //法线数据
        glEnableVertexAttribArray(GLKVertexAttribNormal);
        glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, normal));
        
        
    }
    
    #pragma mark - GLKViewDelegate
    - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
        
        //1.开启深度测试
        glEnable(GL_DEPTH_TEST);
        //2.清除颜色缓存区&深度缓存区
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        //3.准备绘制
        [self.baseEffect prepareToDraw];
        //4.绘图
        glDrawArrays(GL_TRIANGLES, 0, kCoordCount);
    
    }
    
    #pragma mark - update
    - (void)update {
       
        //1.计算旋转度数
        self.angle = (self.angle + 5) % 360;
        //2.修改baseEffect.transform.modelviewMatrix
        self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);
        //3.重新渲染
        [self.glkView display];
    }
    
    @end
    

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