美文网首页
# OpenGL ES 案例 - 实现一个有纹理的立方体

# OpenGL ES 案例 - 实现一个有纹理的立方体

作者: DSMars | 来源:发表于2020-07-28 23:27 被阅读0次

    效果如下图


    旋转效果.gif

    1.定义一个结构体

    typedef struct {
        GLKVector3 positionCoord;   //顶点坐标
        GLKVector2 textureCoord;    //纹理坐标
        GLKVector3 normal;          //法线
    } CCVertex;
    

    2.相关属性设置

    @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;
    

    3. OpenGL ES 相关初始化

    - (void) commonInit{
    //    1、创建context
        EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
        [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、使用深度测试
        self.glkView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
        glDepthRangef(1, 0);
        
    //    4、将glkView加入到view上
        [self.view addSubview:self.glkView];
        
    //    5、获取纹理图片
        NSString *filePath = [[NSBundle mainBundle] pathForResource:@"timg" ofType:@"jpeg"];
        UIImage *image = [UIImage imageWithContentsOfFile:filePath];
        
    //    6、设置纹理参数
        NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft: @(YES)};
        GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage] options:options error:NULL];
        
    //    7、使用effect
        self.baseEffect = [[GLKBaseEffect alloc] init];
        self.baseEffect.texture2d0.name = textureInfo.name;
        self.baseEffect.texture2d0.target = textureInfo.target;
        
    //    光照
        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);
        
    }
    

    4.加载顶点/纹理坐标数据

    - (void)setupVertex{
        
        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}};
        
    //    开辟缓存区
        glGenBuffers(1, &_vertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(CCVertex)*kCoordCount, 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));
        
    //    光照
        glEnableVertexAttribArray(GLKVertexAttribNormal);
        glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL+offsetof(CCVertex, normal));
    }
    
    
    - (void)addCADisplayLink{
        
        self.angle = 0;
        self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
        [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
        
    }
    
    

    5. GLKViewDelegate

    -(void)glkView:(GLKView *)view drawInRect:(CGRect)rect{
    
    //    开启深度测试
        glEnable(GL_DEPTH_TEST);
        
    //    清除缓存区
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
    //    准备绘制
        [self.baseEffect prepareToDraw];
        
    //    绘图(数组绘制)
        glDrawArrays(GL_TRIANGLES, 0, kCoordCount);
       
    }
    

    6.添加定时器

    - (void)addCADisplayLink{
        
        self.angle = 0;
        self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
        [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
        
    }
    
    - (void) update{
        //计算旋转度数
        self.angle = (self.angle +5) % 360;
    //    修改baseEffect.transform.modelviewMatrix
        self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);
        
    //    重新渲染
        [self.glkView display];
    }
    
    

    Demo下载

    相关文章

      网友评论

          本文标题:# OpenGL ES 案例 - 实现一个有纹理的立方体

          本文链接:https://www.haomeiwen.com/subject/fsrcrktx.html