效果图
shader文件的变化
attribute vec4 position;
attribute vec4 positionColor;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
varying lowp vec4 varyColor;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;
void main(){
varyColor = positionColor;
varyTextCoord = textCoordinate;
vec4 vPos;
vPos = projectionMatrix * modelViewMatrix * position;
gl_Position = vPos;
}
precision highp float;
varying lowp vec4 varyColor;
varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;
void main (){
// gl_FragColor = varyColor;
gl_FragColor = texture2D(colorMap, varyTextCoord);
}
核心绘制代码
- (void)renderLayer {
//设置清屏颜色
glClearColor(1, 1, 1, 1.0);
//清除屏幕
glClear(GL_COLOR_BUFFER_BIT);
//设置视口大小
CGFloat scale = [[UIScreen mainScreen] scale];
glViewport(self.frame.origin.x * scale, self.frame.origin.y * scale, self.frame.size.width * scale, self.frame.size.height * scale);
//读取顶点着色程序、片元着色程序
NSString *vertFile = [[NSBundle mainBundle] pathForResource:@"shaderv.glsl" ofType:nil];
NSString *fragFile = [[NSBundle mainBundle] pathForResource:@"shaderf.glsl" ofType:nil];
//判断self.myProgram是否存在,存在则清空其文件
if (self.myPrograme) {
glDeleteProgram(self.myPrograme);
self.myPrograme = 0;
}
//加载shader
self.myPrograme = [self loaderShaders:vertFile withFrag:fragFile];
//Program链接
glLinkProgram(self.myPrograme);
//获取链接的状态
GLint linkStatus;
glGetProgramiv(self.myPrograme, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
//link 失败信息
GLchar message[512]; //先暂定512 可以更多,也可以更少
glGetProgramInfoLog(self.myPrograme, sizeof(message), 0, &message[0]);
NSString *messageString = [NSString stringWithUTF8String:message];
NSLog(@"Programe Link Error: %@",messageString);
return;
}
NSLog(@"Program Link Success!");
//使用Program
glUseProgram(self.myPrograme);
[self setData];
}
//准备顶点数据/纹理坐标
- (void)setData {
//创建顶点数组 & 索引数组
//(1)顶点数组 前3顶点值(x,y,z),后3位颜色值(RGB) 默认透明度1 最后2位是纹理坐标
GLfloat attrArr[] = {
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,0.0f, //左上0
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,1.0f, //右上1
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,0.0f, //左下2
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,1.0f, //右下3
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f,0.5f, //顶点4
};
//(2).索引数组
GLuint indices[] = {
0, 3, 2,
0, 1, 3,
0, 2, 4,
0, 4, 1,
2, 3, 4,
1, 4, 3,
};
if (self.myVertices == 0) {
glGenBuffers(1, &_myVertices);
}
//将attrBuffer绑定到GL_ARRAY_BUFFER标识符上
glBindBuffer(GL_ARRAY_BUFFER, _myVertices);
//把顶点数据从CPU内存复制到GPU上
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
//打开通道
//将顶点数据通过myPrograme中的传递到顶点着色程序的position
//glGetAttribLocation,用来获取vertex attribute的入口的.
//注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致
GLuint position = glGetAttribLocation(self.myPrograme, "position");
//告诉OpenGL ES,通过glEnableVertexAttribArray
glEnableVertexAttribArray(position);
//最后数据是通过glVertexAttribPointer传递过去的
//参数1:index,顶点数据的索引
//参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
//参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
//参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
//参数5:stride,连续顶点属性之间的偏移量,默认为0;
//参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, NULL);
//打开颜色通道
GLuint positionColor = glGetAttribLocation(self.myPrograme, "positionColor");
glEnableVertexAttribArray(positionColor);
glVertexAttribPointer(positionColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (float *)NULL + 3);
//纹理
GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");
glEnableVertexAttribArray(textCoor);
glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (float *)NULL + 6);
//MVP
GLuint projectionMatrixSlot = glGetUniformLocation(self.myPrograme, "projectionMatrix");
GLuint modelViewMatrixSlot = glGetUniformLocation(self.myPrograme, "modelViewMatrix");
float width = self.frame.size.width;
float height = self.frame.size.height;
//创建4 * 4投影矩阵
KSMatrix4 _projectionMatrix;
//(1)获取单元矩阵
ksMatrixLoadIdentity(&_projectionMatrix);
//(2)计算纵横比例 = 长/宽
float aspect = width / height; //长宽比
//(3)获取透视矩阵
/*
参数1:矩阵
参数2:视角,度数为单位
参数3:纵横比
参数4:近平面距离
参数5:远平面距离
参考PPT
*/
ksPerspective(&_projectionMatrix, 30.0, aspect, 5.0f, 20.0f); //透视变换,视角30°
//(4)将投影矩阵传递到顶点着色器
/*
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
参数列表:
location:指要更改的uniform变量的位置
count:更改矩阵的个数
transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
value:执行count个元素的指针,用来更新指定uniform变量
*/
glUniformMatrix4fv(projectionMatrixSlot, 1, GL_FALSE, (GLfloat*)&_projectionMatrix.m[0][0]);
//创建一个4 * 4 矩阵,模型视图矩阵
KSMatrix4 _modelViewMatrix;
//(1)获取单元矩阵
ksMatrixLoadIdentity(&_modelViewMatrix);
//(2)平移,z轴平移-10
ksTranslate(&_modelViewMatrix, 0.0, 0.0, -10.0);
//(3)创建一个4 * 4 矩阵,旋转矩阵
KSMatrix4 _rotationMatrix;
//(4)初始化为单元矩阵
ksMatrixLoadIdentity(&_rotationMatrix);
//(5)旋转
ksRotate(&_rotationMatrix, xDegree, 1.0, 0.0, 0.0); //绕X轴
ksRotate(&_rotationMatrix, yDegree, 0.0, 1.0, 0.0); //绕Y轴
ksRotate(&_rotationMatrix, zDegree, 0.0, 0.0, 1.0); //绕Z轴
//(6)把变换矩阵相乘.将_modelViewMatrix矩阵与_rotationMatrix矩阵相乘,结合到模型视图
ksMatrixMultiply(&_modelViewMatrix, &_rotationMatrix, &_modelViewMatrix);
//(7)将模型视图矩阵传递到顶点着色器
/*
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
参数列表:
location:指要更改的uniform变量的位置
count:更改矩阵的个数
transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
value:执行count个元素的指针,用来更新指定uniform变量
*/
glUniformMatrix4fv(modelViewMatrixSlot, 1, GL_FALSE, (GLfloat*)&_modelViewMatrix.m[0][0]);
//正背面剔除
glEnable(GL_CULL_FACE);
//加载纹理
[self setTexture:@"Snow.jpeg"];
//设置纹理采样器 sampler2D
glUniform1i(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
//索引绘制
/*
void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices);
参数列表:
mode:要呈现的画图的模型
GL_POINTS
GL_LINES
GL_LINE_LOOP
GL_LINE_STRIP
GL_TRIANGLES
GL_TRIANGLE_STRIP
GL_TRIANGLE_FAN
count:绘图个数
type:类型
GL_BYTE
GL_UNSIGNED_BYTE
GL_SHORT
GL_UNSIGNED_SHORT
GL_INT
GL_UNSIGNED_INT
indices:绘制索引数组
*/
glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(indices[0]), GL_UNSIGNED_INT, indices);
//从渲染缓存区显示到屏幕上
[self.myContext presentRenderbuffer:GL_RENDERBUFFER];
}
也可以使用GLKView来实现同样的效果
- (void)setupContext {
//新建OpenGL ES上下文
self.mContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
GLKView *view = (GLKView *)self.view;
view.context = self.mContext;
view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[EAGLContext setCurrentContext:self.mContext];
glEnable(GL_DEPTH_TEST);
}
-(void)render {
//顶点数据
//前3个元素,是顶点数据;中间3个元素,是顶点颜色值,最后2个是纹理坐标
GLfloat attrArr[] = {
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,0.0f, //左上0
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,1.0f, //右上1
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,0.0f, //左下2
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,1.0f, //右下3
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f,0.5f, //顶点4
};
//绘图索引
GLuint indices[] = {
0, 3, 2,
0, 1, 3,
0, 2, 4,
0, 4, 1,
2, 3, 4,
1, 4, 3,
};
//顶点个数
self.count = sizeof(indices) /sizeof(GLuint);
//将顶点数组放入数组缓冲区中 GL_ARRAY_BUFFER
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_STATIC_DRAW);
//将索引数组存储到索引缓冲区 GL_ELEMENT_ARRAY_BUFFER
GLuint index;
glGenBuffers(1, &index);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//使用顶点数据
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, NULL);
//使用颜色数据
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 3);
//使用纹理
//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];
//打开通道
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 6);
//着色器
self.mEffect = [[GLKBaseEffect alloc] init];
self.mEffect.texture2d0.name = textureInfo.name;
self.mEffect.texture2d0.target = textureInfo.target;
//投影视图
CGSize size = self.view.bounds.size;
float aspect = fabs(size.width / size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(90.0), aspect, 0.1f, 100.0);
projectionMatrix = GLKMatrix4Scale(projectionMatrix, 1.0f, 1.0f, 1.0f);
self.mEffect.transform.projectionMatrix = projectionMatrix;
//模型视图
GLKMatrix4 modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0f, 0.0f, -2.0f);
self.mEffect.transform.modelviewMatrix = modelViewMatrix;
//定时器
double seconds = 0.1;
timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, dispatch_get_main_queue());
dispatch_source_set_timer(timer, DISPATCH_TIME_NOW, seconds * NSEC_PER_SEC, 0.0);
dispatch_source_set_event_handler(timer, ^{
self.XDegree += 0.1f * self.XB;
self.YDegree += 0.1f * self.YB;
self.ZDegree += 0.1f * self.ZB ;
});
dispatch_resume(timer);
}
//场景数据变化
-(void)update {
GLKMatrix4 modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0f, 0.0f, -2.5);
modelViewMatrix = GLKMatrix4RotateX(modelViewMatrix, self.XDegree);
modelViewMatrix = GLKMatrix4RotateY(modelViewMatrix, self.YDegree);
modelViewMatrix = GLKMatrix4RotateZ(modelViewMatrix, self.ZDegree);
self.mEffect.transform.modelviewMatrix = modelViewMatrix;
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
glClearColor(1, 1, 1, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[self.mEffect prepareToDraw];
glDrawElements(GL_TRIANGLES, self.count, GL_UNSIGNED_INT, 0);
}
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