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OpenGL ES GLKit三角形变换

OpenGL ES GLKit三角形变换

作者: 奉灬孝 | 来源:发表于2020-08-05 22:18 被阅读0次

    效果图如下:


    GLKit.gif

    首先,使用GLKit绘制图形分为以下两个步骤

    • 初始化上下文
    • 使用GLKBaseEffect渲染图形

    初始化上下文

    1. 新建OpenGL ES上下文,EAGLContext是苹果iOS平台下实现OpenGL ES渲染层
    2. 新建GLKView
    3. 设置view的上下文为步骤1中创建的上下文
    4. 设置GLKView代理(GLKViewDelegate)
    5. 设置颜色、深度缓冲格式
    6. 设置渲染层的当前上下文为步骤1中新建的上下文
    7. 开启深度测试
    //1.新建图层
    -(void)setupContext
    {
        //1.新建OpenGL ES上下文
        self.mContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
        
        GLKView *view = (GLKView *)self.view;
        view.context = self.mContext;
        view.delegate = self;
        //设置颜色缓冲格式
        view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
        //设置深度缓冲格式
        view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
        
        [EAGLContext setCurrentContext:self.mContext];
        glEnable(GL_DEPTH_TEST);
        
    }
    
    

    绘制图形

    1. 顶点、索引数据和GLSL综合案例中的顶点、索引数据相同
    2. 将顶点数组放入数组缓冲区中 GL_ARRAY_BUFFER
    3. 将索引数组存储到索引缓冲区 GL_ELEMENT_ARRAY_BUFFER
    4. 使用顶点、颜色数据,GLKBaseEffect使用命名顶点属性,因此当配置/启用/绑定要与GLKBaseEffect一起使用的顶点属性数据时,客户端应用程序可以引用以下顶点属性名称:
      GLKVertexAttribPosition
      GLKVertexAttribNormal
      GLKVertexAttribColor
      GLKVertexAttribTexCoord0
      GLKVertexAttribTexCoord1
      请注意,GLKVertexAttribNormal的法线总是标准化。
    5. 新建GLKBaseEffect着色器: 一种简单的光照/着色系统,用于基于着色器的OpenGL渲染
    6. 设置着色器的投影、模型视图
    7. 开启定时器,让图形随时间旋转
    //2.渲染图形
    -(void)render
    {
        //1.顶点数据
        //前3个元素,是顶点数据;后面3个元素,是顶点颜色值
        GLfloat attrArr[] =
        {
            -0.5f, 0.5f, 0.0f,      1.0f, 0.0f, 1.0f, //左上
            0.5f, 0.5f, 0.0f,       1.0f, 0.0f, 1.0f, //右上
            -0.5f, -0.5f, 0.0f,     1.0f, 1.0f, 1.0f, //左下
            
            0.5f, -0.5f, 0.0f,      1.0f, 1.0f, 1.0f, //右下
            0.0f, 0.0f, 1.0f,       0.0f, 1.0f, 0.0f, //顶点
        };
        
        //2.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) * 6, NULL);
        
        //使用颜色数据
        glEnableVertexAttribArray(GLKVertexAttribColor);
        glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (GLfloat *)NULL + 3);
    
        
        //着色器
        self.mEffect = [[GLKBaseEffect alloc]init];
    
        //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);
    }
    
    GLKViewDelegate代理方法- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
    - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
        glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        
        [self.mEffect prepareToDraw];
        glDrawElements(GL_TRIANGLES, self.count, GL_UNSIGNED_INT, 0);
    }
    
    GLKViewControllerDelegate代理方法- (void)glkViewControllerUpdate:(GLKViewController *)controller;
    - (void)glkViewControllerUpdate:(GLKViewController *)controller{
        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;
    }
    
    控制X、Y、Z轴方向变化方法
    #pragma mark -XYZClick
    - (IBAction)XClick:(id)sender {
        _XB = !_XB;
    }
    - (IBAction)YClick:(id)sender {
        _YB = !_YB;
    }
    - (IBAction)ZClick:(id)sender {
        _ZB = !_ZB;
    }
    

    Demo:
    GLKitDemo

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