GLKit实现
效果图
image流程
image具体步骤
1.准备工作
- 定义顶点坐标,纹理坐标,法线数据结构体
typedef struct {
GLKVector3 positionCoord; //顶点坐标
GLKVector2 textureCoord; //纹理坐标
GLKVector3 normal; //法线
} CCVertex;
- 定义正方体的三角形组成的顶点个数
// 顶点数:每个面有两个三角形组成,两三角形6个顶点,共6个面,立方体顶点个数是6*6= 36
static NSInteger const kCoordCount = 36;
- 实现GLKViewDelegate
@interface CubeViewController () <GLKViewDelegate>
@end
- 定义GLKView对象glkView
//定义GLKView对象
@property (nonatomic, strong) GLKView *glkView;
- 定义GLKBaseEffect对象 baseEffect;
//定义GLKBaseEffect对象
@property (nonatomic, strong) GLKBaseEffect *baseEffect;
- 定义数据结构体数组 vertices
//定义数据结构体数组
@property (nonatomic, assign) CCVertex *vertices;
- 定义定时器对象 displayLink;
//定义定时器对象
@property (nonatomic, strong) CADisplayLink *displayLink;
- 记录旋转角度变量 angle
//记录旋转角度变量
@property (nonatomic, assign) NSInteger angle;
- 顶点缓冲区ID vertexBuffer
//顶点缓冲区ID
@property (nonatomic, assign) GLuint vertexBuffer;
OpenGL ES相关初始化 commonInit函数
- 1.设置View背景色
self.view.backgroundColor = [UIColor blackColor];
- 2.初始化上下文,设置当前上下文
//创建context
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
//设置当前context
[EAGLContext setCurrentContext:context];
- 3.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;
- 4.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);
- 配置视图创建的渲染缓存区
self.glkView.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
self.glkView.drawableStencilFormat = GLKViewDrawableStencilFormat8;
self.glkView.drawableMultisample = GLKViewDrawableMultisample4X;
- 6.将GLKView 添加self.view 上
[self.view addSubview:self.glkView];
- 7.加载纹理数据 setUpTexture函数
- 获取纹理图片路径
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"meimei.jpg"];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
- 设置纹理参数
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage] options:options error:NULL];
- 使用苹果GLKit提供GLKBaseEffect完成着色器工作
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);
- 8.加载图片顶点坐标和纹理坐标 setUpVertexData函数
- 设置顶点数组(顶点坐标,纹理坐标)
//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
- 创建顶点缓存区标识符ID
glGenBuffers(1, &_vertexBuffer);
- 绑定顶点缓存区
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- 将顶点数组的数据copy到顶点缓存区中
GLsizeiptr bufferSizeBytes = sizeof(CCVertex) * kCoordCount;
glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
- 打开读取通道
- 顶点坐标数据 GLKVertexAttribPosition
glEnableVertexAttribArray(GLKVertexAttribPosition);glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, positionCoord));
- 纹理坐标数据 GLKVertexAttribTexCoord0
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, textureCoord));
- 法线数据 GLKVertexAttribNormal
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, normal));
添加CADisplayLink定时器 addCADisplayLink
- 初始化定时器,并设置回调
//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(updateAngle)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
- 定时器回调,设置旋转后提交重新渲染
//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];
释放资源 dealloc
- 当前上下文置为nil
if ([EAGLContext currentContext] == self.glkView.context) {
[EAGLContext setCurrentContext:nil];
}
- 释放数据结构
if (_vertices) {
free(_vertices);
_vertices = nil;
}
- 删除顶点缓存区
if (_vertexBuffer) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
}
- displayLink 失效
[self.displayLink invalidate];
GLKit实现旋转的立方体完整代码参考:github
CoreAnimation实现
效果图
image流程
image具体步骤
准备工作
- IBOutlet容器View
@property (weak, nonatomic) IBOutlet UIView *containerView;
- IBOutlet 6个面
@property (strong, nonatomic) IBOutlet UIView *view0;
@property (strong, nonatomic) IBOutlet UIView *view1;
@property (strong, nonatomic) IBOutlet UIView *view2;
@property (strong, nonatomic) IBOutlet UIView *view3;
@property (strong, nonatomic) IBOutlet UIView *view4;
@property (strong, nonatomic) IBOutlet UIView *view5;
- 6个面的数组数组faces
@property(nonatomic,strong)NSArray *faces;
- 定时器对象
@property (nonatomic, strong) CADisplayLink *displayLink;
- 记录旋转角度
@property (nonatomic, assign) NSInteger angle;
viewDidLoad
- 添加立方体的6个面
self.faces = @[_view0,_view1,_view2,_view3,_view4,_view5];
- 将容器View先后绕X旋转45度,绕Y轴旋转45度
/父View的layer图层
CATransform3D perspective = CATransform3DIdentity;
//m34影响到透视关系 参考 https://www.jianshu.com/p/3dd14cfbdc53
perspective.m34 = -1.0 / 500.0;
perspective = CATransform3DRotate(perspective, -M_PI_4, 1, 0, 0);
perspective = CATransform3DRotate(perspective, -M_PI_4, 0, 1, 0);
//特别注意:旋转时,我们需要同时作用于6个子layer,所以请留意self.animateCube.layer.sublayerTransform = transform中使用的是sublayerTransform而非transform
self.containerView.layer.sublayerTransform = perspective;
- 将6个View存储到faces数组
1) face 1:正面---沿着Z轴的正方向平移100个单元
CATransform3D transform = CATransform3DMakeTranslation(0, 0, 100);
[self addFace:0 withTransform:transform];
2) face 2:右边的面 --- 沿着X轴的正方向平移100个单元 然后沿着Y轴逆时针旋转90度
transform = CATransform3DMakeTranslation(100, 0, 0);
transform = CATransform3DRotate(transform, M_PI_2, 0, 1, 0);
[self addFace:1 withTransform:transform];
3) face 3:底面 --- 沿着Y轴的负方向平移100个单元 然后沿着X轴逆时针旋转90度
transform = CATransform3DMakeTranslation(0, -100, 0);
transform = CATransform3DRotate(transform, M_PI_2, 1, 0, 0);
[self addFace:2 withTransform:transform];
4) face 4:顶面 --- 沿着Y轴的正方向平移100个单元 然后沿着X轴顺时针旋转90度
transform = CATransform3DMakeTranslation(0, 100, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 1, 0, 0);
[self addFace:3 withTransform:transform];
5) face 5:左边的面 --- 沿着X轴的负数方向平移100个单元 然后沿着Y轴顺时针旋转90度
transform = CATransform3DMakeTranslation(-100, 0, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 0, 1, 0);
[self addFace:4 withTransform:transform];
6) face 6:背面 --- 沿着Z轴的负数方向平移100个单元 然后沿着Y轴顺时针旋转180度
transform = CATransform3DMakeTranslation(0, 0, -100);
transform = CATransform3DRotate(transform, M_PI, 0, 1, 0);
[self addFace:5 withTransform:transform];
- -addFace:withTransform:函数
//获取face视图并将其添加到容器中
UIView *face = self.faces[index];
[self.containerView addSubview:face];
//将face视图放在容器的中心
CGSize containerSize = self.containerView.bounds.size;
face.center = CGPointMake(containerSize.width / 2.0, containerSize.height / 2.0);
//添加transform
face.layer.transform = transform;
- 添加定时器和回调函数
- 初始化定时器,并设置定时回调
self.angle = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
- 回调处理
//计算旋转度数
self.angle = (self.angle + 5) % 360;
//将度数转化为弧度
float deg = self.angle * (M_PI / 180);
// 初始化一个单元矩阵
CATransform3D temp = CATransform3DIdentity;
//将单元矩阵旋转
temp = CATransform3DRotate(temp, deg, 0.3, 1, 0.7);
//旋转容器的子layer
self.containerView.layer.sublayerTransform = temp;
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