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4.投影矩阵

4.投影矩阵

作者: 花神Flora | 来源:发表于2016-03-31 15:33 被阅读650次

    一般情况下,显示3D场景的窗口并不是正方形的,需要通过投影矩阵进行变换。

    #import "GameViewController.h"
    #import <OpenGLES/ES2/glext.h>
    //顶点类型:顶点坐标、UV贴图坐标、顶点法向量
    typedef struct {
        GLKVector3 positionCoords;
        GLKVector2 textureCoords;
        GLKVector3 normalVector;
    } VertexType;
    
    //三角形类型,逆时针
    typedef struct {
        VertexType vertices[3];
    } TriangleType;
    
    TriangleType triangleTypeMake(VertexType v1, VertexType v2, VertexType v3) {
        TriangleType triangle = {v1, v2, v3};
        return triangle;
    }
    
    //计算单位法向量
    GLKVector3 unitNormal(GLKVector3 v1, GLKVector3 v2) {
        return GLKVector3Normalize(GLKVector3CrossProduct(v1, v2));
    }
    
    VertexType vA = {{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}};
    VertexType vB = {{-0.5f, 0.0f, -0.5f}, {0.0f, 0.5f}, {0.0f, 0.0f, 1.0f}};
    VertexType vC = {{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
    VertexType vD = {{0.0f, -0.5f, -0.5f}, {0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}};
    VertexType vE = {{0.5f, -0.5f, -0.5f}, {0.1f, 0.0f}, {0.0f, 0.0f, 1.0f}};
    VertexType vF = {{0.5f, 0.0f, -0.5f}, {1.0f, 0.5f}, {0.0f, 0.0f, 1.0f}};
    VertexType vG = {{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}};
    VertexType vH = {{0.0f, 0.5f, -0.5f}, {0.5f, 1.0f}, {0.0f, 0.0f, 1.0f}};
    VertexType vI = {{0.0f, 0.0f, 0.0f}, {0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}};
    
    @interface GameViewController () {
        GLuint vertexBufferID;
        
        TriangleType triangles[8];
    }
    //用于设置通用的OpenGL ES环境
    @property (strong, nonatomic) GLKBaseEffect *baseEffect;
    //OpenGL ES上下文
    @property (strong, nonatomic) EAGLContext *context;
    @end
    
    @implementation GameViewController
    
    - (void)viewDidLoad
    {
        [super viewDidLoad];
        
        self.preferredFramesPerSecond = 60;
        
    //    GLKVector3 v1 = {0.75, 0.25, -0.25};
    //    GLKVector3 v2 = {-0.25, 0.75, 0.5};
    //    GLKVector3 v3 = unitNormal(v1, v2);
    //    NSLog(@"%@", NSStringFromGLKVector3(v3));
        
        triangles[0] = triangleTypeMake(vA, vB, vH);
        triangles[1] = triangleTypeMake(vH, vB, vI);
        triangles[2] = triangleTypeMake(vG, vH, vF);
        triangles[3] = triangleTypeMake(vH, vI, vF);
        triangles[4] = triangleTypeMake(vB, vD, vI);
        triangles[5] = triangleTypeMake(vB, vC, vD);
        triangles[6] = triangleTypeMake(vD, vF, vI);
        triangles[7] = triangleTypeMake(vD, vE, vF);
        
        //使用支持OpenGL ES2的上下文
        self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    
        if (!self.context) {
            NSLog(@"Failed to create ES context");
        }
        
        GLKView *view = (GLKView *)self.view;
        view.context = self.context;
        view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
    
        [EAGLContext setCurrentContext:self.context];
        
        self.baseEffect = [[GLKBaseEffect alloc] init];
        //启用元素的默认颜色
        self.baseEffect.useConstantColor = GL_TRUE;
        //设置默认颜色
        self.baseEffect.constantColor = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f);
        
        //生成纹理,由于UIKit的坐标系Y轴与OpenGL ES的Y轴刚好上下颠倒,因此如果图片不加任何处理的话,在贴图后将是颠倒显示
        CGImageRef imageRef = [UIImage imageNamed:@"1.jpg"].CGImage;
        GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:imageRef options:nil error:nil];
    //    NSString *path = [[NSBundle mainBundle] pathForResource:@"grid" ofType:@"png"];
    //    GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:nil error:nil];
        //贴图纹理
        self.baseEffect.texture2d0.name = textureInfo.name;
        self.baseEffect.texture2d0.target = textureInfo.target;
        //光照:设置漫反射灯光
        self.baseEffect.light0.enabled = YES;
    //    self.baseEffect.light0.diffuseColor = GLKVector4Make(1.0f, 1.0f, 0.0f, 1.0f);
        self.baseEffect.light0.ambientColor = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f);
        //第四个参数非0表示从该位置发散光线,0表示无穷远处光线的发射方向
        self.baseEffect.light0.position = GLKVector4Make(1.0f, 1.0f, 0.5f, 0.0f);
        
        //变换矩阵
        GLKMatrix4 modelViewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(-60.0f), 1.0f, 0.0f, 0.0f);
        modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, GLKMathDegreesToRadians(-30.0f), 0.0f, 0.0f, 1.0f);
        modelViewMatrix = GLKMatrix4Translate(modelViewMatrix, 0.0f, 0.0f, 0.25f);
        self.baseEffect.transform.modelviewMatrix = modelViewMatrix;
        
        //设置背景色
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        
        //1. 生成缓存ID
        glGenBuffers(1, &vertexBufferID);
        //2. 
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
        //3. 
        glBufferData(GL_ARRAY_BUFFER, sizeof(TriangleType) * 8, triangles, GL_STATIC_DRAW);
    }
    
    - (BOOL)prefersStatusBarHidden {
        return YES;
    }
    
    #pragma mark - GLKView and GLKViewController delegate methods
    
    //- (void)update {
    //    NSLog(@"----");
    //}
    
    - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
    {
        [self.baseEffect prepareToDraw];
        
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        //2. 
    //    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
        //4. 启用顶点坐标(x, y, z)
        glEnableVertexAttribArray(GLKVertexAttribPosition);
        //5. 类型,成员个数,类型,规范化,间隔,偏移
        glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(VertexType), NULL + offsetof(VertexType, positionCoords));
        
        //2. 
    //    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
        //4.1 启用纹理坐标(u, v)
        glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
        //5.1 设置纹理坐标
        glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(VertexType), NULL + offsetof(VertexType, textureCoords));
        
        //2. 
    //    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
        //4.2 启用法向量
        glEnableVertexAttribArray(GLKVertexAttribNormal);
        //5.2 设置法向量
        glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(VertexType), NULL + offsetof(VertexType, normalVector));
    
        //6. 绘制
        glDrawArrays(GL_TRIANGLES, 0, 3 * 8);
        
        //投影矩阵
        const CGFloat aspectRatio = view.frame.size.width / view.frame.size.height;
        self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeScale(1.0f, aspectRatio, 1.0f);
    }
    
    - (void)dealloc
    {
        if ([EAGLContext currentContext] == self.context) {
            [EAGLContext setCurrentContext:nil];
        }
        
        glDeleteBuffers(1, &vertexBufferID);
        vertexBufferID = 0;
    }
    
    - (void)didReceiveMemoryWarning
    {
        [super didReceiveMemoryWarning];
        
        if ([self isViewLoaded] && ([[self view] window] == nil)) {
            self.view = nil;
            
            if ([EAGLContext currentContext] == self.context) {
                [EAGLContext setCurrentContext:nil];
            }
            self.context = nil;
            
            glDeleteBuffers(1, &vertexBufferID);
            vertexBufferID = 0;
        }
    }
    @end
    

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