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11-2.GLSL-索引绘图案例

11-2.GLSL-索引绘图案例

作者: Pufus | 来源:发表于2020-10-29 21:27 被阅读0次
    效果

    准备工作

    创建顶点着色器shaderv.vsh和片元着色器shaderf.fsh

    着色器文件
    • 顶点着色器(shaderv.vsh)
    attribute vec4 position;
    attribute vec4 positionColor;
    
    uniform mat4 projectionMatrix;
    uniform mat4 modelViewMatrix;
    
    varying lowp vec4 varyColor;
    
    void main()
    {
        varyColor = positionColor;
        
        vec4 vPos;
       
        //4*4 * 4*4 * 4*1
        vPos = projectionMatrix * modelViewMatrix * position;
       
        //ERROR
        //vPos = position * modelViewMatrix  * projectionMatrix ;
        gl_Position = vPos;
    }
    
    • 片元着色器(shaderf.fsh)
    varying lowp vec4 varyColor;
    void main()
    {
        gl_FragColor = varyColor;
    }
    

    思路:

    1. setupLayer: 创建图层
    2. setupContext: 创建上下文
    3. deleteRenderAndFrameBuffer: 清空缓存区
    4. setupRenderBuffer: 设置RenderBuffer
    5. setupFrameBuffer: 设置FrameBuffer
      //前面5个步骤跟上一章的案例是一样的
    6. renderLayer:开始绘制

    创建CCView,继承自UIView

    #import <UIKit/UIKit.h>
    
    @interface CCView : UIView
    
    @end
    

    在CCView中导入文件

    注意:本案例使用了第三方的工具

    #import "CCView.h"
    #import "GLESMath.h"  //第三方的工具
    #import "GLESUtils.h"   //第三方的工具
    #import <OpenGLES/ES2/gl.h>
    

    定义属性

    @interface CCView()
    
    //在iOS和tvOS上绘制OpenGL ES内容的图层,继承与CALayer
    @property(nonatomic,strong)CAEAGLLayer *myEagLayer;
    //上下文
    @property(nonatomic,strong)EAGLContext *myContext;
    //RenderBuffer缓存区
    @property(nonatomic,assign)GLuint myColorRenderBuffer;
    //FrameBuffer缓存区
    @property(nonatomic,assign)GLuint myColorFrameBuffer;
    //program
    @property(nonatomic,assign)GLuint myPrograme;
    //顶点数组
    @property (nonatomic , assign) GLuint  myVertices;
    @end
    @implementation CCView
    {
        float xDegree;
        float yDegree;
        float zDegree;
        BOOL bX;
        BOOL bY;
        BOOL bZ;
        NSTimer* myTimer;
    }
    @end
    

    ViewController

    1.view的class类型指定为CCView
    1.ViewController中添加x,y,z三个按钮,并且添加绑定事件(绑定事件写在CCView上面)


    操作图
    #import "ViewController.h"
    #import "CCView.h"
    @interface CCViewController ()
    @property(nonatomic,strong)CCView *cView;
    @end
    
    @implementation ViewController
    - (void)viewDidLoad {
        [super viewDidLoad];
        self.cView = (CCView *)self.view;
    }
    @end
    

    1.设置图层

    //1.设置图层
    -(void)setupLayer
    {
        self.myEagLayer = (CAEAGLLayer *)self.layer;
        [self setContentScaleFactor:[[UIScreen mainScreen]scale]];
        self.myEagLayer.opaque = YES;
        self.myEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
    }
    
    + (Class)layerClass {
        return [CAEAGLLayer class];
    }
    

    2.设置上下文

    //2.设置上下文
    -(void)setupContext
    {
        EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
        EAGLContext *context = [[EAGLContext alloc]initWithAPI:api];
        if (!context) {
            NSLog(@"Create Context Failed");
            return;
        }
        if (![EAGLContext setCurrentContext:context]) {
            NSLog(@"Set Current Context Failed");
            return;
        }
        self.myContext = context;
    }
    

    3.清空缓存区

    //3.清空缓存区
    -(void)deletBuffer
    {
        glDeleteBuffers(1, &_myColorRenderBuffer);
        _myColorRenderBuffer = 0;
        
        glDeleteBuffers(1, &_myColorFrameBuffer);
        _myColorFrameBuffer = 0;
    }
    

    4.设置renderBuffer

    //4.设置renderBuffer
    -(void)setupRenderBuffer
    {
        //1.定义一个缓存区
        GLuint buffer;
        //2.申请一个缓存区标志
        glGenRenderbuffers(1, &buffer);
        //3.
        self.myColorRenderBuffer = buffer;
        //4.将标识符绑定到GL_RENDERBUFFER
        glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
        [self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
    }
    

    5.设置frameBuffer

    //5.设置frameBuffer
    -(void)setupFrameBuffer
    {
        //1.定义一个缓存区
        GLuint buffer;
        //2.申请一个缓存区标志
        glGenFramebuffers(1, &buffer);
        //3.
        self.myColorFrameBuffer = buffer;
        //4.设置当前的framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
        //5.将_myColorRenderBuffer 装配到GL_COLOR_ATTACHMENT0 附着点上
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
    }
    

    6.绘制(重点!!!)

    //6.绘制
    -(void)render
    {
        //1.清屏颜色
        glClearColor(0, 0.0, 0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        
        CGFloat scale = [[UIScreen mainScreen] scale];
        //2.设置视口
        glViewport(self.frame.origin.x * scale, self.frame.origin.y * scale, self.frame.size.width * scale, self.frame.size.height * scale);
        
        //3.获取顶点着色程序、片元着色器程序文件位置
        NSString* vertFile = [[NSBundle mainBundle] pathForResource:@"shaderv" ofType:@"vsh"];
        NSString* fragFile = [[NSBundle mainBundle] pathForResource:@"shaderf" ofType:@"fsh"];
        
        //4.判断self.myProgram是否存在,存在则清空其文件
        if (self.myProgram) {
            glDeleteProgram(self.myProgram);
            self.myProgram = 0;
        }
        
        //5.加载程序到myProgram中来。
        self.myProgram = [self loadShader:vertFile frag:fragFile];
        
        //6.链接
        glLinkProgram(self.myProgram);
        GLint linkSuccess;
        
        //7.获取链接状态
        glGetProgramiv(self.myProgram, GL_LINK_STATUS, &linkSuccess);
        if (linkSuccess == GL_FALSE) {
            GLchar messages[256];
            glGetProgramInfoLog(self.myProgram, sizeof(messages), 0, &messages[0]);
            NSString *messageString = [NSString stringWithUTF8String:messages];
            NSLog(@"error%@", messageString);
            
            return ;
        }else {
            glUseProgram(self.myProgram);
        }
        
        //8.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)
        GLfloat attrArr[] =
        {
            -0.5f, 0.5f, 0.0f,      1.0f, 0.0f, 1.0f, //左上0
            0.5f, 0.5f, 0.0f,       1.0f, 0.0f, 1.0f, //右上1
            -0.5f, -0.5f, 0.0f,     1.0f, 1.0f, 1.0f, //左下2
            
            0.5f, -0.5f, 0.0f,      1.0f, 1.0f, 1.0f, //右下3
            0.0f, 0.0f, 1.0f,       0.0f, 1.0f, 0.0f, //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,
        };
    
        //(3).判断顶点缓存区是否为空,如果为空则申请一个缓存区标识符
        if (self.myVertices == 0) {
            glGenBuffers(1, &_myVertices);
        }
        
        
        //9.-----处理顶点数据-------
        //(1).将_myVertices绑定到GL_ARRAY_BUFFER标识符上
        glBindBuffer(GL_ARRAY_BUFFER, _myVertices);
        //(2).把顶点数据从CPU内存复制到GPU上
        glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
        
        //(3).将顶点数据通过myPrograme中的传递到顶点着色程序的position
        //1.glGetAttribLocation,用来获取vertex attribute的入口的.
        //2.告诉OpenGL ES,通过glEnableVertexAttribArray,
        //3.最后数据是通过glVertexAttribPointer传递过去的。
        //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.myProgram, "position");
        
        //(4).打开position
        glEnableVertexAttribArray(position);
        
        //(5).设置读取方式
        //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) * 6, NULL);
        
        
        //10.--------处理顶点颜色值-------
        //(1).glGetAttribLocation,用来获取vertex attribute的入口的.
        //注意:第二参数字符串必须和shaderv.glsl中的输入变量:positionColor保持一致
        GLuint positionColor = glGetAttribLocation(self.myProgram, "positionColor");
       
        //(2).设置合适的格式从buffer里面读取数据
        glEnableVertexAttribArray(positionColor);
        
        //(3).设置读取方式
        //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(positionColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (float *)NULL + 3);
    
        //11.找到myProgram中的projectionMatrix、modelViewMatrix 2个矩阵的地址。如果找到则返回地址,否则返回-1,表示没有找到2个对象。
        GLuint projectionMatrixSlot = glGetUniformLocation(self.myProgram, "projectionMatrix");
        GLuint modelViewMatrixSlot = glGetUniformLocation(self.myProgram, "modelViewMatrix");
        
        float width = self.frame.size.width;
        float height = self.frame.size.height;
        
        //12.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]);
        
    
        //13.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]);
        
        //14.开启剔除操作效果
        glEnable(GL_CULL_FACE);
    
        //15.使用索引绘图
        /*
         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);
        
        //16.要求本地窗口系统显示OpenGL ES渲染<目标>
        [self.myContext presentRenderbuffer:GL_RENDERBUFFER];
    }
    

    7.添加点击事件和设置定时器

    - (IBAction)XClick:(id)sender {
        
        //开启定时器
        if (!myTimer) {
            myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
        }
        //更新的是X还是Y
        bX = !bX;
        
    }
    - (IBAction)YClick:(id)sender {
        
        //开启定时器
        if (!myTimer) {
            myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
        }
        //更新的是X还是Y
        bY = !bY;
    }
    - (IBAction)ZClick:(id)sender {
        
        //开启定时器
        if (!myTimer) {
            myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
        }
        //更新的是X还是Y
        bZ = !bZ;
    }
    
    -(void)reDegree
    {
        //如果停止X轴旋转,X = 0则度数就停留在暂停前的度数.
        //更新度数
        xDegree += bX * 5;
        yDegree += bY * 5;
        zDegree += bZ * 5;
        //重新渲染
        [self render];
    }
    

    8.调用方法

    -(void)layoutSubviews
    {
        //1.设置图层
        [self setupLayer];
        
        //2.设置上下文
        [self setupContext];
        
        //3.清空缓存区
        [self deletBuffer];
        
        //4.设置renderBuffer;
        [self setupRenderBuffer];
        
        //5.设置frameBuffer
        [self setupFrameBuffer];
        
        //6.绘制
        [self render];
    }
    

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