效果图如下:

核心代码如下:
#import "CCViewController.h"
@interface CCViewController()
@property(nonatomic,strong)EAGLContext *mContext;
@property(nonatomic,strong)GLKBaseEffect *mEffect;
@property(nonatomic,assign)int count;
//旋转的度数
@property(nonatomic,assign)float XDegree;
@property(nonatomic,assign)float YDegree;
@property(nonatomic,assign)float ZDegree;
//是否旋转X,Y,Z
@property(nonatomic,assign) BOOL XB;
@property(nonatomic,assign) BOOL YB;
@property(nonatomic,assign) BOOL ZB;
@end
@implementation CCViewController
{
dispatch_source_t timer;
}
-(void)viewDidLoad
{
[super viewDidLoad];
//1.新建图层
[self setupContext];
//2.渲染图形
[self render];
}
//2.渲染图形
-(void)render
{
//1.
// 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
// };
GLfloat attrArr[] =
{
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,//左上
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,//右上
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,//左下
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,//右下
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f,//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,
};
self.count = sizeof(indices)/sizeof(GLuint);
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
GLuint index;
glGenBuffers(1, &index);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8, NULL);
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8, (GLfloat *)NULL+3);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8, (GLfloat *)NULL+6);
//纹理加载.
NSString *filePath = [[NSBundle mainBundle]pathForResource:@"kunkun" ofType:@"jpg"];
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:@"1",GLKTextureLoaderOriginBottomLeft, nil];
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filePath options:options error:nil];
self.mEffect = [[GLKBaseEffect alloc]init];
self.mEffect.texture2d0.enabled = GL_TRUE;
self.mEffect.texture2d0.name = textureInfo.name;
CGSize size = self.view.bounds.size;
float aspect = fabs(size.width/size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(90.0), aspect, 0.1, 100.0f);
self.mEffect.transform.projectionMatrix = projectionMatrix;
GLKMatrix4 modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0, 0, -2);
self.mEffect.transform.modelviewMatrix = modelViewMatrix;
//定时器: -> GCD
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, 0, -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(0.3, 0.3, 0.3, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[self.mEffect prepareToDraw];
glDrawElements(GL_TRIANGLES, self.count,GL_UNSIGNED_INT, 0);
}
//1.新建图层
-(void)setupContext
{
//1.
self.mContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
//2.
GLKView *view = (GLKView *)self.view;
view.context = self.mContext;
view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[EAGLContext setCurrentContext:self.mContext];
//3.
glEnable(GL_DEPTH_TEST);
}
#pragma mark -XYZClick
- (IBAction)XClick:(id)sender {
_XB = !_XB;
}
- (IBAction)YClick:(id)sender {
_YB = !_YB;
}
- (IBAction)ZClick:(id)sender {
_ZB = !_ZB;
}
@end
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