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OpenGL 使用GLKit绘制旋转的三角形

OpenGL 使用GLKit绘制旋转的三角形

作者: 江海寄余生12138 | 来源:发表于2021-06-08 10:36 被阅读0次
  • 效果演示


    效果演示.gif

1.创建项目,进行基本配置

  • 使用xcode创建一个App项目
  • 导入纹理图片cTest
  • 创建CCViewController,继承自GLKViewController
  • 修改Main.storyboard的配置,将控制器class设置为CCViewController,将view设置为GLKView,并创建x,y,z按钮,并设置IBAction点击事件
  • 导入#import <GLKit/GLKit.h>

2.设置需要使用到的属性

#import "CCViewController.h"

@interface CCViewController()
// 绘图上下文
@property(nonatomic,strong)EAGLContext *mContext;
/// 基础效果类
@property(nonatomic,strong)GLKBaseEffect *mEffect;
/// 绘制的顶点个数
@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 {
    // GCD定时器
    dispatch_source_t timer;
}

3.新建上下文和设置图层

-(void)setupContext {
    //1.新建OpenGL ES上下文
    self.mContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
    // 获取OpenGL ES 绘制View
    GLKView *view = (GLKView *)self.view;
    // 设置上下文到view
    view.context = self.mContext;
    // 设置颜色缓冲区格式
    view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
    // 设置深度缓冲区格式
    view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
    // 设为当前上下文
    [EAGLContext setCurrentContext:self.mContext];
    // 开启深度测试
    glEnable(GL_DEPTH_TEST);
}

4.渲染图形

-(void)render {
    //1.顶点数据
    //前3个元素,是顶点数据;中间3个元素,是顶点颜色值,最后2个是纹理坐标
    GLfloat attrArr[] =
    {
        -0.5f, 0.5f, 0.0f,      0.0f, 0.0f, 0.5f,       0.0f, 1.0f,//左上
        0.5f, 0.5f, 0.0f,       0.0f, 0.5f, 0.0f,       1.0f, 1.0f,//右上
        -0.5f, -0.5f, 0.0f,     0.5f, 0.0f, 1.0f,       0.0f, 0.0f,//左下
        0.5f, -0.5f, 0.0f,      0.0f, 0.0f, 0.5f,       1.0f, 0.0f,//右下
        0.0f, 0.0f, 1.0f,       1.0f, 1.0f, 1.0f,       0.5f, 0.5f,//顶点
    };
    
    //2.绘图索引,构成三角形的顶点
    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) * 8, NULL);
    
    //使用颜色数据
    glEnableVertexAttribArray(GLKVertexAttribColor);
    glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 3);
    
    //使用纹理数据
    glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
    glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 6);
    
    
    //获取纹理路径
    NSString *filePath = [[NSBundle mainBundle]pathForResource:@"cTest" ofType:@"jpg"];
    
    NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:@"1",GLKTextureLoaderOriginBottomLeft, nil];
    GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filePath options:options error:nil];
    
    //着色器GLKBaseEffect有3个光源,2个纹理
    self.mEffect = [[GLKBaseEffect alloc]init];
    self.mEffect.texture2d0.enabled = GL_TRUE;
    self.mEffect.texture2d0.name = textureInfo.name;
    
    
    //投影视图,设置为透视投影
    CGSize size = self.view.bounds.size;
    float aspect = fabs(size.width / size.height);
    GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(90.0), aspect, 0.1f, 10.f);
    // 可以对投影矩阵进行缩放
    projectionMatrix = GLKMatrix4Scale(projectionMatrix, 1.0f, 1.0f, 1.0f);
    // 将投影效果设置到GLKBaseEffect
    self.mEffect.transform.projectionMatrix = projectionMatrix;
    
    //模型视图,往-z轴平移2个单位
    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);

}

5.实现GLKView的代理

- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
    // 清屏,设置清屏颜色
    glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
    // 清除颜色缓存区和深度缓存区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    // 准备画
    [self.mEffect prepareToDraw];
    // 绘制索引的三角形
    glDrawElements(GL_TRIANGLES, self.count, GL_UNSIGNED_INT, 0);
}

6.实现常见变化函数update

-(void)update {
    // 模型矩阵
    GLKMatrix4 modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0f, 0.0f, -2.0f);
    // 模型矩阵旋转
    modelViewMatrix = GLKMatrix4RotateX(modelViewMatrix, self.XDegree);
    modelViewMatrix = GLKMatrix4RotateY(modelViewMatrix, self.YDegree);
    modelViewMatrix = GLKMatrix4RotateZ(modelViewMatrix, self.ZDegree);
    // 将旋转效果设置到mEffect
    self.mEffect.transform.modelviewMatrix = modelViewMatrix;
}

7.更换x,y,z轴旋转

- (IBAction)XClick:(id)sender {
    _XB = !_XB;
}
- (IBAction)YClick:(id)sender {
    _YB = !_YB;
}
- (IBAction)ZClick:(id)sender {
    _ZB = !_ZB;
}

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