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OpenGL ES立方体贴图旋转

OpenGL ES立方体贴图旋转

作者: 爱闹的凡 | 来源:发表于2020-07-28 15:57 被阅读0次

效果如下:


OpenGL ES.gif

1、首先准备顶点数据绘制立方体,这里我们不复用顶点,使用每 3 个点画一个三角形的方式,需要 12 个三角形,则需要 36 个顶点,以下的数据用来绘制以(0,0,0)为中心,边长为 1 的立方体,用一个面举例说明:

// 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}};

2、OpenGL ES相关初始化

//1.创建context
     EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    //设置当前context
    [EAGLContext setCurrentContext:context];
    
    //2.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;
    
    //3.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);
    
    //4.将GLKView 添加self.view 上
    [self.view addSubview:self.glkView];

    //5.获取纹理图片
    NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"IMG_0092.JPG"];
    UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
    
    //6.设置纹理参数
    NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
    GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage]
                                                               options:options
                                                                 error:NULL];
    //7.使用baseEffect
    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. 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);
//开辟顶点缓存区
    glGenBuffers(1, &_vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
    GLsizeiptr bufferSizeBytes = sizeof(CCVertex) * kCoordCount;
    glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
    
    //顶点数据
    glEnableVertexAttribArray(GLKVertexAttribPosition);
    glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, positionCoord));
    
    //纹理数据
    glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
    glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, textureCoord));
    
    //法线数据
    glEnableVertexAttribArray(GLKVertexAttribNormal);
    glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, normal));

3、添加CADisplayLink,类似定时器效果

    //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(update)];
    [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
- (void)update {
   
    //1.计算旋转度数
    self.angle = (self.angle + 5) % 360;
    //2.修改baseEffect.transform.modelviewMatrix
    self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);
    _count = 0;
    //3.重新渲染
    [self.glkView display];
    
}

4、GLKViewDelegate代理方法,实现绘制

#pragma mark - GLKViewDelegate
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
    if (_count == 0) {
        _count++;
        //1.开启深度测试
        glEnable(GL_DEPTH_TEST);
        //2.清除颜色缓存区&深度缓存区
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        //3.准备绘制
        [self.baseEffect prepareToDraw];
        //4.绘图
        glDrawArrays(GL_TRIANGLES, 0, kCoordCount);
    }
    

}

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