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GLKit绘制立方体

GLKit绘制立方体

作者: 瀚_ | 来源:发表于2019-07-06 16:39 被阅读0次
    • 在ViewController中定义相关属性

      typedef struct {
          GLKVector3 positionCoord;
          GLKVector3 textureCoord;
      } HYVertex;
      
      static GLint const kCoordCount = 24;
      static GLint const kFaceCount = 6;
      static GLint const kFaceVertexCount = 4;
      
      @interface CubeViewController ()<GLKViewDelegate>
      {
          HYVertex *vertices;
          GLuint vertexBuffer;
          GLint angle;
      }
      
      @property (nonatomic, strong) GLKView *glkView;
      
      @property (nonatomic, strong) GLKBaseEffect *baseEffect;
      
      @property (nonatomic, strong) CADisplayLink *displayLink;
      
      @end
      
    • 初始化EAGLContext

      EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
      [EAGLContext setCurrentContext:context];
      
    • 添加GLKView

      self.glkView = [[GLKView alloc] initWithFrame:CGRectMake(0, 100, self.view.bounds.size.width, self.view.bounds.size.width) context:context];
      self.glkView.delegate = self;
      self.glkView.backgroundColor = [UIColor clearColor];
      [self.view addSubview:self.glkView];
      
    • 设置深度缓存区和颜色缓存区格式

      self.glkView.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
      self.glkView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
      
    • 初始化顶点数据

      // 开辟顶点数据空间
          vertices = malloc(sizeof(HYVertex) * kCoordCount);
          
          // 前面
          vertices[0] = (HYVertex){{0.5, -0.5, 0.5}, {1, 0}, {0, 0, 1}};
          vertices[1] = (HYVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
          vertices[2] = (HYVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
          vertices[3] = (HYVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 0, 1}};
          
          // 后面
          vertices[4] = (HYVertex){{-0.5, 0.5, -0.5}, {0, 1}, {0, 0, -1}};
          vertices[5] = (HYVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
          vertices[6] = (HYVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
          vertices[7] = (HYVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, 0, -1}};
          
          // 上面
          vertices[8] = (HYVertex){{0.5, 0.5, 0.5}, {1, 0}, {0, 1, 0}};
          vertices[9] = (HYVertex){{-0.5, 0.5, 0.5}, {0, 0}, {0, 1, 0}};
          vertices[10] = (HYVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 1, 0}};
          vertices[11] = (HYVertex){{-0.5, 0.5, -0.5}, {0, 1}, {0, 1, 0}};
          
          // 下面
          vertices[12] = (HYVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, -1, 0}};
          vertices[13] = (HYVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
          vertices[14] = (HYVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
          vertices[15] = (HYVertex){{0.5, -0.5, 0.5}, {1, 1}, {0, -1, 0}};
          
          // 左面
          vertices[16] = (HYVertex){{-0.5, -0.5, -0.5}, {0, 0}, {-1, 0, 0}};
          vertices[17] = (HYVertex){{-0.5, -0.5, 0.5}, {1, 0}, {-1, 0, 0}};
          vertices[18] = (HYVertex){{-0.5, 0.5, -0.5}, {0, 1}, {-1, 0, 0}};
          vertices[19] = (HYVertex){{-0.5, 0.5, 0.5}, {1, 1}, {-1, 0, 0}};
          
          // 右面
          vertices[20] = (HYVertex){{0.5, 0.5, -0.5}, {1, 1}, {1, 0, 0}};
          vertices[21] = (HYVertex){{0.5, 0.5, 0.5}, {0, 1}, {1, 0, 0}};
          vertices[22] = (HYVertex){{0.5, -0.5, -0.5}, {1, 0}, {1, 0, 0}};
          vertices[23] = (HYVertex){{0.5, -0.5, 0.5}, {0, 0}, {1, 0, 0}};
      
    • 开辟顶点缓存区(VBO)

      glGenBuffers(1, &vertexBuffer);
      glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
      glBufferData(GL_ARRAY_BUFFER, sizeof(HYVertex) * kCoordCount, vertices, GL_STATIC_DRAW);
      
    • 开启顶点、纹理坐标属性通道,设置顶点、纹理坐标的读取方式

      glEnableVertexAttribArray(GLKVertexAttribPosition);
      glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(HYVertex), NULL + offsetof(HYVertex, positionCoord));
          
      glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
      glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(HYVertex), NULL + offsetof(HYVertex, textureCoord));
      
    • 载入纹理 & 创建GLKBaseEffect

      NSString *path = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"2.jpg"];
          
      GLKTextureInfo *tetureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:@{GLKTextureLoaderOriginBottomLeft : @(GL_TRUE)} error:nil];
          
      self.baseEffect = [[GLKBaseEffect alloc] init];
      self.baseEffect.texture2d0.name = tetureInfo.name;
      self.baseEffect.texture2d0.target = tetureInfo.target;
      
    • 实现GLKViewDelegate方法进行图形绘制

      - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
          
          glEnable(GL_DEPTH_TEST);
          
          glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
          
          [self.baseEffect prepareToDraw];
          
          for (GLint i = 0; i < kFaceCount; i++) {
              glDrawArrays(GL_TRIANGLE_STRIP, i * kFaceVertexCount, kFaceVertexCount);
          }
      }
      
      
    • 添加CADisplayLink让立方体自动旋转

      angle = 0;
      self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
      [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
      
    • 重新绘制

      - (void)update {
          angle = (angle + 5) % 360;
          self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(angle), 0.3, 0.7, 0.2);
          [self.glkView display];
      }
      
      

    完整的Demo

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