OpenGL/OpenGL ES (一) —— 专业名词快速了解
OpenGL/OpenGL ES (二) —— 渲染架构、图元、着色器、投影
OpenGL/OpenGL ES (三) —— 绘制甜甜圈
OpenGL/OpenGL ES (四) —— 纹理
OpenGL/OpenGL ES (五) —— 纹理翻转策略
OpenGL/OpenGL ES (六) —— 立方体旋转
OpenGL/OpenGL ES (七) —— 初探
OpenGL/OpenGL ES (八) —— 如何加载一张图片
OpenGL/OpenGL ES (九) —— 光照
前言
先看下大致的效果一个正立体围绕Z轴旋转,可以自行修改旋转的轴,只要在
update
方法中修改相对应的x
、y
、z
、坐标就OK了。

第一步
1、初始化一个 EAGLContext
画布,通过画布初始化一个GLKView
视图并且设置相对应的属性 。加载纹理属性GLKTextureInfo
设置到GLKBaseEffect
对象上。
- (void)commonInit {
//1.创建context
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
//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:@"image.png"];
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;
}
第二步
1、加载顶点和纹理坐标数据
- (void)vertexDataSetup {
/*
解释一下:
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
*/
//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);
// 前面
self.vertices[0] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}};
self.vertices[1] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}};
self.vertices[2] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}};
self.vertices[3] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}};
self.vertices[4] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}};
self.vertices[5] = (CCVertex){{0.5, -0.5, 0.5}, {1, 0}};
// 上面
self.vertices[6] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}};
self.vertices[7] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}};
self.vertices[8] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}};
self.vertices[9] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}};
self.vertices[10] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}};
self.vertices[11] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 0}};
// 下面
self.vertices[12] = (CCVertex){{0.5, -0.5, 0.5}, {1, 1}};
self.vertices[13] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}};
self.vertices[14] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}};
self.vertices[15] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}};
self.vertices[16] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}};
self.vertices[17] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}};
// 左面
self.vertices[18] = (CCVertex){{-0.5, 0.5, 0.5}, {1, 1}};
self.vertices[19] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}};
self.vertices[20] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}};
self.vertices[21] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}};
self.vertices[22] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}};
self.vertices[23] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}};
// 右面
self.vertices[24] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}};
self.vertices[25] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}};
self.vertices[26] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}};
self.vertices[27] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}};
self.vertices[28] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}};
self.vertices[29] = (CCVertex){{0.5, -0.5, -0.5}, {0, 0}};
// 后面
self.vertices[30] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 1}};
self.vertices[31] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}};
self.vertices[32] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}};
self.vertices[33] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}};
self.vertices[34] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}};
self.vertices[35] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}};
//开辟缓存区 VBO
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));
}
第三步
1、在
GLKViewDelegate
方法中开启深度测试,开始准备绘制,调用glDrawArrays()
进行绘制。
#pragma mark - GLKViewDelegate
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
//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);
}
第四步
1、添加定时器让它不断的去刷新绘制
- (void) addCADisplayLink {
self.angle = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
第五步
1、设置旋转度数,设置旋转轴为Z轴,重新刷新绘制。
- (void)update {
//1.计算旋转度数
self.angle = (self.angle + 5) % 360;
//2.修改baseEffect.transform.modelviewMatrix
//进行图像旋转`GLKMathDegreesToRadians`度数转弧度
self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0, 0, 1);
//3.重新渲染
[self.glkView display];
}
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