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OpenGL/OpenGL ES (六) —— 立方体旋转

OpenGL/OpenGL ES (六) —— 立方体旋转

作者: HookLee | 来源:发表于2019-07-03 14:13 被阅读0次

    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xyz、坐标就OK了。

    最终效果.png

    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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