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OpenGL ES学习之路(7.0) 地球与月亮旋转

OpenGL ES学习之路(7.0) 地球与月亮旋转

作者: velue | 来源:发表于2019-03-05 20:59 被阅读0次

    目的

    本案例主要实现月亮围绕着地球自转功能,同时可以切换透视投影或正投影,通过GLKit来实现效果
    
    

    效果

    image.png

    案例流程图

    image.png

    案例源码

    案例主要分为7个步骤:在viewDidLoad当中设置步骤
    步骤的配置

    
    #import "AGLKVertexAttribArrayBuffer.h"
    #import "sphere.h"
    
    //场景地球轴倾斜度
    static const GLfloat SceneEarthAxialTiltDeg = 23.5f;
    //月球轨道日数
    static const GLfloat SceneDaysPerMoonOrbit = 28.0f;
    //半径
    static const GLfloat SceneMoonRadiusFractionOfEarth = 0.25;
    //月球距离地球的距离
    static const GLfloat SceneMoonDistanceFromEarth = 2.0f;
    
    
    
    @interface CCViewController ()
    
    @property(nonatomic,strong)EAGLContext *mContext;
    
    //顶点positionBuffer
    @property(nonatomic,strong)AGLKVertexAttribArrayBuffer *vertexPositionBuffer;
    
    //顶点NormalBuffer
    @property(nonatomic,strong)AGLKVertexAttribArrayBuffer *vertexNormalBuffer;
    
    //顶点TextureCoordBuffer
    @property(nonatomic,strong)AGLKVertexAttribArrayBuffer *vertextTextureCoordBuffer;
    
    //光照、纹理
    @property(nonatomic,strong)GLKBaseEffect *baseEffect;
    
    //不可变纹理对象数据,地球纹理对象
    @property(nonatomic,strong)GLKTextureInfo *earchTextureInfo;
    
    //月亮纹理对象
    @property(nonatomic,strong)GLKTextureInfo *moomTextureInfo;
    
    //模型视图矩阵
    //GLKMatrixStackRef CFType 允许一个4*4 矩阵堆栈
    @property(nonatomic,assign)GLKMatrixStackRef modelViewMatrixStack;
    
    //地球的旋转角度
    @property(nonatomic,assign)GLfloat earthRotationAngleDegress;
    //月亮旋转的角度
    @property(nonatomic,assign)GLfloat moonRotationAngleDegress;
    
    
    @end
    
    
    • 1.设置新建OpenGl ES上下文
    //1.新建OpenGL ES 上下文
        self.mContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
        
    
    
    • 2.获取GLkView并设置属性,属性分为颜色格式(drawableColorFormat)和深度缓冲区的格式(drawableDepthFormat),并开启深度测试
    
        //2.获取GLKView
        GLKView *view = (GLKView *)self.view;
        view.context = self.mContext;
        view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
        view.drawableDepthFormat = GLKViewDrawableDepthFormat24; //设置深度缓冲区的格式
        
        [EAGLContext setCurrentContext:self.mContext];
    
        
        //开启深度测试
        glEnable(GL_DEPTH_TEST);
    

    3.创建GLKBaseEffect 光照信息

        self.baseEffect = [[GLKBaseEffect alloc] init];
        //配置baseEffect光照信息
        [self configureLight];
    
        
    -(void)configureLight
    {
        //开启light0光照
        self.baseEffect.light0.enabled = GL_TRUE;
        
        /*
         union _GLKVector4
         {
         struct { float x, y, z, w; };
         struct { float r, g, b, a; };
         struct { float s, t, p, q; };
         float v[4];
         } __attribute__((aligned(16)));
         typedef union _GLKVector4 GLKVector4;
         
         union共用体
         有3个结构体,
         比如表示顶点坐标的x,y,z,w
         比如表示颜色的,RGBA;
         表示纹理的stpq
         
         */
        //2.设置漫射光颜色,分别是red,green,blue,alpha
        self.baseEffect.light0.diffuseColor = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f);
        
        /*
         The position of the light in world coordinates.
         世界坐标中的光的位置。
         If the w component of the position is 0.0, the light is calculated using the directional light formula. The x, y, and z components of the vector specify the direction the light shines. The light is assumed to be infinitely far away; attenuation and spotlight properties are ignored.
         如果位置的w分量为0,则使用定向光公式计算光。向量的x、y和z分量指定光的方向。光被认为是无限远的,衰减和聚光灯属性被忽略。
         If the w component of the position is a non-zero value, the coordinates specify the position of the light in homogenous coordinates, and the light is either calculated as a point light or a spotlight, depending on the value of the spotCutoff property.
         如果该位置的W组件是一个非零的值,指定的坐标的光在齐次坐标的位置,和光是一个点光源和聚光灯计算,根据不同的spotcutoff属性的值
         The default value is [0.0, 0.0, 1.0, 0.0].
         默认值[0.0f,0.0f,1.0f,0.0f];
         */
        //灯光位置
        self.baseEffect.light0.position = GLKVector4Make(1.0f, 0.0f, 0.2f, 0.0f);
        
        //光的环境部分,分别是red,green,blue,alpha
        self.baseEffect.light0.ambientColor = GLKVector4Make(0.2, 0.2, 0.2, 1.0f);
      
    }
    
    

    4.创建投影矩阵 -> 透视投影矩阵

    
        //获取屏幕纵横比
        GLfloat aspectRatio = self.view.frame.size.width / self.view.frame.size.height;
        self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeOrtho(-1.0f * aspectRatio, 1.0f * aspectRatio, -1.0, 1.0, 1.0, 120.0f);
    
    

    5.设置模型矩形 -5.0f 表示往屏幕内移动-5.0f距离

        self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -5.0f);
    
    

    6.设置清屏颜色

    
        GLKVector4 colorVector4 = GLKVector4Make(0.0f, 0.0f, 0.0f, 1.0f);
        [self setClearColor:colorVector4];
        
    -(void)setClearColor:(GLKVector4)clearColorRGBA
    {
        glClearColor(clearColorRGBA.r, clearColorRGBA.g, clearColorRGBA.b, clearColorRGBA.a);
    }
    
    

    7.设置顶点数据

    
    -(void)bufferData
    {
        //1、GLKMatrixStackCreate()创建一个新的空矩阵
        self.modelViewMatrixStack = GLKMatrixStackCreate(kCFAllocatorDefault);
        
        //2、为将要缓存区数据开辟空间
        //sphereVerts 在sphere.h文件中存在
        /*
         参数1:数据大小 3个GLFloat类型,x,y,z
         参数2:有多少个数据,count
         参数3:数据大小
         参数4:用途 GL_STATIC_DRAW,
         */
        //顶点数据缓存,顶点数据从sphere.h文件的sphereVerts数组中获取顶点数据x,y,z
        self.vertexPositionBuffer = [[AGLKVertexAttribArrayBuffer alloc]initWithAttribStride:(3 * sizeof(GLfloat)) numberOfVertices:sizeof(sphereVerts)/(3 * sizeof(GLfloat)) bytes:sphereVerts usage:GL_STATIC_DRAW];
        
        //法线,光照坐标 sphereNormals数组 x,y,z
        self.vertexNormalBuffer = [[AGLKVertexAttribArrayBuffer alloc]initWithAttribStride:(3 * sizeof(GLfloat)) numberOfVertices:sizeof(sphereNormals)/(3 * sizeof(GLfloat)) bytes:sphereNormals usage:GL_STATIC_DRAW];
        
        //纹理坐标 sphereTexCoords数组 x,y
        self.vertextTextureCoordBuffer = [[AGLKVertexAttribArrayBuffer alloc]initWithAttribStride:(2 * sizeof(GLfloat)) numberOfVertices:sizeof(sphereTexCoords)/ (2 * sizeof(GLfloat)) bytes:sphereTexCoords usage:GL_STATIC_DRAW];
        
        
        //3.获取地球纹理
        CGImageRef earthImageRef = [UIImage imageNamed:@"Earth512x256.jpg"].CGImage;
        
        //控制图像加载方式的选项
        NSDictionary *earthOptions = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:YES],GLKTextureLoaderOriginBottomLeft, nil];
        
        //将纹理图片加载到纹理数据对象earchTextureInfo中
        /*
         参数1:加载的纹理图片
         参数2:控制图像加载的方式的选项-字典
         参数3:错误信息
         */
        self.earchTextureInfo = [GLKTextureLoader textureWithCGImage:earthImageRef options:earthOptions error:NULL];
        
        //4.获取月亮纹理
        CGImageRef moonImageRef = [UIImage imageNamed:@"Moon256x128"].CGImage;
        
        NSDictionary *moonOptions = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:YES],GLKTextureLoaderOriginBottomLeft, nil];
        
        self.moomTextureInfo = [GLKTextureLoader textureWithCGImage:moonImageRef options:moonOptions error:NULL];
        
        //矩阵堆
        //用所提供的矩阵替换最顶层矩阵,将self.baseEffect.transform.modelviewMatrix,替换self.modelViewMatrixStack
        GLKMatrixStackLoadMatrix4(self.modelViewMatrixStack, self.baseEffect.transform.modelviewMatrix);
        
        //初始化在轨道上月球位置
        self.moonRotationAngleDegress = -20.0f;
        
        
    }
    
    

    开始代理绘制渲染操作 - GLKViewDelegate

    //渲染场景
    -(void)glkView:(GLKView *)view drawInRect:(CGRect)rect
    {
        //设置清屏颜色
        glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
        
        //清空颜色缓存区和深度缓存区
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        //地球旋转角度
        _earthRotationAngleDegress += 360.0f/60.0f;
        //月球旋转角度
        _moonRotationAngleDegress += (360.0f/60.0f)/SceneDaysPerMoonOrbit;
        
        //2、准备绘制
        /*
         其实就是把数据传递过去,然后指定读取方式
         参数1:数据是做什么用的
         参数2:数据读取个数
         参数3:数据读取索引
         参数4:是否调用glEnableVertexAttribArray
         
         着色器能否读取到数据,由是否启用了对应的属性决定,这就是glEnableVertexAttribArray的功能,允许顶点着色器读取GPU(服务器端)数据。
         
         
         默认情况下,出于性能考虑,所有顶点着色器的属性(Attribute)变量都是关闭的,意味着数据在着色器端是不可见的,哪怕数据已经上传到GPU,由glEnableVertexAttribArray启用指定属性,才可在顶点着色器中访问逐顶点的属性数据。glVertexAttribPointer或VBO只是建立CPU和GPU之间的逻辑连接,从而实现了CPU数据上传至GPU。但是,数据在GPU端是否可见,即,着色器能否读取到数据,由是否启用了对应的属性决定,这就是glEnableVertexAttribArray的功能,允许顶点着色器读取GPU(服务器端)数据。
         
         那么,glEnableVertexAttribArray应该在glVertexAttribPointer之前还是之后调用?答案是都可以,只要在绘图调用(glDraw*系列函数)前调用即可。
         */
        [self.vertexPositionBuffer prepareToDrawWithAttrib:GLKVertexAttribPosition numberOfCoordinates:3 attribOffset:0 shouldEnable:YES];
        [self.vertexNormalBuffer prepareToDrawWithAttrib:GLKVertexAttribNormal numberOfCoordinates:3 attribOffset:0 shouldEnable:YES];
        [self.vertextTextureCoordBuffer prepareToDrawWithAttrib:GLKVertexAttribTexCoord0 numberOfCoordinates:2 attribOffset:0 shouldEnable:YES];
        
        //3.开始绘制
        [self drawEarth];
        [self drawMoon];
    }
    
    

    开始绘制地球

    
    -(void)drawEarth
    {
        //获取纹理的name、target
        self.baseEffect.texture2d0.name = self.earchTextureInfo.name;
        self.baseEffect.texture2d0.target = self.earchTextureInfo.target;
        
        /*
         current matrix:
         1.000000 0.000000 0.000000 0.000000
         0.000000 1.000000 0.000000 0.000000
         0.000000 0.000000 1.000000 0.000000
         0.000000 0.000000 -5.000000 1.000000
         
         为什么?因为你在viewDidLoad中设置的
         //5.设置模型矩形 -5.0f表示往屏幕内移动-5.0f距离
         self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -5.0f);
         */
        //将当前的modelViewMatrixStack 压栈
        GLKMatrixStackPush(self.modelViewMatrixStack);
        
        //在指定的轴上旋转最上面的矩阵,围绕x轴旋转
        GLKMatrixStackRotate(self.modelViewMatrixStack, GLKMathDegreesToRadians(SceneEarthAxialTiltDeg), 1.0f, 0.0f, 0.0f);
        
        /*
         current matrix:
         1.000000 0.000000 0.000000 0.000000
         0.000000 0.917060 0.398749 0.000000
         0.000000 -0.398749 0.917060 0.000000
         0.000000 0.000000 -5.000000 1.000000
         
         为什么?
         将矩阵与围绕X旋转的旋转矩阵相乘,即可得上述结果
         */
        self.baseEffect.transform.modelviewMatrix = GLKMatrixStackGetMatrix4(self.modelViewMatrixStack);
        
        //准备绘制
        [self.baseEffect prepareToDraw];
        
        //调用AGLKVertexAttribArrayBuffer,绘制图形
        /*
         参数1:绘制的方式,三角形
         参数2:绘制数据读取的索引
         参数3:绘制数据的大小
         */
        [AGLKVertexAttribArrayBuffer drawPreparedArraysWithMode:GL_TRIANGLES startVertexIndex:0 numberOfVertices:sphereNumVerts];
        
        //绘制完毕,则出栈
        /*
         current matrix:
         0.994522 0.041681 -0.095859 0.000000
         0.000000 0.917060 0.398749 0.000000
         0.104528 -0.396565 0.912036 0.000000
         0.000000 0.000000 -5.000000 1.000000
         */
        GLKMatrixStackPop(self.modelViewMatrixStack);
        
        /*
         current matrix:
         1.000000 0.000000 0.000000 0.000000
         0.000000 1.000000 0.000000 0.000000
         0.000000 0.000000 1.000000 0.000000
         0.000000 0.000000 -5.000000 1.000000
         */
        self.baseEffect.transform.modelviewMatrix = GLKMatrixStackGetMatrix4(self.modelViewMatrixStack);
        
    }
    
    

    绘制月亮

    
    -(void)drawMoon
    {
      //获取纹理的name、target
        self.baseEffect.texture2d0.name = self.moomTextureInfo.name;
        self.baseEffect.texture2d0.target = self.moomTextureInfo.target;
        
        //压栈
        GLKMatrixStackPush(self.modelViewMatrixStack);
        
        //围绕Y轴旋转moonRotationAngleDegress角度
        //自转
        GLKMatrixStackRotate(self.modelViewMatrixStack, GLKMathDegreesToRadians(self.moonRotationAngleDegress), 0.0f, 1.0f, 0.0f);
        
        //平移 - 月球距离地球的距离
        GLKMatrixStackTranslate(self.modelViewMatrixStack, 0.0f, 0.0f, SceneMoonDistanceFromEarth);
        
        //缩放,把月球缩放
        GLKMatrixStackScale(self.modelViewMatrixStack, SceneMoonRadiusFractionOfEarth, SceneMoonRadiusFractionOfEarth, SceneMoonRadiusFractionOfEarth);
        
        //旋转 围绕Y轴旋转
        GLKMatrixStackRotate(self.modelViewMatrixStack, GLKMathDegreesToRadians(self.moonRotationAngleDegress), 0.0f, 1.0f, 0.0f);
        
        self.baseEffect.transform.modelviewMatrix = GLKMatrixStackGetMatrix4(self.modelViewMatrixStack);
        
        [self.baseEffect prepareToDraw];
        
        [AGLKVertexAttribArrayBuffer drawPreparedArraysWithMode:GL_TRIANGLES startVertexIndex:0 numberOfVertices:sphereNumVerts];
        
        //设置完毕出栈
        GLKMatrixStackPop(self.modelViewMatrixStack);
        
        self.baseEffect.transform.modelviewMatrix = GLKMatrixStackGetMatrix4(self.modelViewMatrixStack);
        
    }
    
    
    

    Switch切换正投影或透视投影

    
    #pragma mark -Switch Click
    //切换正投影效果或透视投影效果
    - (IBAction)switchClick:(UISwitch *)sender {
        
        GLfloat aspect = self.view.bounds.size.width / self.view.bounds.size.height;
        
        if ([sender isOn]) {
            
            //正投影
            self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeFrustum(-1.0f * aspect, 1.0f * aspect, -1.0, 1.0, 2.0f, 120.0);
        
        }else {
            
            //透视投影
            self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeOrtho(-1.0f * aspect, 1.0f * aspect, -1.0, 1.0, 2.0f, 120.0);
        }
    }
    
    

    github地址:YSEarthAndMoon.git

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