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OpenGLES绘制立体多边形加纹理

OpenGLES绘制立体多边形加纹理

作者: _清墨 | 来源:发表于2018-02-07 19:37 被阅读286次

    前面写了OpenGLES的入门篇,一些朋友觉得还不错,找到我问了一些知识,这次我有针对性的写下这篇文章,也为我OpenGLES进阶篇做个开始。

    我已认证微信,感兴趣朋友可进我个人主页,点击微信小图标加我微信。
    代码已传GitHub: https://github.com/qingmomo/OpenGLES

    效果如下:


    最终结果.png

    由于是进阶篇,对基础的介绍就不会那么多了:

    绘制立体多边形

    绘制多边形我们是需要多边形的顶点数据的,这些数据我从网上下载了一个obj文件,从中取出了3个多边形的顶点数据,并给它加上了颜色数据。
    但这些多边形的索引数据,obj里的并不是很清楚(可能是我不会用),我使用了自己开发项目的代码来构造。关于构造代码,由于公司利益,这里不会给出,直接会使用构造后的结果。

    好了,闲话少讲,步入正题:

    新建一个自定义的NewOpenGLView继承自UIView,为了能使用openGLES,我们得做一些基础的配置:

    //重写initWithFrame方法便于方法调用
    -(instancetype)initWithFrame:(CGRect)frame{
        if (self==[super initWithFrame:frame]) {
            
            [self setupLayerAndContext];
            [self setupBuffers];
            [self setupProgram];
            [self render];
            
        }
        return self;
    }
    
    +(Class)layerClass{
        //OpenGL内容只会在此类layer上描绘
        return [CAEAGLLayer class];
    }
    
    - (void)setupLayerAndContext
    {
        _eaglLayer = (CAEAGLLayer*) self.layer;
        
        // CALayer 默认是透明的,必须将它设为不透明才能让其可见,性能最好
        _eaglLayer.opaque = YES;
        
        // 设置描绘属性,在这里设置不维持渲染内容以及颜色格式为 RGBA8
        _eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                         [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
        
        // 指定 OpenGLES 渲染API的版本,在这里我们使用OpenGLES 3.0,由于3.0兼容2.0并且功能更强,为何不用更好的呢,不过注意:3.0支持的手机最低为5s,系统最低为iOS7
        EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES3;
        _context = [[EAGLContext alloc] initWithAPI:api];
        if (!_context) {
            NSLog(@"Failed to initialize OpenGLES 3.0 context");
        }
        
        // 设置为当前上下文
        [EAGLContext setCurrentContext:_context];
    }
    
    -(void)setupBuffers{
    //    1.depth
        glGenRenderbuffers(1, &_depthBuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.frame.size.width, self.frame.size.height);
        
    //    2.color
        glGenRenderbuffers(1, &_colorBuffer); //生成和绑定render buffer的API函数
        glBindRenderbuffer(GL_RENDERBUFFER, _colorBuffer);
        //为其分配空间
        [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
        
    //    3.frame
        glGenFramebuffers(1, &_frameBuffer);   //生成和绑定frame buffer的API函数
        glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
        //将renderbuffer跟framebuffer进行绑定
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorBuffer);
        //将depthBuffer跟frame buffer进行绑
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
    
    }
    

    上面所涉及的变量都在类声明的扩展中定义,以下是全部变量定义:

    @interface NewOpenGLView ()
    {
        CAEAGLLayer *_eaglLayer;
        EAGLContext *_context;
        GLuint _depthBuffer;
        GLuint _colorBuffer;
        GLuint _frameBuffer;
        
        GLuint _programHandle; //着色器程序
        GLuint _positionSlot; //顶点槽位
        GLuint _colorSlot;   //颜色槽位
        GLuint _projectionSlot;  //投影矩阵槽位
        GLuint _modelViewSlot;   //模型矩阵槽位
        GLKMatrix4 _projectionMatrix; //投影矩阵
        GLKMatrix4 _modelViewMatrix;  //模型(其实是观察)矩阵
        
        //纹理
        GLuint _textureProgram;
        GLuint _texPositionSlot; //顶点槽位
        GLuint _texCoordSlot;   //纹理坐标槽位
        GLuint _ourTextureSlot; //纹理采样对象槽位
        GLuint _texProjectionSlot;  //投影矩阵槽位
        GLuint _texModelViewSlot;   //模型矩阵槽位
        GLKMatrix4 _texProjectionMatrix; //投影矩阵
        GLKMatrix4 _texModelViewMatrix;  //模型(其实是观察)矩阵
        
        //3个纹理对象
        GLuint _textureID1;  //纹理对象
        GLuint _textureID2;  //纹理对象
        GLuint _textureID3;  //纹理对象
    }
    @end
    

    Demo中还使用了入门篇中详细介绍过的2个工具类:
    GLESUtils类 :配置着色器程序
    TextureManager类 :配置纹理图片

    接下来我们介绍如何配置着色器程序:
    在入门篇里,我们要么只绘制图形,要么只绘制纹理,没有把它们结合起来绘制过,而这里我们需要把他们结合起来绘制。这个时候,glsl语言的写法就有区别了,可以把它们写在同一个文件里,也可以分别写出来,这里我是分别写出了图形所对应的VertexShader.glsl、FragmentShader.glsl和纹理所对应的TextureVertex.glsl、TextureFragment.glsl。

    先来介绍绘制图形的glsl语言(Vertex和Fragment):

    uniform mat4 projection;
    uniform mat4 modelView;
    
    attribute vec4 vPosition;
    
    attribute vec4 vSourceColor;
    varying vec4 vDestinationColor;
    
    void main(void)
    {
        gl_Position = projection * modelView * vPosition;
        vDestinationColor = vSourceColor;
    }
    
    precision medium float;
    
    varying vec4 vDestinationColor;
    
    void main()
    {
        gl_FragColor = vDestinationColor;
    }
    

    关于shader语言这里就不多赘述了。
    然后我们配置图形着色器程序:

    -(void)setupProgram{
        //1.多边体program
        NSString *vertexShaderPath   = [[NSBundle mainBundle] pathForResource:@"VertexShader"
                                              ofType:@"glsl"];
        NSString *fragmentShaderPath = [[NSBundle mainBundle] pathForResource:@"FragmentShader"
                                                                        ofType:@"glsl"];
        _programHandle = [GLESUtils loadProgram:vertexShaderPath withFragmentShaderFilepath:fragmentShaderPath];
        
        //获取槽位
        _positionSlot   = glGetAttribLocation(_programHandle, "vPosition");
        _colorSlot      = glGetAttribLocation(_programHandle, "vSourceColor");
        _projectionSlot = glGetUniformLocation(_programHandle, "projection");
        _modelViewSlot  = glGetUniformLocation(_programHandle, "modelView");
        
        glEnableVertexAttribArray(_positionSlot);
        glEnableVertexAttribArray(_colorSlot);
    }
    

    着色器程序配置好,我们还需设置着色器里的投影矩阵和观察矩阵(这里是观察矩阵,根据功能理解为模型矩阵其实也没差):

    -(void)setupProjectionMatrixAndModelViewMatrix{
        //1.多边体
        float aspect = self.frame.size.width/self.frame.size.height;
        _projectionMatrix = GLKMatrix4MakePerspective(45.0*M_PI/180.0, aspect, 0.1, 100);
        glUniformMatrix4fv(_projectionSlot, 1, GL_FALSE, _projectionMatrix.m);
        
        _modelViewMatrix = GLKMatrix4MakeTranslation(0, 0, -5); //平移
        _modelViewMatrix = GLKMatrix4RotateX(_modelViewMatrix, 0.6);  //旋转X轴,0.6是弧度值
        glUniformMatrix4fv(_modelViewSlot, 1, GL_FALSE, _modelViewMatrix.m);
    }
    

    做完这些,我们就可以开始绘制了:

    -(void)render
    {
        
        //设置清屏颜色,默认是黑色,如果你的运行结果是黑色,问题就可能在这儿
        glClearColor(0.3, 0.5, 0.8, 1.0);
        /*
         glClear指定清除的buffer
         共可设置三个选项GL_COLOR_BUFFER_BIT,GL_DEPTH_BUFFER_BIT和GL_STENCIL_BUFFER_BIT
         也可组合如:glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
         */
        
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // Setup viewport
        glViewport(0, 0, self.frame.size.width, self.frame.size.height);
    
        [_context presentRenderbuffer:_colorBuffer];
    }
    

    做到这里,我们运行Demo,得到的结果应该是这样的:


    初始结果.png

    下面我们开始构造立体多边形的数据(x,y,z,r,g,b,a)并绘制出来(Demo使用最基本的数据格式,如需优化,请自行构造buffer、VAO):

    -(void)drawFirstCube{
        //顶点数据
        GLfloat ver[] = {
            -0.508680,0.260000,-0.725382,0.345678,0.678943,0.812332,0.900000,
            0.306216,0.260000,-0.725382,0.345678,0.678943,0.812332,0.900000,
            0.306216,0.260000,-0.244226,0.345678,0.678943,0.812332,0.900000,
            -0.508680,0.260000,-0.244226,0.345678,0.678943,0.812332,0.900000,
            -0.508680,0.010000,-0.725382,0.345678,0.678943,0.812332,0.900000,
            0.306216,0.010000,-0.725382,0.345678,0.678943,0.812332,0.900000,
            0.306216,0.010000,-0.244226,0.345678,0.678943,0.812332,0.900000,
            -0.508680,0.010000,-0.244226,0.345678,0.678943,0.812332,0.900000,
        };
        
        //顶面和底面索引
        GLubyte ind_top[] = {
            3,0,1,1,2,3,
        };
        
        GLubyte ind_bot[] = {//+4是因为数据是顶面底面一起的,顶面数据4个,底面4个
            3+4,0+4,1+4,1+4,2+4,3+4,
        };
        
        //侧面索引
        GLubyte side[] = {
            0,4,1,5,2,6,3,7,0,4,
        };
        
        //    绘制
        //    顶面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLES, sizeof(ind_top)/sizeof(GLubyte), GL_UNSIGNED_BYTE, ind_top);
        
        //    底面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLES, sizeof(ind_bot)/sizeof(GLubyte), GL_UNSIGNED_BYTE, ind_bot);
        
        //    侧面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLE_STRIP, sizeof(side)/sizeof(GLubyte), GL_UNSIGNED_BYTE, side);
        
        //需要画的线  顶面和底面线
        GLfloat line[] = {
            -0.508680,0.260000,-0.725382,0.965789,0.677845,0.812332,1.0,
            0.306216,0.260000,-0.725382,0.965789,0.677845,0.812332,1.0,
            0.306216,0.260000,-0.244226,0.965789,0.677845,0.812332,1.0,
            -0.508680,0.260000,-0.244226,0.965789,0.677845,0.812332,1.0,
            -0.508680,0.010000,-0.725382,0.965789,0.677845,0.812332,1.0,
            0.306216,0.010000,-0.725382,0.965789,0.677845,0.812332,1.0,
            0.306216,0.010000,-0.244226,0.965789,0.677845,0.812332,1.0,
            -0.508680,0.010000,-0.244226,0.965789,0.677845,0.812332,1.0,
        };
        
        GLubyte line_top[] = {
            0,1,2,3,
        };
        
        GLubyte line_bot[] = { //+4是因为数据是顶面底面一起的,顶面数据4个,底面4个
            0+4,1+4,2+4,3+4,
        };
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line+3);
        glDrawElements(GL_LINE_LOOP, sizeof(line_top)/sizeof(GLubyte), GL_UNSIGNED_BYTE, line_top);
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line+3);
        glDrawElements(GL_LINE_LOOP, sizeof(line_bot)/sizeof(GLubyte), GL_UNSIGNED_BYTE, line_bot);
    
    }
    

    数据不算太复杂,太复杂了我也没想法去处理构造它,在顶点数据中,我们集合了顶面顶点数据和底面顶点数据,然后分别构造出它顶面和底面需要绘制的三角形索引,最后还有它需要绘制的侧面的所有三角形索引。
    绘制的时候根据顶面、底面、侧面使用合适的glDraw方法绘制,为什么后面还会绘制顶面和底面的线呢,这是因为如果不绘制线的话,绘出来结果会不够理想,让人区分不出来这是立方体。


    不画线.png
    画线.png

    然后我们以同样的方式分别绘制第二、第三个多边体:

    -(void)drawSecondCube{
    
        //顶点数据
        GLfloat ver[] = {
            -0.304217,0.260000,0.814439,0.345678,0.678943,0.465789,0.900000,
            -0.304217,0.260000,0.344297,0.345678,0.678943,0.465789,0.900000,
            0.429602,0.260000,0.344297,0.345678,0.678943,0.465789,0.900000,
            0.426395,0.260000,0.718223,0.345678,0.678943,0.465789,0.900000,
            0.169820,0.260000,0.718223,0.345678,0.678943,0.465789,0.900000,
            0.169820,0.260000,0.814439,0.345678,0.678943,0.465789,0.900000,
            -0.304217,0.010000,0.814439,0.345678,0.678943,0.465789,0.900000,
            -0.304217,0.010000,0.344297,0.345678,0.678943,0.465789,0.900000,
            0.429602,0.010000,0.344297,0.345678,0.678943,0.465789,0.900000,
            0.426395,0.010000,0.718223,0.345678,0.678943,0.465789,0.900000,
            0.169820,0.010000,0.718223,0.345678,0.678943,0.465789,0.900000,
            0.169820,0.010000,0.814439,0.345678,0.678943,0.465789,0.900000,
        };
        
        //顶面和底面索引
        GLubyte ind_top[] = {
            5,0,1,1,2,3,4,5,1,1,3,4,
        };
        
        GLubyte ind_bot[] = {
            5+6,0+6,1+6,1+6,2+6,3+6,4+6,5+6,1+6,1+6,3+6,4+6,
        };
        
        //侧面索引
        GLubyte side[] = {
            0,6,1,7,2,8,3,9,4,10,5,11,0,6,
        };
        
        //    绘制
        //    顶面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLES, sizeof(ind_top)/sizeof(GLubyte), GL_UNSIGNED_BYTE, ind_top);
        
        //    底面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLES, sizeof(ind_bot)/sizeof(GLubyte), GL_UNSIGNED_BYTE, ind_bot);
        
        //    侧面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLE_STRIP, sizeof(side)/sizeof(GLubyte), GL_UNSIGNED_BYTE, side);
        
        //需要画的线
        GLfloat line[] = {
            -0.304217,0.260000,0.814439,0.965789,0.678943,0.465789,1.000000,
            -0.304217,0.260000,0.344297,0.965789,0.678943,0.465789,1.000000,
            0.429602,0.260000,0.344297,0.965789,0.678943,0.465789,1.000000,
            0.426395,0.260000,0.718223,0.965789,0.678943,0.465789,1.000000,
            0.169820,0.260000,0.718223,0.965789,0.678943,0.465789,1.000000,
            0.169820,0.260000,0.814439,0.965789,0.678943,0.465789,1.000000,
            -0.304217,0.010000,0.814439,0.965789,0.678943,0.465789,1.000000,
            -0.304217,0.010000,0.344297,0.965789,0.678943,0.465789,1.000000,
            0.429602,0.010000,0.344297,0.965789,0.678943,0.465789,1.000000,
            0.426395,0.010000,0.718223,0.965789,0.678943,0.465789,1.000000,
            0.169820,0.010000,0.718223,0.965789,0.678943,0.465789,1.000000,
            0.169820,0.010000,0.814439,0.965789,0.678943,0.465789,1.000000,
        };
        
        GLubyte line_top[] = {
            0,1,2,3,4,5,
        };
        
        GLubyte line_bot[] = {
            0+6,1+6,2+6,3+6,4+6,5+6,
        };
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line+3);
        glDrawElements(GL_LINE_LOOP, sizeof(line_top)/sizeof(GLubyte), GL_UNSIGNED_BYTE, line_top);
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line+3);
        glDrawElements(GL_LINE_LOOP, sizeof(line_bot)/sizeof(GLubyte), GL_UNSIGNED_BYTE, line_bot);
    
    }
    
    -(void)drawThirdCube{
        //顶点数据
        GLfloat ver[] = {
            0.306216,0.260000,-0.725382,0.778943,0.378943,0.465789,0.900000,
            0.429602,0.260000,-0.725382,0.778943,0.378943,0.465789,0.900000,
            0.602136,0.260000,-0.725382,0.778943,0.378943,0.465789,0.900000,
            0.602136,0.260000,-0.816786,0.778943,0.378943,0.465789,0.900000,
            0.987652,0.260000,-0.816786,0.778943,0.378943,0.465789,0.900000,
            0.987652,0.260000,-0.430321,0.778943,0.378943,0.465789,0.900000,
            0.901058,0.260000,-0.430321,0.778943,0.378943,0.465789,0.900000,
            0.901058,0.260000,-0.319931,0.778943,0.378943,0.465789,0.900000,
            0.622946,0.260000,-0.319931,0.778943,0.378943,0.465789,0.900000,
            0.306216,0.260000,-0.319931,0.778943,0.378943,0.465789,0.900000,
            0.306216,0.010000,-0.725382,0.778943,0.378943,0.465789,0.900000,
            0.429602,0.010000,-0.725382,0.778943,0.378943,0.465789,0.900000,
            0.602136,0.010000,-0.725382,0.778943,0.378943,0.465789,0.900000,
            0.602136,0.010000,-0.816786,0.778943,0.378943,0.465789,0.900000,
            0.987652,0.010000,-0.816786,0.778943,0.378943,0.465789,0.900000,
            0.987652,0.010000,-0.430321,0.778943,0.378943,0.465789,0.900000,
            0.901058,0.010000,-0.430321,0.778943,0.378943,0.465789,0.900000,
            0.901058,0.010000,-0.319931,0.778943,0.378943,0.465789,0.900000,
            0.622946,0.010000,-0.319931,0.778943,0.378943,0.465789,0.900000,
            0.306216,0.010000,-0.319931,0.778943,0.378943,0.465789,0.900000,
        };
        
        //顶面和底面索引
        GLubyte ind_top[] = {
            9,0,1,2,3,4,4,5,6,6,7,8,8,9,1,2,4,6,6,8,1,1,2,6,
        };
        
        GLubyte ind_bot[] = {
            9+10,0+10,1+10,2+10,3+10,4+10,4+10,5+10,6+10,6+10,7+10,8+10,8+10,9+10,1+10,2+10,4+10,6+10,6+10,8+10,1+10,1+10,2+10,6+10,
        };
        
        //侧面索引
        GLubyte side[] = {
            0,10,1,11,2,12,3,13,4,14,5,15,6,16,7,17,8,18,9,19,0,10,
        };
        
        //    绘制
        //    顶面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLES, sizeof(ind_top)/sizeof(GLubyte), GL_UNSIGNED_BYTE, ind_top);
        
        //    底面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLES, sizeof(ind_bot)/sizeof(GLubyte), GL_UNSIGNED_BYTE, ind_bot);
        
        //    侧面
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), ver+3);
        glDrawElements(GL_TRIANGLE_STRIP, sizeof(side)/sizeof(GLubyte), GL_UNSIGNED_BYTE, side);
        
        //需要画的线
        GLfloat line[] = {
            0.306216,0.260000,-0.725382,0.345678,0.678943,0.465789,1.000000,
            0.429602,0.260000,-0.725382,0.345678,0.678943,0.465789,1.000000,
            0.602136,0.260000,-0.725382,0.345678,0.678943,0.465789,1.000000,
            0.602136,0.260000,-0.816786,0.345678,0.678943,0.465789,1.000000,
            0.987652,0.260000,-0.816786,0.345678,0.678943,0.465789,1.000000,
            0.987652,0.260000,-0.430321,0.345678,0.678943,0.465789,1.000000,
            0.901058,0.260000,-0.430321,0.345678,0.678943,0.465789,1.000000,
            0.901058,0.260000,-0.319931,0.345678,0.678943,0.465789,1.000000,
            0.622946,0.260000,-0.319931,0.345678,0.678943,0.465789,1.000000,
            0.306216,0.260000,-0.319931,0.345678,0.678943,0.465789,1.000000,
            0.306216,0.010000,-0.725382,0.345678,0.678943,0.465789,1.000000,
            0.429602,0.010000,-0.725382,0.345678,0.678943,0.465789,1.000000,
            0.602136,0.010000,-0.725382,0.345678,0.678943,0.465789,1.000000,
            0.602136,0.010000,-0.816786,0.345678,0.678943,0.465789,1.000000,
            0.987652,0.010000,-0.816786,0.345678,0.678943,0.465789,1.000000,
            0.987652,0.010000,-0.430321,0.345678,0.678943,0.465789,1.000000,
            0.901058,0.010000,-0.430321,0.345678,0.678943,0.465789,1.000000,
            0.901058,0.010000,-0.319931,0.345678,0.678943,0.465789,1.000000,
            0.622946,0.010000,-0.319931,0.345678,0.678943,0.465789,1.000000,
            0.306216,0.010000,-0.319931,0.345678,0.678943,0.465789,1.000000,
        };
        
        GLubyte line_top[] = {
            0,1,2,3,4,5,6,7,8,9,
        };
        
        GLubyte line_bot[] = {
            0+10,1+10,2+10,3+10,4+10,5+10,6+10,7+10,8+10,9+10,
        };
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line+3);
        glDrawElements(GL_LINE_LOOP, sizeof(line_top)/sizeof(GLubyte), GL_UNSIGNED_BYTE, line_top);
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line);
        glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), line+3);
        glDrawElements(GL_LINE_LOOP, sizeof(line_bot)/sizeof(GLubyte), GL_UNSIGNED_BYTE, line_bot);
    
    }
    

    我们在render方法里调用方法绘制这三个多边体,这时render该是这样的:

    -(void)render
    {
        
        //设置清屏颜色,默认是黑色,如果你的运行结果是黑色,问题就可能在这儿
        glClearColor(0.3, 0.5, 0.8, 1.0);
        /*
         glClear指定清除的buffer
         共可设置三个选项GL_COLOR_BUFFER_BIT,GL_DEPTH_BUFFER_BIT和GL_STENCIL_BUFFER_BIT
         也可组合如:glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
         */
        
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // Setup viewport
        glViewport(0, 0, self.frame.size.width, self.frame.size.height);
        
        //开启深度测试
        glEnable(GL_DEPTH_TEST);
        //绘制3个多边体
        glUseProgram(_programHandle);
        [self setupProjectionMatrixAndModelViewMatrix];
        [self drawFirstCube];
        [self drawSecondCube];
        [self drawThirdCube];
    
        [_context presentRenderbuffer:_colorBuffer];
    }
    

    我们在绘制多边体前先开启了深度测试,然后使用多边体着色器程序,再配置多边体的投影和观察矩阵,注意每次使用program后需要重新配置矩阵。
    做完这些,运行结果如下:


    三个多边体.png
    绘制纹理

    然后...我们再把纹理绘制上去,要绘纹理,我们得设置纹理的着色器语言(Vertex和Fragment):

    attribute vec4 Position;
    
    attribute vec2 TexCoordIn;
    varying vec2 TexCoordOut;
    
    uniform mat4 Projection;
    uniform mat4 ModelView;
    
    void main(){
    
        gl_Position = Projection * ModelView * Position;
    
        TexCoordOut = vec2(TexCoordIn.x, TexCoordIn.y);
    }
    
    uniform sampler2D ourTexture;
    
    varying mediump vec2 TexCoordOut;
    
    void main(){
        gl_FragColor = texture2D(ourTexture, TexCoordOut);
    }
    

    然后代码配置着色器程序,整个setupProgram方法变为:

    -(void)setupProgram{
        //1.多边体program
        NSString *vertexShaderPath   = [[NSBundle mainBundle] pathForResource:@"VertexShader"
                                              ofType:@"gals"];
        NSString *fragmentShaderPath = [[NSBundle mainBundle] pathForResource:@"FragmentShader"
                                                                        ofType:@"gals"];
        _programHandle = [GLESUtils loadProgram:vertexShaderPath withFragmentShaderFilepath:fragmentShaderPath];
        
        //获取槽位
        _positionSlot   = glGetAttribLocation(_programHandle, "vPosition");
        _colorSlot      = glGetAttribLocation(_programHandle, "vSourceColor");
        _projectionSlot = glGetUniformLocation(_programHandle, "projection");
        _modelViewSlot  = glGetUniformLocation(_programHandle, "modelView");
        
        glEnableVertexAttribArray(_positionSlot);
        glEnableVertexAttribArray(_colorSlot);
        
        
    //    ------------------------------------------------------------------------
        
        //2.纹理program
        NSString *texVertexPath   = [[NSBundle mainBundle] pathForResource:@"TextureVertex"
                                                                     ofType:@"glsl"];
        NSString *texFragmentPath = [[NSBundle mainBundle] pathForResource:@"TextureFragment"
                                                                       ofType:@"glsl"];
        _textureProgram = [GLESUtils loadProgram:texVertexPath withFragmentShaderFilepath:texFragmentPath];
        
        //获取槽位
        _texPositionSlot = glGetAttribLocation(_textureProgram, "Position");
        _texCoordSlot    = glGetAttribLocation(_textureProgram, "TexCoordIn");
        glEnableVertexAttribArray(_texPositionSlot);
        glEnableVertexAttribArray(_texCoordSlot);
        
        _ourTextureSlot    = glGetUniformLocation(_textureProgram, "ourTexture");
        _texProjectionSlot = glGetUniformLocation(_textureProgram, "Projection");
        _texModelViewSlot  = glGetUniformLocation(_textureProgram, "ModelView");
        
        //获取纹理对象
        _textureID1 = [TextureManager getTextureImage:[UIImage imageNamed:@"猫头鹰"]];
        _textureID2 = [TextureManager getTextureImage:[UIImage imageNamed:@"乌龟"]];
        _textureID3 = [TextureManager getTextureImage:[UIImage imageNamed:@"变色龙"]];
    }
    

    接着新建一个方法来配置纹理的投影和观察矩阵:

    -(void)setupTextureProjectionMatrixAndModelViewMatrix{
        //2.纹理
        float aspect = self.frame.size.width/self.frame.size.height;
        _texProjectionMatrix = GLKMatrix4MakePerspective(45.0*M_PI/180.0, aspect, 0.1, 100);
        glUniformMatrix4fv(_texProjectionSlot, 1, GL_FALSE, _texProjectionMatrix.m);
        
        _texModelViewMatrix = GLKMatrix4MakeTranslation(0, 0, -5); //平移
        _texModelViewMatrix = GLKMatrix4RotateX(_texModelViewMatrix, 1.4);  //旋转X轴
        glUniformMatrix4fv(_texModelViewSlot, 1, GL_FALSE, _texModelViewMatrix.m);
    }
    

    再接下来,我们就需要构造纹理数据并绘制出来了,对于纹理顶点的坐标数据,由于不知道多边体的中心点在何处,我就自己构造了:

    //    第一个
        GLfloat vertices1[] = {
            //   x    y    z
            -0.9,  0.3, -0.9,  //左下
            -0.6,  0.3, -0.9,  //右下
            -0.9,  0.3, -0.6,  //左上
            -0.6,  0.3, -0.6,  //右上
        };
        
        //    第二个
        GLfloat vertices2[] = {
            //   x    y    z
            -0.5,  0.3, -0.5,  //左下
            -0.2,  0.3, -0.5,  //右下
            -0.5,  0.3, -0.2,  //左上
            -0.2,  0.3, -0.2,  //右上
        };
        
        //    第三个
        GLfloat vertices3[] = {
        //   x    y    z
            -0.9,  0.3, -0.1,  //左下
            -0.6,  0.3, -0.1,  //右下
            -0.9,  0.3, 0.2,  //左上
            -0.6,  0.3, 0.2,  //右上
        };
    

    而对于纹理的纹理坐标数据,都是:

    //纹理4个顶点对应纹理坐标,三个都是一样的
        GLfloat textureCoord[] = {
            0, 0,
            1, 0,
            0, 1,
            1, 1,
        };
    

    整个方法里构造加上绘制,代码如下:

    //绘制纹理
    -(void)drawTextrue{
    //    构造3个纹理的顶点坐标
        //四个顶点(分别表示xyz轴)
    
        //    第一个
        GLfloat vertices1[] = {
            //   x    y    z
            -0.9,  0.3, -0.9,  //左下
            -0.6,  0.3, -0.9,  //右下
            -0.9,  0.3, -0.6,  //左上
            -0.6,  0.3, -0.6,  //右上
        };
        
        //    第二个
        GLfloat vertices2[] = {
            //   x    y    z
            -0.5,  0.3, -0.5,  //左下
            -0.2,  0.3, -0.5,  //右下
            -0.5,  0.3, -0.2,  //左上
            -0.2,  0.3, -0.2,  //右上
        };
        
        //    第三个
        GLfloat vertices3[] = {
        //   x    y    z
            -0.9,  0.3, -0.1,  //左下
            -0.6,  0.3, -0.1,  //右下
            -0.9,  0.3, 0.2,  //左上
            -0.6,  0.3, 0.2,  //右上
        };
        
        //纹理4个顶点对应纹理坐标,三个都是一样的
        GLfloat textureCoord[] = {
            0, 0,
            1, 0,
            0, 1,
            1, 1,
        };
    
        //绘制
        glVertexAttribPointer(_texPositionSlot, 3, GL_FLOAT, GL_FALSE, 0, vertices1);
        glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 0, textureCoord);
        //使用纹理单元
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, _textureID1);
        glUniform1i(_ourTextureSlot, 0);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        
        glVertexAttribPointer(_texPositionSlot, 3, GL_FLOAT, GL_FALSE, 0, vertices2);
        glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 0, textureCoord);
        //使用纹理单元
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, _textureID2);
        glUniform1i(_ourTextureSlot, 0);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        
        glVertexAttribPointer(_texPositionSlot, 3, GL_FLOAT, GL_FALSE, 0, vertices3);
        glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 0, textureCoord);
        //使用纹理单元
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, _textureID3);
        glUniform1i(_ourTextureSlot, 0);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        
    }
    

    然后我们在render方法里调用纹理绘制的方法:

    //绘制纹理
        glUseProgram(_textureProgram);
        [self setupTextureProjectionMatrixAndModelViewMatrix];
        [self drawTextrue];
    

    得到最终的绘制结果:


    最终结果.png

    从上面的图片我们能看出来,效果是不够好的,比如边、线锯齿,多边体和纹理模糊,也没有进行矩阵变换重绘等问题,这些涉及到公司产品的竞争,我目前不会分享出来,还请自行寻找解决方案。

    最后,给出整个个Demo的目录结构吧


    整个Demo目录结构.png

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