1. OpenGL ES实现
1.1 颜色填充
1.1.1 着色器
- 顶点着色器
attribute vec4 position;
attribute vec4 positionColor;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
varying lowp vec4 varyColor;
void main() {
varyColor = positionColor;
vec4 vPos = projectionMatrix * modelViewMatrix * position;
gl_Position = vPos;
}
- 片元着色器
varying lowp vec4 varyColor;
void main() {
gl_FragColor = varyColor;
}
1.1.2 绘制过程
- (void)drawPyramid
{
//1.设置图层
[self setupLayer];
//2.设置上下文
[self setupContext];
//3.清空缓存区
[self deletBuffer];
//4.设置renderBuffer
[self setupRenderBuffer];
//5.设置frameBuffer
[self setupFrameBuffer];
//6.绘制
[self render];
}
- 设置图层
- (void)setupLayer {
self.myEagLayer = (CAEAGLLayer *)self.layer;
[self setContentScaleFactor:[[UIScreen mainScreen]scale]];
self.myEagLayer.opaque = YES;
self.myEagLayer.drawableProperties = @{
kEAGLDrawablePropertyRetainedBacking : @NO,
kEAGLDrawablePropertyColorFormat : kEAGLColorFormatRGBA8
};
}
- 设置上下文
- (void)setupContext {
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
EAGLContext *context = [[EAGLContext alloc]initWithAPI:api];
if (!context) {
NSLog(@"Create Context Failed");
return;
}
if (![EAGLContext setCurrentContext:context]) {
NSLog(@"Set Current Context Failed");
return;
}
self.myContext = context;
}
- 清空缓存区
- (void)deletBuffer {
glDeleteBuffers(1, &_myColorRenderBuffer);
_myColorRenderBuffer = 0;
glDeleteBuffers(1, &_myColorFrameBuffer);
_myColorFrameBuffer = 0;
}
- 设置renderBuffer
- (void)setupRenderBuffer {
//1.定义一个缓存区
GLuint buffer;
//2.申请一个缓存区标志
glGenRenderbuffers(1, &buffer);
//3.
self.myColorRenderBuffer = buffer;
//4.将标识符绑定到GL_RENDERBUFFER
glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
[self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
}
- 设置frameBuffer
- (void)setupFrameBuffer {
//1.定义一个缓存区
GLuint buffer;
//2.申请一个缓存区标志
glGenFramebuffers(1, &buffer);
//3.
self.myColorFrameBuffer = buffer;
//4.设置当前的framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
//5.将_myColorRenderBuffer 装配到GL_COLOR_ATTACHMENT0 附着点上
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
}
- 绘制
- (void)render {
//1.清屏颜色
glClearColor(0, 0.0, 0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
CGFloat scale = [[UIScreen mainScreen] scale];
//2.设置视口
glViewport(self.frame.origin.x * scale, self.frame.origin.y * scale, self.frame.size.width * scale, self.frame.size.height * scale);
//3.获取顶点着色程序、片元着色器程序文件位置
NSString* vertFile = [[NSBundle mainBundle] pathForResource:@"shaderv" ofType:@"glsl"];
NSString* fragFile = [[NSBundle mainBundle] pathForResource:@"shaderf" ofType:@"glsl"];
//4.判断self.myProgram是否存在,存在则清空其文件
if (self.myProgram) {
glDeleteProgram(self.myProgram);
self.myProgram = 0;
}
//5.加载程序到myProgram中来。
self.myProgram = [self loadShader:vertFile frag:fragFile];
//6.链接
glLinkProgram(self.myProgram);
GLint linkSuccess;
//7.获取链接状态
glGetProgramiv(self.myProgram, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(self.myProgram, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"error%@", messageString);
return ;
}else {
glUseProgram(self.myProgram);
}
//8.创建顶点数组 & 索引数组
//(1)顶点数组 前3顶点值(x,y,z),后3位颜色值(RGB)
GLfloat attrArr[] = {
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, //左上0
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, //右上1
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, //左下2
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, //右下3
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, //顶点4
};
//(2).索引数组
GLuint indices[] = {
0, 3, 2,
0, 1, 3,
0, 2, 4,
0, 4, 1,
2, 3, 4,
1, 4, 3,
};
//(3).判断顶点缓存区是否为空,如果为空则申请一个缓存区标识符
if (self.myVertices == 0) {
glGenBuffers(1, &_myVertices);
}
//9.-----处理顶点数据-------
//(1).将_myVertices绑定到GL_ARRAY_BUFFER标识符上
glBindBuffer(GL_ARRAY_BUFFER, _myVertices);
//(2).把顶点数据从CPU内存复制到GPU上
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
//(3).将顶点数据通过myPrograme中的传递到顶点着色程序的position
//1.glGetAttribLocation,用来获取vertex attribute的入口的.
//2.告诉OpenGL ES,通过glEnableVertexAttribArray,
//3.最后数据是通过glVertexAttribPointer传递过去的。
//注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致
GLuint position = glGetAttribLocation(self.myProgram, "position");
//(4).打开position
glEnableVertexAttribArray(position);
//(5).设置读取方式
//参数1:index,顶点数据的索引
//参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
//参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
//参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
//参数5:stride,连续顶点属性之间的偏移量,默认为0;
//参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, NULL);
//10.--------处理顶点颜色值-------
//(1).glGetAttribLocation,用来获取vertex attribute的入口的.
//注意:第二参数字符串必须和shaderv.glsl中的输入变量:positionColor保持一致
GLuint positionColor = glGetAttribLocation(self.myProgram, "positionColor");
//(2).设置合适的格式从buffer里面读取数据
glEnableVertexAttribArray(positionColor);
//(3).设置读取方式
//参数1:index,顶点数据的索引
//参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
//参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
//参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
//参数5:stride,连续顶点属性之间的偏移量,默认为0;
//参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
glVertexAttribPointer(positionColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (float *)NULL + 3);
//11.找到myProgram中的projectionMatrix、modelViewMatrix 2个矩阵的地址。如果找到则返回地址,否则返回-1,表示没有找到2个对象。
GLuint projectionMatrixSlot = glGetUniformLocation(self.myProgram, "projectionMatrix");
GLuint modelViewMatrixSlot = glGetUniformLocation(self.myProgram, "modelViewMatrix");
float width = self.frame.size.width;
float height = self.frame.size.height;
//12.创建4 * 4投影矩阵
KSMatrix4 _projectionMatrix;
//(1)获取单元矩阵
ksMatrixLoadIdentity(&_projectionMatrix);
//(2)计算纵横比例 = 长/宽
float aspect = width / height; //长宽比
//(3)获取透视矩阵
/*
参数1:矩阵
参数2:视角,度数为单位
参数3:纵横比
参数4:近平面距离
参数5:远平面距离
参考PPT
*/
ksPerspective(&_projectionMatrix, 30.0, aspect, 5.0f, 20.0f); //透视变换,视角30°
//(4)将投影矩阵传递到顶点着色器
/*
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
参数列表:
location:指要更改的uniform变量的位置
count:更改矩阵的个数
transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
value:执行count个元素的指针,用来更新指定uniform变量
*/
glUniformMatrix4fv(projectionMatrixSlot, 1, GL_FALSE, (GLfloat*)&_projectionMatrix.m[0][0]);
//13.创建一个4 * 4 矩阵,模型视图矩阵
KSMatrix4 _modelViewMatrix;
//(1)获取单元矩阵
ksMatrixLoadIdentity(&_modelViewMatrix);
//(2)平移,z轴平移-10
ksTranslate(&_modelViewMatrix, 0.0, 0.0, -10.0);
//(3)创建一个4 * 4 矩阵,旋转矩阵
KSMatrix4 _rotationMatrix;
//(4)初始化为单元矩阵
ksMatrixLoadIdentity(&_rotationMatrix);
//(5)旋转
ksRotate(&_rotationMatrix, xDegree, 1.0, 0.0, 0.0); //绕X轴
ksRotate(&_rotationMatrix, yDegree, 0.0, 1.0, 0.0); //绕Y轴
ksRotate(&_rotationMatrix, zDegree, 0.0, 0.0, 1.0); //绕Z轴
//(6)把变换矩阵相乘.将_modelViewMatrix矩阵与_rotationMatrix矩阵相乘,结合到模型视图
ksMatrixMultiply(&_modelViewMatrix, &_rotationMatrix, &_modelViewMatrix);
//(7)将模型视图矩阵传递到顶点着色器
/*
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
参数列表:
location:指要更改的uniform变量的位置
count:更改矩阵的个数
transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
value:执行count个元素的指针,用来更新指定uniform变量
*/
glUniformMatrix4fv(modelViewMatrixSlot, 1, GL_FALSE, (GLfloat*)&_modelViewMatrix.m[0][0]);
//14.开启剔除操作效果
glEnable(GL_CULL_FACE);
//15.使用索引绘图
/*
void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices);
参数列表:
mode:要呈现的画图的模型
GL_POINTS
GL_LINES
GL_LINE_LOOP
GL_LINE_STRIP
GL_TRIANGLES
GL_TRIANGLE_STRIP
GL_TRIANGLE_FAN
count:绘图个数
type:类型
GL_BYTE
GL_UNSIGNED_BYTE
GL_SHORT
GL_UNSIGNED_SHORT
GL_INT
GL_UNSIGNED_INT
indices:绘制索引数组
*/
glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(indices[0]), GL_UNSIGNED_INT, indices);
//16.要求本地窗口系统显示OpenGL ES渲染<目标>
[self.myContext presentRenderbuffer:GL_RENDERBUFFER];
}
#pragma mark -- Shader
-(GLuint)loadShader:(NSString *)vert frag:(NSString *)frag {
//创建2个临时的变量,verShader,fragShader
GLuint verShader,fragShader;
//创建一个Program
GLuint program = glCreateProgram();
//编译文件
//编译顶点着色程序、片元着色器程序
//参数1:编译完存储的底层地址
//参数2:编译的类型,GL_VERTEX_SHADER(顶点)、GL_FRAGMENT_SHADER(片元)
//参数3:文件路径
[self compileShader:&verShader type:GL_VERTEX_SHADER file:vert];
[self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:frag];
//创建最终的程序
glAttachShader(program, verShader);
glAttachShader(program, fragShader);
//释放不需要的shader
glDeleteShader(verShader);
glDeleteShader(fragShader);
return program;
}
//链接shader
- (void)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file {
//读取文件路径字符串
NSString *content = [NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil];
//获取文件路径字符串,C语言字符串
const GLchar *source = (GLchar *)[content UTF8String];
//创建一个shader(根据type类型)
*shader = glCreateShader(type);
//将顶点着色器源码附加到着色器对象上。
//参数1:shader,要编译的着色器对象 *shader
//参数2:numOfStrings,传递的源码字符串数量 1个
//参数3:strings,着色器程序的源码(真正的着色器程序源码)
//参数4:lenOfStrings,长度,具有每个字符串长度的数组,或NULL,这意味着字符串是NULL终止的
glShaderSource(*shader, 1, &source, NULL);
//把着色器源代码编译成目标代码
glCompileShader(*shader);
}
#pragma mark - XYClick
- (IBAction)XClick:(id)sender {
//开启定时器
[self myTimer];
//更新的是X还是Y
bX = !bX;
}
- (IBAction)YClick:(id)sender {
//开启定时器
[self myTimer];
//更新的是X还是Y
bY = !bY;
}
- (IBAction)ZClick:(id)sender {
//开启定时器
[self myTimer];
//更新的是X还是Y
bZ = !bZ;
}
- (NSTimer *)myTimer {
if (!_myTimer) {
_myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
}
return _myTimer;
}
- (void)reDegree {
//如果停止X轴旋转,X = 0则度数就停留在暂停前的度数.
//更新度数
xDegree += bX * 5;
yDegree += bY * 5;
zDegree += bZ * 5;
//重新渲染
[self render];
}
1.2 纹理填充
1.2.1 着色器
- 顶点着色器
attribute vec4 position;
attribute vec2 textCoordinate;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
varying lowp vec2 varyTextCoord;
void main() {
varyTextCoord = textCoordinate;
vec4 vPos = projectionMatrix * modelViewMatrix * position;
gl_Position = vPos;
}
- 片元着色器
precision highp float;
varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;
void main() {
gl_FragColor = texture2D(colorMap, varyTextCoord);
}
1.2.2 绘制过程
这里写了需要修改的部分。
GLfloat attrArr[] = {
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,//左上
0.5f, 0.5f, 0.0f, 1.0f, 1.0f,//右上
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,//左下
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,//右下
0.0f, 0.0f, 1.0f, 0.5f, 0.5f,//顶点
};
// 设置顶点坐标
GLuint position = glGetAttribLocation(self.myProgram, "position");
glEnableVertexAttribArray(position);
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, NULL);
// 设置纹理坐标
GLuint textCoordinate = glGetAttribLocation(self.myProgram, "textCoordinate");
glEnableVertexAttribArray(textCoordinate);
glVertexAttribPointer(textCoordinate, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (float *)NULL + 3);
// 设置纹理
[self setupTexture:@"qiyu"];
glUniform1i(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
- 加载纹理
//从图片中加载纹理
- (GLuint)setupTexture:(NSString *)fileName {
//1、将 UIImage 转换为 CGImageRef
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
//判断图片是否获取成功
if (!spriteImage) {
NSLog(@"Failed to load image %@", fileName);
exit(1);
}
//2、读取图片的大小,宽和高
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
//3.获取图片字节数 宽*高*4(RGBA)
GLubyte * spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
//4.创建上下文
/*
参数1:data,指向要渲染的绘制图像的内存地址
参数2:width,bitmap的宽度,单位为像素
参数3:height,bitmap的高度,单位为像素
参数4:bitPerComponent,内存中像素的每个组件的位数,比如32位RGBA,就设置为8
参数5:bytesPerRow,bitmap的没一行的内存所占的比特数
参数6:colorSpace,bitmap上使用的颜色空间 kCGImageAlphaPremultipliedLast:RGBA
*/
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
//5、在CGContextRef上--> 将图片绘制出来
/*
CGContextDrawImage 使用的是Core Graphics框架,坐标系与UIKit 不一样。UIKit框架的原点在屏幕的左上角,Core Graphics框架的原点在屏幕的左下角。
CGContextDrawImage
参数1:绘图上下文
参数2:rect坐标
参数3:绘制的图片
*/
CGRect rect = CGRectMake(0, 0, width, height);
//6.使用默认方式绘制
CGContextDrawImage(spriteContext, rect, spriteImage);
//7、画图完毕就释放上下文
CGContextRelease(spriteContext);
//8、绑定纹理到默认的纹理ID(
glBindTexture(GL_TEXTURE_2D, 0);
//9.设置纹理属性
/*
参数1:纹理维度
参数2:线性过滤、为s,t坐标设置模式
参数3:wrapMode,环绕模式
*/
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
float fw = width, fh = height;
//10.载入纹理2D数据
/*
参数1:纹理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
参数2:加载的层次,一般设置为0
参数3:纹理的颜色值GL_RGBA
参数4:宽
参数5:高
参数6:border,边界宽度
参数7:format
参数8:type
参数9:纹理数据
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
//11.释放spriteData
free(spriteData);
return 0;
}
1.3 纹理颜色混合
颜色混合逻辑主要在片元着色器中。
1.3.1 着色器
- 顶点着色器
attribute vec4 position;
attribute vec4 positionColor;
attribute vec2 textCoordinate;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
varying lowp vec4 varyColor;
varying lowp vec2 varyTextCoord;
void main() {
varyTextCoord = textCoordinate;
varyColor = positionColor;
vec4 vPos = projectionMatrix * modelViewMatrix * position;
gl_Position = vPos;
}
- 片元着色器 (核心逻辑)
precision highp float;
varying lowp vec4 varyColor;
varying lowp vec2 varyTextCoord;
uniform sampler2D colorMap;
void main() {
vec4 textureColor = texture2D(colorMap, varyTextCoord);
float alpha = 0.3;
gl_FragColor = varyColor * (1.0 - alpha) + textureColor * alpha;
}
1.3.2 绘制过程
这里写了需要修改的部分。
GLfloat attrArr[] = {
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,//左上
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,//右上
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,//左下
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,//右下
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f,//顶点
};
// 设置顶点数据
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, NULL);
// 设置颜色数据
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 3);
// 设置颜色数据
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 6);
2. GLKit实现
GLKit实现会少很多代码,这里一次性给出代码。
2.1 纹理颜色混合
-(void)viewDidLoad {
[super viewDidLoad];
//1.新建图层
[self setupContext];
//2.渲染图形
[self render];
}
//2.渲染图形
-(void)render {
//1.顶点数据
//前3个元素,是顶点数据;中间3个元素,是顶点颜色值,最后2个是纹理坐标
GLfloat attrArr[] = {
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,//左上
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,//右上
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,//左下
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,//右下
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f,//顶点
};
//2.绘图索引
GLuint indices[] = {
0, 3, 2,
0, 1, 3,
0, 2, 4,
0, 4, 1,
2, 3, 4,
1, 4, 3,
};
//顶点个数
self.count = sizeof(indices) /sizeof(GLuint);
//将顶点数组放入数组缓冲区中 GL_ARRAY_BUFFER
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_STATIC_DRAW);
//将索引数组存储到索引缓冲区 GL_ELEMENT_ARRAY_BUFFER
GLuint index;
glGenBuffers(1, &index);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//使用顶点数据
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, NULL);
//使用颜色数据
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 3);
//使用纹理数据
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8, (GLfloat *)NULL + 6);
//着色器
self.mEffect = [[GLKBaseEffect alloc]init];
//加载纹理
NSString *filePath = [[NSBundle mainBundle]pathForResource:@"qiyu" ofType:@"jpg"];
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filePath options:options error:nil];
self.mEffect.texture2d0.enabled = YES;
self.mEffect.texture2d0.name = textureInfo.name;
self.mEffect.texture2d0.target = textureInfo.target;
//投影视图
CGSize size = self.view.bounds.size;
float aspect = fabs(size.width / size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(90.0), aspect, 0.1f, 100.0);
projectionMatrix = GLKMatrix4Scale(projectionMatrix, 1.0f, 1.0f, 1.0f);
self.mEffect.transform.projectionMatrix = projectionMatrix;
//模型视图
GLKMatrix4 modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0f, 0.0f, -2.0f);
self.mEffect.transform.modelviewMatrix = modelViewMatrix;
//定时器
double seconds = 0.1;
timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, dispatch_get_main_queue());
dispatch_source_set_timer(timer, DISPATCH_TIME_NOW, seconds * NSEC_PER_SEC, 0.0);
dispatch_source_set_event_handler(timer, ^{
self.XDegree += 0.1f * self.XB;
self.YDegree += 0.1f * self.YB;
self.ZDegree += 0.1f * self.ZB ;
});
dispatch_resume(timer);
}
//场景数据变化
- (void)update {
GLKMatrix4 modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0f, 0.0f, -2.5);
modelViewMatrix = GLKMatrix4RotateX(modelViewMatrix, self.XDegree);
modelViewMatrix = GLKMatrix4RotateY(modelViewMatrix, self.YDegree);
modelViewMatrix = GLKMatrix4RotateZ(modelViewMatrix, self.ZDegree);
self.mEffect.transform.modelviewMatrix = modelViewMatrix;
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[self.mEffect prepareToDraw];
glDrawElements(GL_TRIANGLES, self.count, GL_UNSIGNED_INT, 0);
}
//1.新建图层
- (void)setupContext
{
//1.新建OpenGL ES上下文
self.mContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:self.mContext];
glEnable(GL_DEPTH_TEST);
GLKView *view = (GLKView *)self.view;
view.context = self.mContext;
view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
}
#pragma mark -XYZClick
- (IBAction)XClick:(id)sender {
_XB = !_XB;
}
- (IBAction)YClick:(id)sender {
_YB = !_YB;
}
- (IBAction)ZClick:(id)sender {
_ZB = !_ZB;
}