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  • OpenGL ES 渲染立体图形

    一、理解

    顶点数据存储在申请的缓冲区中,其由数据总线传递给着色器(如果是片元着色器,还须将顶点转换成片元),再由着色器最终渲染到涂层上;

    二、思路

    1.设置涂层;

     2.创建上下文;

     3.清空缓存区;

     4.创建渲染缓存区和帧缓存区;

     5.开始绘制;

    三、核心代码

    //最终渲染

    - (void)renderLayer
    {
        //设置窗口背景颜色
        glClearColor(0.0, 0.0, 0.0, 1.0);
        //清空颜色缓存
        glClear(GL_COLOR_BUFFER_BIT);
        //设置视口大小
        CGFloat scale = [[UIScreen mainScreen] scale];
        glViewport(self.frame.origin.x*scale, self.frame.origin.y*scale, self.frame.size.width*scale, self.frame.size.height*scale);
        
        //读取顶点和片元着色器程序
        NSString *vertFile = [[NSBundle mainBundle] pathForResource:@"shaderv" ofType:@"glsl"];
        NSString *fragFile = [[NSBundle mainBundle] pathForResource:@"shaderf" ofType:@"glsl"];
        NSLog(@"vertFile:%@", vertFile);
        NSLog(@"fragFile:%@", fragFile);
        
        //判断myProgram是否存在,存在则清空
        if (self.myProgram) {
            glDeleteProgram(self.myProgram);
            self.myProgram = 0;
        }
        
        //加载着色器到myProgram中
        self.myProgram = [self loadShader:vertFile frag:fragFile];
        
        //创建链接
        glLinkProgram(self.myProgram);
        GLint linkSuccess;
        
        //获取链接状态
        glGetProgramiv(self.myProgram, GL_LINK_STATUS, &linkSuccess);
        
        //判断链接是否成功
        if (linkSuccess == GL_FALSE) {
            //获取失败信息
            GLchar message[256];
            glGetProgramInfoLog(self.myProgram, sizeof(message), 0, &message[0]);
            //c字符串转换成oc字符串
            NSString *messageString = [NSString stringWithUTF8String:message];
            NSLog(@"error:%@", messageString);
            return;
        } else {
            //使用myProgram
            glUseProgram(self.myProgram);
        }
        
        //创建绘制索引数组
        GLuint indices[] = {
            0, 3, 2,
            0, 1, 3,
            0, 2, 4,
            0, 4, 1,
            2, 3, 4,
            1, 4, 3
        };
        
        //判断顶点缓存区是否为空,为空则申请一个缓存区标志符
        if (self.myVertices == 0) {
            glGenBuffers(1, &_myVertices);
        }
        
        //----------处理顶点坐标---------
        
        /*顶点数据
         1.前3个坐标值(x、y、z),后3个颜色值(RGB);
         2.有先后顺序,否则绘制形状完全不同
         */
        GLfloat attrArr[] =
        {
            -0.5f, 0.5f, 0.0f,      1.0f, 0.0f, 1.0f, //左上
            0.5f, 0.5f, 0.0f,       1.0f, 0.0f, 1.0f, //右上
            -0.5f, -0.5f, 0.0f,     1.0f, 1.0f, 1.0f, //左下
            0.5f, -0.5f, 0.0f,      1.0f, 1.0f, 1.0f, //右下
            0.0f, 0.0f, 1.0f,       0.0f, 1.0f, 0.0f, //顶点
        };
        
        //将_myVertices绑定到GL_ARRAY_BUFFER标志符上
        glBindBuffer(GL_ARRAY_BUFFER, _myVertices);
        //把顶点坐标数据从CPU复制到GPU上
        glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
        
        //将顶点坐标数据通过myProgram传递到顶点着色器程序的position
        
        //获取顶点属性入口
        GLuint position = glGetAttribLocation(self.myProgram, "position");
        /*传递数据
         1.一行6个数据,前3个为坐标,后3个为颜色;
         2.NULL开始位置:默认为0,指向数组首地址;
         */
        glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*6, NULL);
        //设置合适的格式从缓存区中读取数据
        glEnableVertexAttribArray(position);
        
        //处理顶点颜色数据:传递到顶点着色器的positionColor
        GLuint positionColor = glGetAttribLocation(self.myProgram, "positionColor");
        glVertexAttribPointer(positionColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*6, (float *)NULL +3);
        glEnableVertexAttribArray(positionColor);
        
        //在myProgram中找到透视投影矩阵和模型视图矩阵
        GLuint projectionMatrixSlot = glGetUniformLocation(self.myProgram, "projectionMatrix");
        GLuint modelViewMatrixSlot = glGetUniformLocation(self.myProgram, "modelViewMatrix");
        
        //创建透视投影矩阵并初始化
        float width = self.frame.size.width;
        float height = self.frame.size.height;
        KSMatrix4 _projectionMatrix;
        ksMatrixLoadIdentity(&_projectionMatrix);
        float aspect = width/height;
        ksPerspective(&_projectionMatrix, 30.0, aspect, 5.0f, 20.0f);
        
        //设置glsl里面的投影矩阵
        glUniformMatrix4fv(projectionMatrixSlot, 1, GL_FALSE, (GLfloat *)&_projectionMatrix.m[0][0]);
        
        //开启剔除功能
        glEnable(GL_CULL_FACE);
        
        //创建平移矩阵:Z轴平移-10
        KSMatrix4 _modelViewMatrix;
        ksMatrixLoadIdentity(&_modelViewMatrix);
        ksTranslate(&_modelViewMatrix, 0.0, 0.0, -10.0);
        
        //创建旋转矩阵
        KSMatrix4 _rotationMatrix;
        ksMatrixLoadIdentity(&_rotationMatrix);
        ksRotate(&_rotationMatrix, xDegree, 1.0, 0.0, 0.0);
        ksRotate(&_rotationMatrix, yDegree, 0.0, 1.0, 0.0);
        ksRotate(&_rotationMatrix, zDegree, 0.0, 0.0, 1.0);
        
        //将平移矩阵和旋转矩阵相乘,结果放到模型视图矩阵中
        ksMatrixMultiply(&_modelViewMatrix, &_rotationMatrix, &_modelViewMatrix);
        
        //设置glsl里面的模型视图矩阵
        glUniformMatrix4fv(modelViewMatrixSlot, 1, GL_FALSE, (GLfloat *)&_modelViewMatrix.m[0][0]);
        
        //设置绘制参数:片元、个数、索引数组
        glDrawElements(GL_TRIANGLES, sizeof(indices)/sizeof(indices[0]), GL_UNSIGNED_INT, indices);
        
        //由顶点着色器将缓存区中的数据渲染到显示涂层上
        [self.myContext presentRenderbuffer:GL_RENDERBUFFER];
    }

    四、效果

    以上是采用GLSL自定义着色器绘制,下面是采用GLKit框架并添加纹理来绘制

    //核心代码

    - (void)renderLayer
    {
        //顶点数据:前3个坐标(x、y、z),中间三个颜色(RGB),最后2个坐标(纹理)
        GLfloat attrArr [] = {
            -0.5, 0.5, 0.0,   0.0, 0.0, 0.5,   0.0, 1.0,
            0.5, 0.5, 0.0,    0.0, 0.5, 0.0,   1.0, 1.0,
            -0.5, -0.5, 0.0,  0.5, 0.0, 0.0,   0.0, 0.0,
            0.5, -0.5, 0.0,   0.0, 0.0, 0.5,   1.0, 0.0,
            0.0, 0.0, 1.0,     1.0, 1.0, 1.0,   0.5, 0.5
        };
        
        //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);
        
        //顶点数据存入缓存区:CPU->GPU
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_STATIC_DRAW);
        
        //索引数据存入缓存区:CPU->GPU
        GLuint index;
        glGenBuffers(1, &index);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
        
        //传递顶点数据到着色器指定位置
        glEnableVertexAttribArray(GLKVertexAttribPosition);
        glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8, NULL);
        
        //顶点颜色数据
        glEnableVertexAttribArray(GLKVertexAttribColor);
        glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8, (GLfloat *)NULL + 3);
        
        //顶点纹理数据
        glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
        glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8, (GLfloat *)NULL + 6);
        
        //加载纹理
        NSString *filePath = [[NSBundle mainBundle] pathForResource:@"cTest" ofType:@"jpg"];
        NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:@"1", GLKTextureLoaderOriginBottomLeft, nil];
        GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filePath options:options error:nil];
        
        self.mEffect = [[GLKBaseEffect alloc] init];
        self.mEffect.texture2d0.enabled = GL_TRUE;
        self.mEffect.texture2d0.name = textureInfo.name;
        
        //创建透视投影矩阵
        CGSize size = self.view.bounds.size;
        float aspect = fabs(size.width/size.height);
        GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(90.0), aspect, 0.1, 10.0);
        //设置等比缩放
        projectionMatrix = GLKMatrix4Scale(projectionMatrix, 1.0, 1.0, 1.0);
        
        self.mEffect.transform.projectionMatrix = projectionMatrix;
        
        //设置平移:Z轴负方向平移2.0
        GLKMatrix4 modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0, 0.0, -2.0);
        self.mEffect.transform.modelviewMatrix = modelViewMatrix;
        
        //设置定时器
        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);
        dispatch_source_set_event_handler(timer, ^{
            self.xDegree += 0.1*self.XB;
            self.yDegree += 0.1*self.YB;
            self.zDegree += 0.1*self.ZB;
        });
        dispatch_resume(timer);
    }

    效果:

    GitHub

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  • 原文地址:https://www.cnblogs.com/lybSkill/p/10069233.html
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