OpenGL ES (Swift) Dev 2

在上一节OpenGL的HelloWorld中,初步认识OpenGL,接着将对上节内容的中EAGLContext和GLKVertexAttribArrayBuffer进行封装,利用封装的函数减少应用需要调用OpenSE函数的数量,这同时也是减少缓存管理中的7个步骤相关的错误和代码的数量:

7个步骤:

  1. 生成(Generate)
  2. 绑定(Bind)
  3. 缓存数据(Buffer Data)
  4. 启用(Enable)或者禁用(Disable)
  5. 设置指针(Set Pointers)
  6. 绘图(Draw)
  7. 删除(Delete)

EAGLContext的封装类AGLKContext

这个相信不用注释一样能看得懂了~~~~

class AGLKContext: EAGLContext {
    
    var clearColor: GLKVector4 {
        set {
            self.clearColor = newValue
            glClearColor(
                newValue.r,
                newValue.g,
                newValue.b,
                newValue.a);
        }
        get {
            return self.clearColor
        }
    }
    func clear(mask: GLbitfield) {
        glClear(mask);
    }
    func disable(capability: GLenum) {
        glDisable(capability);
    }
    func enable(capability: GLenum) {
        glEnable(capability);
    }
    func setBlendSourceFunction (sfactor: GLenum, dfactor: GLenum) {
        glBlendFunc(sfactor, dfactor);
    }
}

GLKVertexAttribArrayBuffer的封装类AGLKVertexAttribArrayBuffer

以下代码每一步都有相应的注释~~~~主要还是要考虑到代码的重用才进行封装。

enum AGLKVertexAttrib: GLuint {
    case AGLKVertexAttribPosition = 0
    case AGLKVertexAttribNormal = 1
    case AGLKVertexAttribColor = 2
    case AGLKVertexAttribTexCoord0 = 3
    case AGLKVertexAttribTexCoord1 = 4
}

//封装顶点数组缓存
class AGLKVertexAttribArrayBuffer: NSObject {
    //步幅,表示每个顶点需要多少个字节
    var stride = GLsizei()
    //缓存大小
    var bufferSizeBytes = GLsizeiptr()
    //缓存唯一标识
    var bufferId = GLuint()
    
    
    
    /**
     创建顶点数组缓存
     
     - parameter stride:           步幅
     - parameter numberOfVertices: Vertices大小
     - parameter bytes:            Vertices内存地址
     - parameter usage:            是否缓存在GPU
     
     */
    func initWithAttribStride(stride: GLsizei, numberOfVertices: GLsizei, dataPtr: UnsafePointer, usage: GLenum) {
        self.stride = stride
        bufferSizeBytes = Int(stride) * Int(numberOfVertices);
        
        glGenBuffers(1, &bufferId)
        glBindBuffer(GLenum(GL_ARRAY_BUFFER), self.bufferId)
        glBufferData(
            GLenum(GL_ARRAY_BUFFER),
            bufferSizeBytes,
            dataPtr,
            usage
        )
    }
    
    //重新加载缓存数据
    func reinitWithAttribStride(stride: GLsizei, numberOfVertices:GLsizei, dataPtr:  UnsafePointer) {
        self.stride = stride;
        bufferSizeBytes = Int(stride) * Int(numberOfVertices);
        
        glBindBuffer(GLenum(GL_ARRAY_BUFFER),
                     self.bufferId);
        glBufferData(
            GLenum(GL_ARRAY_BUFFER),
            bufferSizeBytes,
            dataPtr,
            GLenum(GL_DYNAMIC_DRAW)
        );
    }
    
    /**
     Description
     
     - parameter index:               VertexAttrib
     - parameter numberOfCoordinates: 坐标轴数
     - parameter attribOffset:        从开始的每个顶点偏移
     - parameter shouldEnable:        启用(Enable)或者禁用(Disable)
     */
    func prepareToDrawWithAttrib(vertexAttrib: GLuint, numberOfCoordinates: GLint, attribOffset: GLsizeiptr, shouldEnable: Bool) {
    
        glBindBuffer(GLenum(GL_ARRAY_BUFFER), self.bufferId);
        
        if(shouldEnable)
        {
            glEnableVertexAttribArray(vertexAttrib)
        }
        
        glVertexAttribPointer(         
            vertexAttrib,
            numberOfCoordinates,                // 坐标轴数
            GLenum(GL_FLOAT),                   // 数据类型
            GLboolean(UInt8(GL_FALSE)),
            self.stride,
            nil + attribOffset);                // 从开始的每个顶点偏移
    }
    
    //绘制图片
    func drawArrayWithMode(mode:GLenum, startVertexIndex: GLint, numberOfVertices: GLsizei) {
        glDrawArrays(mode, startVertexIndex, numberOfVertices);
    }
    
    //删除缓存
    deinit {
        if 0 != bufferId {
            glDeleteBuffers (1, &bufferId);
            bufferId = 0;
        }
    }
    
}

接口调用例子

self.vertextBuffer.initWithAttribStride(
        GLsizei(sizeofValue(vertices[0])),
        numberOfVertices: GLsizei(vertices.count),
        dataPtr: vertices,
        usage:GLenum(GL_STATIC_DRAW)
    )
self.vertextBuffer.prepareToDrawWithAttrib(
    AGLKVertexAttrib.AGLKVertexAttribPosition.rawValue,
    numberOfCoordinates: 3,
    attribOffset:0,
    shouldEnable: true
)
self.vertextBuffer.drawArrayWithMode(
    GLenum(GL_TRIANGLE_FAN),
    startVertexIndex: 0,
    numberOfVertices:
    GLsizei(vertices.count)
)

详细的的调用例子请参看源码。
源码点这里,喜欢就关注吧,持续更新中。

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