@property (nonatomic, strong) EAGLContext *mContext;
@property (nonatomic, strong) GLKBaseEffect *mEffect;
@property (nonatomic, assign) int count;
// 旋转的度数
@property (nonatomic, assign) float XDegree;
@property (nonatomic, assign) float YDegree;
@property (nonatomic, assign) float ZDegree;
// 是否旋转X,Y,Z
@property (nonatomic, assign) BOOL XB;
@property (nonatomic, assign) BOOL YB;
@property (nonatomic, assign) BOOL ZB;
dispatch_source_t timer;
- (void)setupContext {
self.mContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!_mContext) {
NSLog(@"Creat failed");
}
[EAGLContext setCurrentContext:self.mContext];
GLKView *view = (GLKView *)self.view;
view.context = self.mContext;
view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
glEnable(GL_DEPTH_TEST);
}
// 顶点数组
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
};
// 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,
};
// 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) * 6, NULL);
// 使用颜色数据
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (GLfloat *)NULL + 3);
// 着色器
self.mEffect = [[GLKBaseEffect alloc] init];
// 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);
- (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);
}
GLfloat attrArr[] =
{
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, // 左上0
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, // 右上1
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // 左下2
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // 右下3
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, // 顶点4
};
// 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);
// 纹理
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*8, (GLfloat *)NULL+6);
// 纹理加载
NSString *filePath = [[NSBundle mainBundle]pathForResource:@"green" ofType:@"png"];
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;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
OpenGL_ES之GLKit索引绘制“金字塔”并渲染纹理和颜色混合