十一、OpenGL ES 颜色纹理混合金字塔

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;
}

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