效果如下图
使用GLKit实现正方体的渲染+旋转
- 主要分3个部分:
- OpenGL ES 的相关初始化
- 设置顶点/纹理坐标数据
- 添加CADisplayLink使正方体动起来
示例代码
1.viewDidLoad方法
- (void)viewDidLoad {
[super viewDidLoad];
// 初始化
[self setUpConfig];
// 加载顶点数据/纹理坐标数据
[self setUpVertexData];
// 加载纹理
[self setUpTexture];
[self addCADisplayLink];
}
2.OpenGL ES相关初始化
- (void)setUpConfig{
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
if (!context) {
NSLog(@"Create ES context Failed");
}
[EAGLContext setCurrentContext:context];
GLKView *view = (GLKView *)self.view;
view.context = context;
view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
view.drawableDepthFormat = GLKViewDrawableDepthFormat16;
glClearColor(1, 0, 0, 1);
}
3.加载顶点/纹理坐标数据
- (void)setUpVertexData{
//1.设置顶点数组(顶点坐标,纹理坐标)
/*
纹理坐标系取值范围[0,1];原点是左下角(0,0);
故而(0,0)是纹理图像的左下角, 点(1,1)是右上角.
*/
GLfloat vertexData[] = {
// 前
-0.5,0.5,0.5, 0,1,
-0.5,-0.5,0.5, 0,0,
0.5,0.5,0.5, 1,1,
-0.5,-0.5,0.5, 0,0,
0.5,0.5,0.5, 1,1,
0.5,-0.5,0.5, 1,0,
// 上
0.5,0.5,0.5, 1,1,
-0.5,0.5,0.5, 0,1,
0.5,0.5,-0.5, 1,0,
-0.5,0.5,0.5, 0,1,
0.5,0.5,-0.5, 1,0,
-0.5,0.5,-0.5, 0,0,
// 下
0.5,-0.5,0.5, 1,1,
-0.5,-0.5,0.5, 0,1,
0.5,-0.5,-0.5, 1,0,
-0.5,-0.5,0.5, 0,1,
0.5,-0.5,-0.5, 1,0,
-0.5,-0.5,-0.5, 0,0,
// 左
-0.5,0.5,0.5, 1,1,
-0.5,-0.5,0.5, 0,1,
-0.5,0.5,-0.5, 1,0,
-0.5,-0.5,0.5, 0,1,
-0.5,0.5,-0.5, 1,0,
-0.5,-0.5,-0.5, 0,0,
// 右
0.5,0.5,0.5, 1,1,
0.5,-0.5,0.5, 0,1,
0.5,0.5,-0.5, 1,0,
0.5,-0.5,0.5, 0,1,
0.5,0.5,-0.5, 1,0,
0.5,-0.5,-0.5, 0,0,
// 后
-0.5,0.5,-0.5, 0,1,
-0.5,-0.5,-0.5, 0,0,
0.5,0.5,-0.5, 1,1,
-0.5,-0.5,-0.5, 0,0,
0.5,0.5,-0.5, 1,1,
0.5,-0.5,-0.5, 1,0,
};
//2.开辟顶点缓存区
//(1).创建顶点缓存区标识符ID
GLuint bufferID;
glGenBuffers(1, &bufferID);
// (2).绑定顶点缓存区.(明确作用)
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
// (3).将顶点数组的数据copy到顶点缓存区中(GPU显存中)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
//3.打开读取通道.
/*
(1)在iOS中, 默认情况下,出于性能考虑,所有顶点着色器的属性(Attribute)变量都是关闭的.
意味着,顶点数据在着色器端(服务端)是不可用的. 即使你已经使用glBufferData方法,将顶点数据从内存拷贝到顶点缓存区中(GPU显存中).
所以, 必须由glEnableVertexAttribArray 方法打开通道.指定访问属性.才能让顶点着色器能够访问到从CPU复制到GPU的数据.
注意: 数据在GPU端是否可见,即,着色器能否读取到数据,由是否启用了对应的属性决定,这就是glEnableVertexAttribArray的功能,允许顶点着色器读取GPU(服务器端)数据。
(2)方法简介
glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
功能: 上传顶点数据到显存的方法(设置合适的方式从buffer里面读取数据)
参数列表:
index,指定要修改的顶点属性的索引值,例如
size, 每次读取数量。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a),纹理则是2个.)
type,指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED, 和 GL_FLOAT,初始值为GL_FLOAT。
normalized,指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)
stride,指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0
ptr指定一个指针,指向数组中第一个顶点属性的第一个组件。初始值为0
*/
//顶点坐标数据
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (GLfloat *)NULL + 0);
//纹理坐标数据
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (GLfloat *)NULL + 3);
}
4.加载纹理数据
- (void)setUpTexture {
NSString *filePath = [[NSBundle mainBundle]pathForResource:@"timg" ofType:@"jpeg"];
// 设置纹理参数
// 纹理坐标原点是左下角,但是图片显示原点应该是左上角.
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:@(1),GLKTextureLoaderOriginBottomLeft, nil];
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:filePath options:options error:nil];
// 使用苹果GLKit 提供GLKBaseEffect 完成着色器工作(顶点/片元)
cEffect = [[GLKBaseEffect alloc] init];
cEffect.texture2d0.enabled = GL_TRUE;
cEffect.texture2d0.name = textureInfo.name;
}
5. GLKViewDelegate 的 drawInRect 方法
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[cEffect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 36);
}
6. 使立方体动起来
-(void) addCADisplayLink{
self.angle = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)update {
//1.计算旋转度数
self.angle = (self.angle + 5) % 360;
//2.修改baseEffect.transform.modelviewMatrix
cEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, -0.5);
//3.重新渲染
GLKView *view = (GLKView *)self.view;
[view display];
}
使用CoreAnimation实现正方体的渲染+旋转
示例代码
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor whiteColor];
[self setUpConfig];
[self addCADisplayLink];
}
- (void)setUpConfig{
layerView = [[UIView alloc] initWithFrame: self.view.bounds];
layerView.backgroundColor = [UIColor redColor];
layerView.center = self.view.center;
[self.view addSubview:layerView];
for (NSInteger i = 0; i < 6; i++) {
UIImageView * imgV = [[UIImageView alloc] init];
imgV.image = [UIImage imageNamed:@"timg.jpeg"];
imgV.frame = CGRectMake(0, 0, 200, 200);
[self.views addObject:imgV];
}
CATransform3D perspective = CATransform3DIdentity;
perspective.m34 = -1.0 / 500.0;
layerView.layer.sublayerTransform = perspective;
// 1
CATransform3D transform = CATransform3DMakeTranslation(0, 0, 100);
[self addFace:0 withTransform:transform];
// 2
transform = CATransform3DMakeTranslation(100, 0, 0);
transform = CATransform3DRotate(transform, M_PI_2, 0, 1, 0);
[self addFace:1 withTransform:transform];
// 3
transform = CATransform3DMakeTranslation(0, -100, 0);
transform = CATransform3DRotate(transform, M_PI_2, 1, 0, 0);
[self addFace:2 withTransform:transform];
// 4
transform = CATransform3DMakeTranslation(0, 0, -100);
transform = CATransform3DRotate(transform, M_PI_2, 0, 0, 1);
[self addFace:3 withTransform:transform];
// 5
transform = CATransform3DMakeTranslation(-100, 0, 0);
transform = CATransform3DRotate(transform, M_PI_2, 0, 1, 0);
[self addFace:4 withTransform:transform];
// 6
transform = CATransform3DMakeTranslation(0, 100, 0);
transform = CATransform3DRotate(transform, M_PI_2, 1, 0, 0);
[self addFace:5 withTransform:transform];
}
- (void)addFace:(NSInteger)index withTransform:(CATransform3D)transform{
UIImageView *face = self.views[index];
[layerView addSubview:face];
CGSize containerSize = layerView.bounds.size;
face.center = CGPointMake(containerSize.width / 2.0, containerSize.height / 2.0);
face.layer.transform = transform;
}
-(void) addCADisplayLink{
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)update {
//1.计算旋转度数
static CGFloat angle = 1.0f;
CATransform3D transform3d = layerView.layer.sublayerTransform;
transform3d = CATransform3DRotate(transform3d, angle/180.0f*M_PI, 0.0f, 1.0f, 0.0f);
layerView.layer.sublayerTransform = transform3d;
}
- (NSMutableArray *)views {
if (!_views) {
_views = [NSMutableArray array];
}
return _views;
}