[OpenGL ES] - GLKit绘制与动画

2018-05-05  本文已影响0人  coder_xiaoyu

1.配置OpenGL ES 上下文

        // OpenGL ES版本
        var context = EAGLContext.init(api: .openGLES3)
        if context == nil {
            context = EAGLContext.init(api: .openGLES2)
        }
        
        guard let ctx = context else {
            return
        }
        EAGLContext.setCurrent(ctx) // 设置当前上下文

2.配置GLKView

        let view = self.view as! GLKView
        view.context = ctx
        // 32位RGB颜色 (R+G+B+A)
        view.drawableColorFormat = .RGBA8888
        // 深度格式
        view.drawableDepthFormat = .format24

3.准备数据(顶点,着色器,纹理)

        // 1. 顶点数据
        let vertices: [Vertex] = [
            Vertex(Position: (-0.5, 0.5, 0.0), Color: (0.0, 0.0, 0.5, 1.0), TexCoord: (0.0, 1.0)), // 左上0
            Vertex(Position: (0.5, 0.5, 0.0), Color: (0.0, 0.5, 0.0, 1.0), TexCoord: (1.0, 1.0)), // 右上1
            Vertex(Position: (-0.5, -0.5, 0.0), Color: (0.5, 0.0, 1.0, 1.0), TexCoord: (0.0, 0.0)), // 左下2
            Vertex(Position: (0.5, -0.5, 0.0), Color: (0.0, 0.0, 0.5, 1.0), TexCoord: (1.0, 0.0)), // 右下3

            Vertex(Position: (0.0, 0.0, 1.0), Color: (1.0, 1.0, 1.0, 1.0), TexCoord: (0.5, 0.5)), // 顶点4
        ]
        // 2. 索引
        let indices:[GLubyte] = [
            0, 3, 2,
            0, 1, 3,
            
            0, 2, 4,
            0, 4, 1,
            2, 3, 4,
            1, 4, 3,
        ]
        // 3.顶点个数
        self.vCount = GLsizei(indices.count)
        
//        glGenVertexArraysOES(1, &VAO)
//        glBindVertexArrayOES(VAO)
        // 4.将顶点数组放到缓冲区
        glGenBuffers(GLsizei(1), &buffer)
        glBindBuffer(GLenum(GL_ARRAY_BUFFER), buffer)
        glBufferData(GLenum(GL_ARRAY_BUFFER), vertices.size(), vertices, GLenum(GL_STATIC_DRAW))
        
        // 5.将索引放入缓冲区
        glGenBuffers(GLsizei(1), &index)
        glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), index)
        glBufferData(GLenum(GL_ELEMENT_ARRAY_BUFFER), indices.size(), indices, GLenum(GL_STATIC_DRAW))
        
        // 6.使用顶点数据
        let positionSlotFirstComponent = UnsafePointer<Int>(bitPattern: 0)
        glEnableVertexAttribArray(GLuint(GLKVertexAttrib.position.rawValue))
        glVertexAttribPointer(GLuint(GLKVertexAttrib.position.rawValue), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<Vertex>.size), positionSlotFirstComponent)
        // 7.颜色数据
        let colorSlotFirstComponent = UnsafePointer<Int>(bitPattern: MemoryLayout<GLfloat>.size * 3)
        glEnableVertexAttribArray(GLuint(GLKVertexAttrib.color.rawValue))
        glVertexAttribPointer(GLuint(GLKVertexAttrib.color.rawValue), 4, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<Vertex>.size), colorSlotFirstComponent)
        // 8.纹理数据
        let texSlotFirstComponent = UnsafePointer<Int>(bitPattern: MemoryLayout<GLfloat>.size * 7)
        glEnableVertexAttribArray(GLuint(GLKVertexAttrib.texCoord0.rawValue))
        glVertexAttribPointer(GLuint(GLKVertexAttrib.texCoord0.rawValue), 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<Vertex>.size), texSlotFirstComponent)
        
//        glBindVertexArrayOES(0)
        // 9.获取纹理数据
        guard let textureInfo = self.loadTexture("cTest.jpg") else { return }
        
        // 10. 效果
        self.effect.texture2d0.enabled = GLboolean(GL_TRUE)
        self.effect.texture2d0.name = textureInfo.name
        
        // 11.透视投影
        let size = self.view.bounds.size
        
        let aspect = fabs(size.width/size.height)
        /*
         参数1:视角
         参数2:屏幕宽高比
         参数3:距离近平面的距离
         参数3:距离近平面的距离
         */
        var projectionMatrix = GLKMatrix4MakePerspective(GLKMathRadiansToDegrees(90), Float(aspect), 0.1, 10.0)
        
        projectionMatrix = GLKMatrix4Scale(projectionMatrix, 1, 1, 1)
        self.effect.transform.projectionMatrix = projectionMatrix
        
        let modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0, 0.0, -2.0)
//        modelViewMatrix = GLKMatrix4RotateX(modelViewMatrix, 0.4)
//        modelViewMatrix = GLKMatrix4RotateY(modelViewMatrix, 0.6)
//        modelViewMatrix = GLKMatrix4RotateZ(modelViewMatrix, 0.9)
        self.effect.transform.modelviewMatrix = modelViewMatrix

4.在代理中绘制

override func glkView(_ view: GLKView, drawIn rect: CGRect) {
        
       // 清除缓冲
        glClearColor(0.0, 0.0, 1.0, 1.0)
        glClear(GLbitfield(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT))
        
        glEnable(GLenum(GL_DEPTH_TEST))
        // 准备绘制
        self.effect.prepareToDraw()

//        glBindVertexArrayOES(VAO)
        // 索引绘制 参数1:图元类型。参数2:顶点个数。参数3:索引值类型。参数4:指向索引数组的指针.
        glDrawElements(GLenum(GL_TRIANGLES), self.vCount, GLenum(GL_UNSIGNED_BYTE), nil)

//        glBindVertexArrayOES(0)
 }

5.GLKViewControllerDelegate代理中更新

  func glkViewControllerUpdate(_ controller: GLKViewController) {
        
        var modelViewMatrix = GLKMatrix4Translate(GLKMatrix4Identity, 0.0, 0.0, -2.0)
        
        modelViewMatrix = GLKMatrix4RotateX(modelViewMatrix, xDegree)
        modelViewMatrix = GLKMatrix4RotateY(modelViewMatrix, yDegree)
        modelViewMatrix = GLKMatrix4RotateZ(modelViewMatrix, zDegree)
        
        self.effect.transform.modelviewMatrix = modelViewMatrix
    }
update_display_loop

结尾

DEMO源码地址

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