OpenGLES4-地球与月亮
2020-06-29 本文已影响0人
AlanGe
资源⽂文件
纹理图片:
Earth512x256
Moon256x128
顶点obj⽂文件
sphere.h
sphere.obj
Kit
AGLKVertexAttribArrayBuffer.h/m
创建缓存数组
- (id)initWithAttribStride:(GLsizeiptr)stride numberOfVertices: (GLsizei)count bytes:(const GLvoid *)dataPtr usage:(GLenum)usage;
分配数据,准备绘制
- (void)prepareToDrawWithAttrib:(GLuint)index numberOfCoordinates: (GLint)count attribOffset:(GLsizeiptr)offset shouldEnable: (BOOL)shouldEnable;
绘制
+ (void)drawPreparedArraysWithMode:(GLenum)mode startVertexIndex:(GLint)first numberOfVertices:(GLsizei)count;
- (void)drawArrayWithMode:(GLenum)mode startVertexIndex:(GLint)first numberOfVertices:(GLsizei)count;
重新缓存数据
- (void)reinitWithAttribStride:(GLsizeiptr)stride numberOfVertices:(GLsizei)count bytes:(const GLvoid *)dataPtr;
1.viewDidLoad
A.新建OpenGL ES上下⽂文
B.获取GLKView并设置相关参数
C.创建GLKBaseEffect
D.配置关照信息
-(void)configureLight
1.是否启⽤光照 self.baseEffect.light0.ena bled
2.设置漫射光颜⾊色 self.baseEffect.light0.dif fuseColor
4.设置光的外部环境颜⾊色 self.baseEffect.light0.amb ientColor
3.设置光源位置 self.baseEffect.light0.pos ition
F.设置模型矩阵
E.设置投影矩阵-透视投影
G.设置清屏颜⾊色
-(void)setClearColor:(GLKVector4)clearColorRGBA
H.处理理顶点数据
-(void)bufferData
1、创建空的矩阵
2、顶点数据缓存,顶点数据从sphere.h⽂文件的 sphereNumVerts 数组中获取顶点数据 x, y , z
3、法线,光照坐标 sphereNormals数组 x ,y ,z
4、纹理坐标 sphereTexCoords数组 x,y
5、获取地球纹理
6、将纹理图片加载到纹理数据对象earchTextureInfo中
7、获取月亮纹理
8、将纹理图⽚片加载到纹理数据对象earchTextureInfo中
9、矩阵堆
10、初始化在轨道上⽉月球位置
2.渲染场景
-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect
1.清屏
2.地球月亮旋转的角度
_earthRotationAngleDegress += 360.0f/60.0f;
_moonRotationAngleDegress += (360.0f/60.0f)/SceneDaysPerMoonOrbit;
3.准备绘制
1.顶点数据
[self.vertexPositionBuffer prepareToDrawWithAttrib:GLKVertexAttribPosition numberOfCoordinates:3 attribOffset:0 shouldEnable:YES];
2.法线数据(光照)
[self.vertexNormalBuffer prepareToDrawWithAttrib:GLKVertexAttribNormal numberOfCoordinates:3 attribOffset:0 shouldEnable:YES];
3.纹理数据
[self.vertextTextureCoordBuffer prepareToDrawWithAttrib:GLKVertexAttribTexCoord0 numberOfCoordinates:2 attribOffset:0 shouldEnable:YES];
4.开始绘制
1.绘制地球
-(void)drawEarth
2.绘制月球
-(void)drawMoon
3.切换投影方法(正投影、透视投 影)
- (IBAction)switchClick: (UISwitch *)sender {}