iOS视觉

二十二 案例:旋转的立方体(GLKit+CoreAnimatio

2020-09-04  本文已影响0人  王俏

GLKit实现

效果图

image

流程

image

具体步骤

1.准备工作

typedef struct {
    GLKVector3 positionCoord;   //顶点坐标
    GLKVector2 textureCoord;    //纹理坐标
    GLKVector3 normal;          //法线
} CCVertex;
// 顶点数:每个面有两个三角形组成,两三角形6个顶点,共6个面,立方体顶点个数是6*6= 36
static NSInteger const kCoordCount = 36;
@interface CubeViewController () <GLKViewDelegate>
@end

//定义GLKView对象
@property (nonatomic, strong) GLKView *glkView;
//定义GLKBaseEffect对象
@property (nonatomic, strong) GLKBaseEffect *baseEffect;
//定义数据结构体数组
@property (nonatomic, assign) CCVertex *vertices;
//定义定时器对象
@property (nonatomic, strong) CADisplayLink *displayLink;
//记录旋转角度变量
@property (nonatomic, assign) NSInteger angle;
//顶点缓冲区ID
@property (nonatomic, assign) GLuint vertexBuffer;

OpenGL ES相关初始化 commonInit函数

self.view.backgroundColor = [UIColor blackColor];
//创建context
     EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    //设置当前context
    [EAGLContext setCurrentContext:context];
CGRect frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
    self.glkView = [[GLKView alloc] initWithFrame:frame context:context];
    self.glkView.backgroundColor = [UIColor clearColor];
    self.glkView.delegate = self;
self.glkView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
    //默认是(0, 1),这里用于翻转 z 轴,使正方形朝屏幕外
    glDepthRangef(1, 0); 

self.glkView.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
    self.glkView.drawableStencilFormat = GLKViewDrawableStencilFormat8;
    self.glkView.drawableMultisample = GLKViewDrawableMultisample4X;
[self.view addSubview:self.glkView];
  1. 获取纹理图片路径
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"meimei.jpg"];
    UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
  1. 设置纹理参数
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
    GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage] options:options error:NULL];
  1. 使用苹果GLKit提供GLKBaseEffect完成着色器工作
self.baseEffect = [[GLKBaseEffect alloc] init];
    self.baseEffect.texture2d0.name = textureInfo.name;
    self.baseEffect.texture2d0.target = textureInfo.target;
    //开启光照效果
    self.baseEffect.light0.enabled = YES;
    //漫反射颜色
    self.baseEffect.light0.diffuseColor = GLKVector4Make(1, 1, 1, 1);
    //光源位置
    self.baseEffect.light0.position = GLKVector4Make(-0.5, -0.5, 5, 1);
  1. 设置顶点数组(顶点坐标,纹理坐标)
//开辟顶点数据空间(数据结构SenceVertex 大小 * 顶点个数kCoordCount)
    self.vertices = malloc(sizeof(CCVertex) * kCoordCount);
    
    // 前面
    self.vertices[0] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 0, 1}};
    self.vertices[1] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
    self.vertices[2] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
    self.vertices[3] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
    self.vertices[4] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
    self.vertices[5] = (CCVertex){{0.5, -0.5, 0.5}, {1, 0}, {0, 0, 1}};
    
    // 上面
    self.vertices[6] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 1, 0}};
    self.vertices[7] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
    self.vertices[8] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
    self.vertices[9] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
    self.vertices[10] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
    self.vertices[11] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 0}, {0, 1, 0}};
    
    // 下面
    self.vertices[12] = (CCVertex){{0.5, -0.5, 0.5}, {1, 1}, {0, -1, 0}};
    self.vertices[13] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
    self.vertices[14] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
    self.vertices[15] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
    self.vertices[16] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
    self.vertices[17] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, -1, 0}};
    
    // 左面
    self.vertices[18] = (CCVertex){{-0.5, 0.5, 0.5}, {1, 1}, {-1, 0, 0}};
    self.vertices[19] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
    self.vertices[20] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
    self.vertices[21] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
    self.vertices[22] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
    self.vertices[23] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {-1, 0, 0}};
    
    // 右面
    self.vertices[24] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {1, 0, 0}};
    self.vertices[25] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
    self.vertices[26] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
    self.vertices[27] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
    self.vertices[28] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
    self.vertices[29] = (CCVertex){{0.5, -0.5, -0.5}, {0, 0}, {1, 0, 0}};
    
    // 后面
    self.vertices[30] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 1}, {0, 0, -1}};
    self.vertices[31] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
    self.vertices[32] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
    self.vertices[33] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
    self.vertices[34] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
    self.vertices[35] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, 0, -1}};
  1. 开辟顶点缓存区
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
GLsizeiptr bufferSizeBytes = sizeof(CCVertex) * kCoordCount;
glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
  1. 打开读取通道
glEnableVertexAttribArray(GLKVertexAttribPosition);glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, positionCoord));
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, textureCoord));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, normal));

添加CADisplayLink定时器 addCADisplayLink

        //CADisplayLink 类似定时器,提供一个周期性调用.属于QuartzCore.framework中.
    //具体可以参考该博客 https://www.cnblogs.com/panyangjun/p/4421904.html
    self.angle = 0;
    self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(updateAngle)];
    [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
//计算旋转度数
self.angle = (self.angle + 5) % 360;

//修改baseEffect.transform.modelviewMatrix
self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);

//重新渲染
[self.glkView display];

释放资源 dealloc

if ([EAGLContext currentContext] == self.glkView.context) {
        [EAGLContext setCurrentContext:nil];
    }
if (_vertices) {
        free(_vertices);
        _vertices = nil;
    }
if (_vertexBuffer) {
        glDeleteBuffers(1, &_vertexBuffer);
        _vertexBuffer = 0;
    }
[self.displayLink invalidate];

GLKit实现旋转的立方体完整代码参考:github

CoreAnimation实现

效果图

image

流程

image

具体步骤

准备工作

@property (weak, nonatomic) IBOutlet UIView *containerView;
@property (strong, nonatomic) IBOutlet UIView *view0;
@property (strong, nonatomic) IBOutlet UIView *view1;
@property (strong, nonatomic) IBOutlet UIView *view2;
@property (strong, nonatomic) IBOutlet UIView *view3;
@property (strong, nonatomic) IBOutlet UIView *view4;
@property (strong, nonatomic) IBOutlet UIView *view5;
@property(nonatomic,strong)NSArray *faces;
@property (nonatomic, strong) CADisplayLink *displayLink;
@property (nonatomic, assign) NSInteger angle;

viewDidLoad

self.faces = @[_view0,_view1,_view2,_view3,_view4,_view5];
/父View的layer图层
    CATransform3D perspective = CATransform3DIdentity;
    //m34影响到透视关系 参考 https://www.jianshu.com/p/3dd14cfbdc53
    perspective.m34 = -1.0 / 500.0;
    perspective = CATransform3DRotate(perspective, -M_PI_4, 1, 0, 0);
    perspective = CATransform3DRotate(perspective, -M_PI_4, 0, 1, 0);
        //特别注意:旋转时,我们需要同时作用于6个子layer,所以请留意self.animateCube.layer.sublayerTransform = transform中使用的是sublayerTransform而非transform
    self.containerView.layer.sublayerTransform = perspective;

1) face 1:正面---沿着Z轴的正方向平移100个单元

CATransform3D transform = CATransform3DMakeTranslation(0, 0, 100);
    [self addFace:0 withTransform:transform];

2) face 2:右边的面 --- 沿着X轴的正方向平移100个单元 然后沿着Y轴逆时针旋转90度

transform = CATransform3DMakeTranslation(100, 0, 0);
    transform = CATransform3DRotate(transform, M_PI_2, 0, 1, 0);
    [self addFace:1 withTransform:transform];

3) face 3:底面 --- 沿着Y轴的负方向平移100个单元 然后沿着X轴逆时针旋转90度

transform = CATransform3DMakeTranslation(0, -100, 0);
    transform = CATransform3DRotate(transform, M_PI_2, 1, 0, 0);
    [self addFace:2 withTransform:transform];

4) face 4:顶面 --- 沿着Y轴的正方向平移100个单元 然后沿着X轴顺时针旋转90度

transform = CATransform3DMakeTranslation(0, 100, 0);
    transform = CATransform3DRotate(transform, -M_PI_2, 1, 0, 0);
    [self addFace:3 withTransform:transform];

5) face 5:左边的面 --- 沿着X轴的负数方向平移100个单元 然后沿着Y轴顺时针旋转90度

transform = CATransform3DMakeTranslation(-100, 0, 0);
    transform = CATransform3DRotate(transform, -M_PI_2, 0, 1, 0);
    [self addFace:4 withTransform:transform];

6) face 6:背面 --- 沿着Z轴的负数方向平移100个单元 然后沿着Y轴顺时针旋转180度

transform = CATransform3DMakeTranslation(0, 0, -100);
    transform = CATransform3DRotate(transform, M_PI, 0, 1, 0);
    [self addFace:5 withTransform:transform];
//获取face视图并将其添加到容器中
UIView *face = self.faces[index];
[self.containerView addSubview:face];

//将face视图放在容器的中心
CGSize containerSize = self.containerView.bounds.size;
face.center = CGPointMake(containerSize.width / 2.0, containerSize.height / 2.0);

//添加transform
face.layer.transform = transform;
  1. 初始化定时器,并设置定时回调
self.angle = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
  1. 回调处理
//计算旋转度数
self.angle = (self.angle + 5) % 360;

//将度数转化为弧度
float deg = self.angle * (M_PI / 180);

// 初始化一个单元矩阵
CATransform3D temp = CATransform3DIdentity;

//将单元矩阵旋转
temp = CATransform3DRotate(temp, deg, 0.3, 1, 0.7);

//旋转容器的子layer
self.containerView.layer.sublayerTransform = temp;

CoreAnimation实现旋转的立方体完整代码参考:github

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