4.投影矩阵
2016-03-31 本文已影响650人
花神Flora
一般情况下,显示3D场景的窗口并不是正方形的,需要通过投影矩阵进行变换。
#import "GameViewController.h"
#import <OpenGLES/ES2/glext.h>
//顶点类型:顶点坐标、UV贴图坐标、顶点法向量
typedef struct {
GLKVector3 positionCoords;
GLKVector2 textureCoords;
GLKVector3 normalVector;
} VertexType;
//三角形类型,逆时针
typedef struct {
VertexType vertices[3];
} TriangleType;
TriangleType triangleTypeMake(VertexType v1, VertexType v2, VertexType v3) {
TriangleType triangle = {v1, v2, v3};
return triangle;
}
//计算单位法向量
GLKVector3 unitNormal(GLKVector3 v1, GLKVector3 v2) {
return GLKVector3Normalize(GLKVector3CrossProduct(v1, v2));
}
VertexType vA = {{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}};
VertexType vB = {{-0.5f, 0.0f, -0.5f}, {0.0f, 0.5f}, {0.0f, 0.0f, 1.0f}};
VertexType vC = {{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
VertexType vD = {{0.0f, -0.5f, -0.5f}, {0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}};
VertexType vE = {{0.5f, -0.5f, -0.5f}, {0.1f, 0.0f}, {0.0f, 0.0f, 1.0f}};
VertexType vF = {{0.5f, 0.0f, -0.5f}, {1.0f, 0.5f}, {0.0f, 0.0f, 1.0f}};
VertexType vG = {{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}};
VertexType vH = {{0.0f, 0.5f, -0.5f}, {0.5f, 1.0f}, {0.0f, 0.0f, 1.0f}};
VertexType vI = {{0.0f, 0.0f, 0.0f}, {0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}};
@interface GameViewController () {
GLuint vertexBufferID;
TriangleType triangles[8];
}
//用于设置通用的OpenGL ES环境
@property (strong, nonatomic) GLKBaseEffect *baseEffect;
//OpenGL ES上下文
@property (strong, nonatomic) EAGLContext *context;
@end
@implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.preferredFramesPerSecond = 60;
// GLKVector3 v1 = {0.75, 0.25, -0.25};
// GLKVector3 v2 = {-0.25, 0.75, 0.5};
// GLKVector3 v3 = unitNormal(v1, v2);
// NSLog(@"%@", NSStringFromGLKVector3(v3));
triangles[0] = triangleTypeMake(vA, vB, vH);
triangles[1] = triangleTypeMake(vH, vB, vI);
triangles[2] = triangleTypeMake(vG, vH, vF);
triangles[3] = triangleTypeMake(vH, vI, vF);
triangles[4] = triangleTypeMake(vB, vD, vI);
triangles[5] = triangleTypeMake(vB, vC, vD);
triangles[6] = triangleTypeMake(vD, vF, vI);
triangles[7] = triangleTypeMake(vD, vE, vF);
//使用支持OpenGL ES2的上下文
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!self.context) {
NSLog(@"Failed to create ES context");
}
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[EAGLContext setCurrentContext:self.context];
self.baseEffect = [[GLKBaseEffect alloc] init];
//启用元素的默认颜色
self.baseEffect.useConstantColor = GL_TRUE;
//设置默认颜色
self.baseEffect.constantColor = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f);
//生成纹理,由于UIKit的坐标系Y轴与OpenGL ES的Y轴刚好上下颠倒,因此如果图片不加任何处理的话,在贴图后将是颠倒显示
CGImageRef imageRef = [UIImage imageNamed:@"1.jpg"].CGImage;
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:imageRef options:nil error:nil];
// NSString *path = [[NSBundle mainBundle] pathForResource:@"grid" ofType:@"png"];
// GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:nil error:nil];
//贴图纹理
self.baseEffect.texture2d0.name = textureInfo.name;
self.baseEffect.texture2d0.target = textureInfo.target;
//光照:设置漫反射灯光
self.baseEffect.light0.enabled = YES;
// self.baseEffect.light0.diffuseColor = GLKVector4Make(1.0f, 1.0f, 0.0f, 1.0f);
self.baseEffect.light0.ambientColor = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f);
//第四个参数非0表示从该位置发散光线,0表示无穷远处光线的发射方向
self.baseEffect.light0.position = GLKVector4Make(1.0f, 1.0f, 0.5f, 0.0f);
//变换矩阵
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(-60.0f), 1.0f, 0.0f, 0.0f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, GLKMathDegreesToRadians(-30.0f), 0.0f, 0.0f, 1.0f);
modelViewMatrix = GLKMatrix4Translate(modelViewMatrix, 0.0f, 0.0f, 0.25f);
self.baseEffect.transform.modelviewMatrix = modelViewMatrix;
//设置背景色
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
//1. 生成缓存ID
glGenBuffers(1, &vertexBufferID);
//2.
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
//3.
glBufferData(GL_ARRAY_BUFFER, sizeof(TriangleType) * 8, triangles, GL_STATIC_DRAW);
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
#pragma mark - GLKView and GLKViewController delegate methods
//- (void)update {
// NSLog(@"----");
//}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
[self.baseEffect prepareToDraw];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//2.
// glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
//4. 启用顶点坐标(x, y, z)
glEnableVertexAttribArray(GLKVertexAttribPosition);
//5. 类型,成员个数,类型,规范化,间隔,偏移
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(VertexType), NULL + offsetof(VertexType, positionCoords));
//2.
// glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
//4.1 启用纹理坐标(u, v)
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
//5.1 设置纹理坐标
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(VertexType), NULL + offsetof(VertexType, textureCoords));
//2.
// glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
//4.2 启用法向量
glEnableVertexAttribArray(GLKVertexAttribNormal);
//5.2 设置法向量
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(VertexType), NULL + offsetof(VertexType, normalVector));
//6. 绘制
glDrawArrays(GL_TRIANGLES, 0, 3 * 8);
//投影矩阵
const CGFloat aspectRatio = view.frame.size.width / view.frame.size.height;
self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeScale(1.0f, aspectRatio, 1.0f);
}
- (void)dealloc
{
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
glDeleteBuffers(1, &vertexBufferID);
vertexBufferID = 0;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if ([self isViewLoaded] && ([[self view] window] == nil)) {
self.view = nil;
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
glDeleteBuffers(1, &vertexBufferID);
vertexBufferID = 0;
}
}
@end