11-2.GLSL-索引绘图案例

2020-10-29  本文已影响0人  Pufus
效果

准备工作

创建顶点着色器shaderv.vsh和片元着色器shaderf.fsh

着色器文件
attribute vec4 position;
attribute vec4 positionColor;

uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;

varying lowp vec4 varyColor;

void main()
{
    varyColor = positionColor;
    
    vec4 vPos;
   
    //4*4 * 4*4 * 4*1
    vPos = projectionMatrix * modelViewMatrix * position;
   
    //ERROR
    //vPos = position * modelViewMatrix  * projectionMatrix ;
    gl_Position = vPos;
}
varying lowp vec4 varyColor;
void main()
{
    gl_FragColor = varyColor;
}

思路:

  1. setupLayer: 创建图层
  2. setupContext: 创建上下文
  3. deleteRenderAndFrameBuffer: 清空缓存区
  4. setupRenderBuffer: 设置RenderBuffer
  5. setupFrameBuffer: 设置FrameBuffer
    //前面5个步骤跟上一章的案例是一样的
  6. renderLayer:开始绘制

创建CCView,继承自UIView

#import <UIKit/UIKit.h>

@interface CCView : UIView

@end

在CCView中导入文件

注意:本案例使用了第三方的工具

#import "CCView.h"
#import "GLESMath.h"  //第三方的工具
#import "GLESUtils.h"   //第三方的工具
#import <OpenGLES/ES2/gl.h>

定义属性

@interface CCView()

//在iOS和tvOS上绘制OpenGL ES内容的图层,继承与CALayer
@property(nonatomic,strong)CAEAGLLayer *myEagLayer;
//上下文
@property(nonatomic,strong)EAGLContext *myContext;
//RenderBuffer缓存区
@property(nonatomic,assign)GLuint myColorRenderBuffer;
//FrameBuffer缓存区
@property(nonatomic,assign)GLuint myColorFrameBuffer;
//program
@property(nonatomic,assign)GLuint myPrograme;
//顶点数组
@property (nonatomic , assign) GLuint  myVertices;
@end
@implementation CCView
{
    float xDegree;
    float yDegree;
    float zDegree;
    BOOL bX;
    BOOL bY;
    BOOL bZ;
    NSTimer* myTimer;
}
@end

ViewController

1.view的class类型指定为CCView
1.ViewController中添加x,y,z三个按钮,并且添加绑定事件(绑定事件写在CCView上面)


操作图
#import "ViewController.h"
#import "CCView.h"
@interface CCViewController ()
@property(nonatomic,strong)CCView *cView;
@end

@implementation ViewController
- (void)viewDidLoad {
    [super viewDidLoad];
    self.cView = (CCView *)self.view;
}
@end

1.设置图层

//1.设置图层
-(void)setupLayer
{
    self.myEagLayer = (CAEAGLLayer *)self.layer;
    [self setContentScaleFactor:[[UIScreen mainScreen]scale]];
    self.myEagLayer.opaque = YES;
    self.myEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
}

+ (Class)layerClass {
    return [CAEAGLLayer class];
}

2.设置上下文

//2.设置上下文
-(void)setupContext
{
    EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
    EAGLContext *context = [[EAGLContext alloc]initWithAPI:api];
    if (!context) {
        NSLog(@"Create Context Failed");
        return;
    }
    if (![EAGLContext setCurrentContext:context]) {
        NSLog(@"Set Current Context Failed");
        return;
    }
    self.myContext = context;
}

3.清空缓存区

//3.清空缓存区
-(void)deletBuffer
{
    glDeleteBuffers(1, &_myColorRenderBuffer);
    _myColorRenderBuffer = 0;
    
    glDeleteBuffers(1, &_myColorFrameBuffer);
    _myColorFrameBuffer = 0;
}

4.设置renderBuffer

//4.设置renderBuffer
-(void)setupRenderBuffer
{
    //1.定义一个缓存区
    GLuint buffer;
    //2.申请一个缓存区标志
    glGenRenderbuffers(1, &buffer);
    //3.
    self.myColorRenderBuffer = buffer;
    //4.将标识符绑定到GL_RENDERBUFFER
    glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
    [self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
}

5.设置frameBuffer

//5.设置frameBuffer
-(void)setupFrameBuffer
{
    //1.定义一个缓存区
    GLuint buffer;
    //2.申请一个缓存区标志
    glGenFramebuffers(1, &buffer);
    //3.
    self.myColorFrameBuffer = buffer;
    //4.设置当前的framebuffer
    glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
    //5.将_myColorRenderBuffer 装配到GL_COLOR_ATTACHMENT0 附着点上
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
}

6.绘制(重点!!!)

//6.绘制
-(void)render
{
    //1.清屏颜色
    glClearColor(0, 0.0, 0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);
    
    CGFloat scale = [[UIScreen mainScreen] scale];
    //2.设置视口
    glViewport(self.frame.origin.x * scale, self.frame.origin.y * scale, self.frame.size.width * scale, self.frame.size.height * scale);
    
    //3.获取顶点着色程序、片元着色器程序文件位置
    NSString* vertFile = [[NSBundle mainBundle] pathForResource:@"shaderv" ofType:@"vsh"];
    NSString* fragFile = [[NSBundle mainBundle] pathForResource:@"shaderf" ofType:@"fsh"];
    
    //4.判断self.myProgram是否存在,存在则清空其文件
    if (self.myProgram) {
        glDeleteProgram(self.myProgram);
        self.myProgram = 0;
    }
    
    //5.加载程序到myProgram中来。
    self.myProgram = [self loadShader:vertFile frag:fragFile];
    
    //6.链接
    glLinkProgram(self.myProgram);
    GLint linkSuccess;
    
    //7.获取链接状态
    glGetProgramiv(self.myProgram, GL_LINK_STATUS, &linkSuccess);
    if (linkSuccess == GL_FALSE) {
        GLchar messages[256];
        glGetProgramInfoLog(self.myProgram, sizeof(messages), 0, &messages[0]);
        NSString *messageString = [NSString stringWithUTF8String:messages];
        NSLog(@"error%@", messageString);
        
        return ;
    }else {
        glUseProgram(self.myProgram);
    }
    
    //8.创建顶点数组 & 索引数组
    //(1)顶点数组 前3顶点值(x,y,z),后3位颜色值(RGB)
    GLfloat attrArr[] =
    {
        -0.5f, 0.5f, 0.0f,      1.0f, 0.0f, 1.0f, //左上0
        0.5f, 0.5f, 0.0f,       1.0f, 0.0f, 1.0f, //右上1
        -0.5f, -0.5f, 0.0f,     1.0f, 1.0f, 1.0f, //左下2
        
        0.5f, -0.5f, 0.0f,      1.0f, 1.0f, 1.0f, //右下3
        0.0f, 0.0f, 1.0f,       0.0f, 1.0f, 0.0f, //顶点4
    };
    
    //(2).索引数组
    GLuint indices[] =
    {
        0, 3, 2,
        0, 1, 3,
        0, 2, 4,
        0, 4, 1,
        2, 3, 4,
        1, 4, 3,
    };

    //(3).判断顶点缓存区是否为空,如果为空则申请一个缓存区标识符
    if (self.myVertices == 0) {
        glGenBuffers(1, &_myVertices);
    }
    
    
    //9.-----处理顶点数据-------
    //(1).将_myVertices绑定到GL_ARRAY_BUFFER标识符上
    glBindBuffer(GL_ARRAY_BUFFER, _myVertices);
    //(2).把顶点数据从CPU内存复制到GPU上
    glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
    
    //(3).将顶点数据通过myPrograme中的传递到顶点着色程序的position
    //1.glGetAttribLocation,用来获取vertex attribute的入口的.
    //2.告诉OpenGL ES,通过glEnableVertexAttribArray,
    //3.最后数据是通过glVertexAttribPointer传递过去的。
    //注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致
    GLuint position = glGetAttribLocation(self.myProgram, "position");
    
    //(4).打开position
    glEnableVertexAttribArray(position);
    
    //(5).设置读取方式
    //参数1:index,顶点数据的索引
    //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
    //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
    //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
    //参数5:stride,连续顶点属性之间的偏移量,默认为0;
    //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, NULL);
    
    
    //10.--------处理顶点颜色值-------
    //(1).glGetAttribLocation,用来获取vertex attribute的入口的.
    //注意:第二参数字符串必须和shaderv.glsl中的输入变量:positionColor保持一致
    GLuint positionColor = glGetAttribLocation(self.myProgram, "positionColor");
   
    //(2).设置合适的格式从buffer里面读取数据
    glEnableVertexAttribArray(positionColor);
    
    //(3).设置读取方式
    //参数1:index,顶点数据的索引
    //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4.
    //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT
    //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE)
    //参数5:stride,连续顶点属性之间的偏移量,默认为0;
    //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0
    glVertexAttribPointer(positionColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (float *)NULL + 3);

    //11.找到myProgram中的projectionMatrix、modelViewMatrix 2个矩阵的地址。如果找到则返回地址,否则返回-1,表示没有找到2个对象。
    GLuint projectionMatrixSlot = glGetUniformLocation(self.myProgram, "projectionMatrix");
    GLuint modelViewMatrixSlot = glGetUniformLocation(self.myProgram, "modelViewMatrix");
    
    float width = self.frame.size.width;
    float height = self.frame.size.height;
    
    //12.创建4 * 4投影矩阵
    KSMatrix4 _projectionMatrix;
    //(1)获取单元矩阵
    ksMatrixLoadIdentity(&_projectionMatrix);
    //(2)计算纵横比例 = 长/宽
    float aspect = width / height; //长宽比
    //(3)获取透视矩阵
    /*
     参数1:矩阵
     参数2:视角,度数为单位
     参数3:纵横比
     参数4:近平面距离
     参数5:远平面距离
     参考PPT
     */
    ksPerspective(&_projectionMatrix, 30.0, aspect, 5.0f, 20.0f); //透视变换,视角30°
    //(4)将投影矩阵传递到顶点着色器
    /*
     void glUniformMatrix4fv(GLint location,  GLsizei count,  GLboolean transpose,  const GLfloat *value);
     参数列表:
     location:指要更改的uniform变量的位置
     count:更改矩阵的个数
     transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
     value:执行count个元素的指针,用来更新指定uniform变量
     */
    glUniformMatrix4fv(projectionMatrixSlot, 1, GL_FALSE, (GLfloat*)&_projectionMatrix.m[0][0]);
    

    //13.创建一个4 * 4 矩阵,模型视图矩阵
    KSMatrix4 _modelViewMatrix;
    //(1)获取单元矩阵
    ksMatrixLoadIdentity(&_modelViewMatrix);
    //(2)平移,z轴平移-10
    ksTranslate(&_modelViewMatrix, 0.0, 0.0, -10.0);
    //(3)创建一个4 * 4 矩阵,旋转矩阵
    KSMatrix4 _rotationMatrix;
    //(4)初始化为单元矩阵
    ksMatrixLoadIdentity(&_rotationMatrix);
    //(5)旋转
    ksRotate(&_rotationMatrix, xDegree, 1.0, 0.0, 0.0); //绕X轴
    ksRotate(&_rotationMatrix, yDegree, 0.0, 1.0, 0.0); //绕Y轴
    ksRotate(&_rotationMatrix, zDegree, 0.0, 0.0, 1.0); //绕Z轴
    //(6)把变换矩阵相乘.将_modelViewMatrix矩阵与_rotationMatrix矩阵相乘,结合到模型视图
     ksMatrixMultiply(&_modelViewMatrix, &_rotationMatrix, &_modelViewMatrix);
    //(7)将模型视图矩阵传递到顶点着色器
    /*
     void glUniformMatrix4fv(GLint location,  GLsizei count,  GLboolean transpose,  const GLfloat *value);
     参数列表:
     location:指要更改的uniform变量的位置
     count:更改矩阵的个数
     transpose:是否要转置矩阵,并将它作为uniform变量的值。必须为GL_FALSE
     value:执行count个元素的指针,用来更新指定uniform变量
     */
    glUniformMatrix4fv(modelViewMatrixSlot, 1, GL_FALSE, (GLfloat*)&_modelViewMatrix.m[0][0]);
    
    //14.开启剔除操作效果
    glEnable(GL_CULL_FACE);

    //15.使用索引绘图
    /*
     void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices);
     参数列表:
     mode:要呈现的画图的模型 
                GL_POINTS
                GL_LINES
                GL_LINE_LOOP
                GL_LINE_STRIP
                GL_TRIANGLES
                GL_TRIANGLE_STRIP
                GL_TRIANGLE_FAN
     count:绘图个数
     type:类型
             GL_BYTE
             GL_UNSIGNED_BYTE
             GL_SHORT
             GL_UNSIGNED_SHORT
             GL_INT
             GL_UNSIGNED_INT
     indices:绘制索引数组
     */
    glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(indices[0]), GL_UNSIGNED_INT, indices);
    
    //16.要求本地窗口系统显示OpenGL ES渲染<目标>
    [self.myContext presentRenderbuffer:GL_RENDERBUFFER];
}

7.添加点击事件和设置定时器

- (IBAction)XClick:(id)sender {
    
    //开启定时器
    if (!myTimer) {
        myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
    }
    //更新的是X还是Y
    bX = !bX;
    
}
- (IBAction)YClick:(id)sender {
    
    //开启定时器
    if (!myTimer) {
        myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
    }
    //更新的是X还是Y
    bY = !bY;
}
- (IBAction)ZClick:(id)sender {
    
    //开启定时器
    if (!myTimer) {
        myTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(reDegree) userInfo:nil repeats:YES];
    }
    //更新的是X还是Y
    bZ = !bZ;
}

-(void)reDegree
{
    //如果停止X轴旋转,X = 0则度数就停留在暂停前的度数.
    //更新度数
    xDegree += bX * 5;
    yDegree += bY * 5;
    zDegree += bZ * 5;
    //重新渲染
    [self render];
}

8.调用方法

-(void)layoutSubviews
{
    //1.设置图层
    [self setupLayer];
    
    //2.设置上下文
    [self setupContext];
    
    //3.清空缓存区
    [self deletBuffer];
    
    //4.设置renderBuffer;
    [self setupRenderBuffer];
    
    //5.设置frameBuffer
    [self setupFrameBuffer];
    
    //6.绘制
    [self render];
}
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