3. 启用GLKit自带漫反射光线
2016-03-28 本文已影响422人
花神Flora
需要设置每个顶点的法线向量。当启用光线后,GLKBaseEffect的ConstantColor自动失效。
#import "GameViewController.h"
#import <OpenGLES/ES2/glext.h>
typedef struct {
GLKVector3 positionCoords;
GLKVector2 textureCoords;
GLKVector3 normalVector;
} VertexType;
//三角形顶点数据
static const VertexType vertices[] = {
//LB
{{-0.5f, -0.5f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
//RB
{{0.5f, -0.5f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
//LU
{{-0.5f, 0.5f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
//RB
{{0.5f, -0.5f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
//RU
{{0.25f, 0.25f, 0.5f}, {1.0f, 1.0f}, {0.41f, -0.41f, 0.82f}},
//LU
{{-0.5f, 0.5f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}}
};
//计算单位法向量
GLKVector3 unitNormal(GLKVector3 v1, GLKVector3 v2) {
return GLKVector3Normalize(GLKVector3CrossProduct(v1, v2));
}
@interface GameViewController () {
GLuint vertexBufferID;
}
//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];
// GLKVector3 v1 = {0.75, 0.25, -0.25};
// GLKVector3 v2 = {-0.25, 0.75, 0.5};
// GLKVector3 v3 = unitNormal(v1, v2);
// NSLog(@"%@", NSStringFromGLKVector3(v3));
//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(0.0f, 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 nil error:nil];
NSString *path = [[NSBundle mainBundle] pathForResource:@"1" ofType:@"jpg"];
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);
//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(0.0f, 0.0f, 1.0f, 1.0f);
//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(vertices), vertices, GL_STATIC_DRAW);
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
[self.baseEffect prepareToDraw];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//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));
//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));
//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, 6);
}
- (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