OpenGL ES实践(五)—— 使用一个纹理来给几何图形对象着色(一)

版本记录

版本号 时间
V1.0 2018.01.08

前言

OpenGL ES图形库项目中一直也没用过,最近也想学着使用这个图形库,感觉还是很有意思,也就自然想着好好的总结一下,希望对大家能有所帮助。下面就开始进行实践,写一些小程序。感兴趣的可以看上面几篇文章。
1. OpenGL ES实践(一)—— 一个简单的小程序
2. OpenGL ES实践(二)—— 一个简单的三角形
3. OpenGL ES实践(三)—— 一个三色三角形的绘制
4. OpenGL ES实践(四)—— 简单图形的旋转

功能要求

使用一个纹理来给几何图形对象着色。


功能实现

先看下结构

下面看下代码

1. JJOpenglesVC.h

#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>

@class JJGLKElementIndexArrayBuffer;

@interface JJOpenglesVC : GLKViewController

@property (strong, nonatomic) GLKBaseEffect *baseEffect;
@property (strong, nonatomic) JJGLKElementIndexArrayBuffer *vertexBuffer;

@end
2. JJOpenglesVC.m
#import "JJOpenglesVC.h"
#import "JJGLKElementIndexArrayBuffer.h"
#import "JJGLKContext.h"

/////////////////////////////////////////////////////////////////
// This data type is used to store information for each vertex
typedef struct {
    GLKVector3  positionCoords;
    GLKVector2  textureCoords;
}
SceneVertex;

/////////////////////////////////////////////////////////////////
// Define vertex data for a triangle to use in example
static const SceneVertex vertices[] =
{
    {{-0.5f, -0.5f, 0.0f}, {0.0f, 0.0f}}, // lower left corner
    {{ 0.5f, -0.5f, 0.0f}, {1.0f, 0.0f}}, // lower right corner
    {{-0.5f,  0.5f, 0.0f}, {0.0f, 1.0f}}, // upper left corner
};

@interface JJOpenglesVC()

@end

@implementation JJOpenglesVC

@synthesize baseEffect;
@synthesize vertexBuffer;

#pragma mark -  Override Base Function

/////////////////////////////////////////////////////////////////
// Called when the view controller's view is loaded
// Perform initialization before the view is asked to draw
- (void)viewDidLoad
{
    [super viewDidLoad];
    
    // Verify the type of view created automatically by the
    // Interface Builder storyboard
    GLKView *view = (GLKView *)self.view;
    NSAssert([view isKindOfClass:[GLKView class]],
             @"View controller's view is not a GLKView");
    
    // Create an OpenGL ES 2.0 context and provide it to the
    // view
    view.context = [[JJGLKContext alloc]
                    initWithAPI:kEAGLRenderingAPIOpenGLES3];
    
    // Make the new context current
    [JJGLKContext setCurrentContext:view.context];
    
    // Create a base effect that provides standard OpenGL ES 2.0
    // shading language programs and set constants to be used for
    // all subsequent rendering
    self.baseEffect = [[GLKBaseEffect alloc] init];
    self.baseEffect.useConstantColor = GL_TRUE;
    self.baseEffect.constantColor = GLKVector4Make(
                                                   1.0f, // Red
                                                   1.0f, // Green
                                                   1.0f, // Blue
                                                   1.0f);// Alpha
    
    // Set the background color stored in the current context
    ((JJGLKContext *)view.context).clearColor = GLKVector4Make(
                                                              0.6f, // Red
                                                              0.5f, // Green
                                                              0.4f, // Blue
                                                              1.0f);// Alpha
    
    // Create vertex buffer containing vertices to draw
    self.vertexBuffer = [[JJGLKElementIndexArrayBuffer alloc]
                         initWithAttribStride:sizeof(SceneVertex)
                         numberOfVertices:sizeof(vertices) / sizeof(SceneVertex)
                         bytes:vertices
                         usage:GL_STATIC_DRAW];
    
    // Setup texture
    CGImageRef imageRef = [[UIImage imageNamed:@"mountain"] CGImage];
    
    GLKTextureInfo *textureInfo = [GLKTextureLoader
                                   textureWithCGImage:imageRef
                                   options:nil
                                   error:NULL];
    
    self.baseEffect.texture2d0.name = textureInfo.name;
    self.baseEffect.texture2d0.target = textureInfo.target;
}

/////////////////////////////////////////////////////////////////
// Called when the view controller's view has been unloaded
// Perform clean-up that is possible when you know the view
// controller's view won't be asked to draw again soon.
- (void)viewDidUnload
{
    [super viewDidUnload];
    
    // Make the view's context current
    GLKView *view = (GLKView *)self.view;
    [JJGLKContext setCurrentContext:view.context];
    
    // Delete buffers that aren't needed when view is unloaded
    self.vertexBuffer = nil;
    
    // Stop using the context created in -viewDidLoad
    ((GLKView *)self.view).context = nil;
    [EAGLContext setCurrentContext:nil];
}


#pragma mark -  GLKViewDelegate

/////////////////////////////////////////////////////////////////
// GLKView delegate method: Called by the view controller's view
// whenever Cocoa Touch asks the view controller's view to
// draw itself. (In this case, render into a frame buffer that
// shares memory with a Core Animation Layer)
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
    [self.baseEffect prepareToDraw];
    
    // Clear back frame buffer (erase previous drawing)
    [(JJGLKContext *)view.context clear:GL_COLOR_BUFFER_BIT];
    
    [self.vertexBuffer prepareToDrawWithAttrib:GLKVertexAttribPosition
                           numberOfCoordinates:3
                                  attribOffset:offsetof(SceneVertex, positionCoords)
                                  shouldEnable:YES];
    [self.vertexBuffer prepareToDrawWithAttrib:GLKVertexAttribTexCoord0
                           numberOfCoordinates:2
                                  attribOffset:offsetof(SceneVertex, textureCoords)
                                  shouldEnable:YES];
    
    // Draw triangles using the first three vertices in the
    // currently bound vertex buffer
    [self.vertexBuffer drawArrayWithMode:GL_TRIANGLES
                        startVertexIndex:0
                        numberOfVertices:3];
}

@end
3. JJGLKContext.h
#import <GLKit/GLKit.h>

@interface JJGLKContext : EAGLContext
{
    GLKVector4 clearColor;
}

@property (nonatomic, assign) GLKVector4 clearColor;

- (void)clear:(GLbitfield)mask;

- (void)enable:(GLenum)capability;

- (void)disable:(GLenum)capability;

- (void)setBlendSourceFunction:(GLenum)sfactor
           destinationFunction:(GLenum)dfactor;

@end
4. JJGLKContext.m
#import "JJGLKContext.h"

@implementation JJGLKContext

/////////////////////////////////////////////////////////////////
// This method sets the clear (background) RGBA color.
// The clear color is undefined until this method is called.
- (void)setClearColor:(GLKVector4)clearColorRGBA
{
    clearColor = clearColorRGBA;
    
    NSAssert(self == [[self class] currentContext],
             @"Receiving context required to be current context");
    
    glClearColor(
                 clearColorRGBA.r,
                 clearColorRGBA.g,
                 clearColorRGBA.b,
                 clearColorRGBA.a);
}


/////////////////////////////////////////////////////////////////
// Returns the clear (background) color set via -setClearColor:.
// If no clear color has been set via -setClearColor:, the
// return clear color is undefined.
- (GLKVector4)clearColor
{
    return clearColor;
}


/////////////////////////////////////////////////////////////////
// This method instructs OpenGL ES to set all data in the
// current Context's Render Buffer(s) identified by mask to
// colors (values) specified via -setClearColor: and/or
// OpenGL ES functions for each Render Buffer type.
- (void)clear:(GLbitfield)mask
{
    NSAssert(self == [[self class] currentContext],
             @"Receiving context required to be current context");
    
    glClear(mask);
}


/////////////////////////////////////////////////////////////////
- (void)enable:(GLenum)capability;
{
    NSAssert(self == [[self class] currentContext],
             @"Receiving context required to be current context");
    
    glEnable(capability);
}


/////////////////////////////////////////////////////////////////
//
- (void)disable:(GLenum)capability;
{
    NSAssert(self == [[self class] currentContext],
             @"Receiving context required to be current context");
    
    glDisable(capability);
}


/////////////////////////////////////////////////////////////////
//
- (void)setBlendSourceFunction:(GLenum)sfactor
           destinationFunction:(GLenum)dfactor;
{
    glBlendFunc(sfactor, dfactor);
}

@end
5. JJGLKElementIndexArrayBuffer.h
#import <GLKit/GLKit.h>

@class JJGLKElementIndexArrayBuffer;

/////////////////////////////////////////////////////////////////
//
typedef enum {
    AGLKVertexAttribPosition = GLKVertexAttribPosition,
    AGLKVertexAttribNormal = GLKVertexAttribNormal,
    AGLKVertexAttribColor = GLKVertexAttribColor,
    AGLKVertexAttribTexCoord0 = GLKVertexAttribTexCoord0,
    AGLKVertexAttribTexCoord1 = GLKVertexAttribTexCoord1,
} AGLKVertexAttrib;

@interface JJGLKElementIndexArrayBuffer : NSObject

{
    GLsizei      stride;
    GLsizeiptr   bufferSizeBytes;
    GLuint       name;
}

@property (nonatomic, readonly) GLuint name;
@property (nonatomic, readonly) GLsizeiptr bufferSizeBytes;
@property (nonatomic, readonly) GLsizei stride;

+ (void)drawPreparedArraysWithMode:(GLenum)mode
                  startVertexIndex:(GLint)first
                  numberOfVertices:(GLsizei)count;

- (id)initWithAttribStride:(GLsizei)stride
          numberOfVertices:(GLsizei)count
                     bytes:(const GLvoid *)dataPtr
                     usage:(GLenum)usage;

- (void)prepareToDrawWithAttrib:(GLuint)index
            numberOfCoordinates:(GLint)count
                   attribOffset:(GLsizeiptr)offset
                   shouldEnable:(BOOL)shouldEnable;

- (void)drawArrayWithMode:(GLenum)mode
         startVertexIndex:(GLint)first
         numberOfVertices:(GLsizei)count;

- (void)reinitWithAttribStride:(GLsizei)stride
              numberOfVertices:(GLsizei)count
                         bytes:(const GLvoid *)dataPtr;

@end
6. JJGLKElementIndexArrayBuffer.m
#import "JJGLKElementIndexArrayBuffer.h"

@interface JJGLKElementIndexArrayBuffer ()

@property (nonatomic, assign) GLsizeiptr bufferSizeBytes;
@property (nonatomic, assign) GLsizei stride;

@end

@implementation JJGLKElementIndexArrayBuffer

@synthesize name;
@synthesize bufferSizeBytes;
@synthesize stride;


/////////////////////////////////////////////////////////////////
// This method creates a vertex attribute array buffer in
// the current OpenGL ES context for the thread upon which this
// method is called.
- (id)initWithAttribStride:(GLsizei)aStride
          numberOfVertices:(GLsizei)count
                     bytes:(const GLvoid *)dataPtr
                     usage:(GLenum)usage;
{
    NSParameterAssert(0 < aStride);
    NSAssert((0 < count && NULL != dataPtr) ||
             (0 == count && NULL == dataPtr),
             @"data must not be NULL or count > 0");
    
    if(nil != (self = [super init]))
    {
        stride = aStride;
        bufferSizeBytes = stride * count;
        
        glGenBuffers(1,                // STEP 1
                     &name);
        glBindBuffer(GL_ARRAY_BUFFER,  // STEP 2
                     self.name);
        glBufferData(                  // STEP 3
                     GL_ARRAY_BUFFER,  // Initialize buffer contents
                     bufferSizeBytes,  // Number of bytes to copy
                     dataPtr,          // Address of bytes to copy
                     usage);           // Hint: cache in GPU memory
        
        NSAssert(0 != name, @"Failed to generate name");
    }
    
    return self;
}


/////////////////////////////////////////////////////////////////
// This method loads the data stored by the receiver.
- (void)reinitWithAttribStride:(GLsizei)aStride
              numberOfVertices:(GLsizei)count
                         bytes:(const GLvoid *)dataPtr;
{
    NSParameterAssert(0 < aStride);
    NSParameterAssert(0 < count);
    NSParameterAssert(NULL != dataPtr);
    NSAssert(0 != name, @"Invalid name");
    
    self.stride = aStride;
    self.bufferSizeBytes = aStride * count;
    
    glBindBuffer(GL_ARRAY_BUFFER,  // STEP 2
                 self.name);
    glBufferData(                  // STEP 3
                 GL_ARRAY_BUFFER,  // Initialize buffer contents
                 bufferSizeBytes,  // Number of bytes to copy
                 dataPtr,          // Address of bytes to copy
                 GL_DYNAMIC_DRAW);
}


/////////////////////////////////////////////////////////////////
// A vertex attribute array buffer must be prepared when your
// application wants to use the buffer to render any geometry.
// When your application prepares an buffer, some OpenGL ES state
// is altered to allow bind the buffer and configure pointers.
- (void)prepareToDrawWithAttrib:(GLuint)index
            numberOfCoordinates:(GLint)count
                   attribOffset:(GLsizeiptr)offset
                   shouldEnable:(BOOL)shouldEnable
{
    NSParameterAssert((0 < count) && (count < 4));
    NSParameterAssert(offset < self.stride);
    NSAssert(0 != name, @"Invalid name");
    
    glBindBuffer(GL_ARRAY_BUFFER,     // STEP 2
                 self.name);
    
    if(shouldEnable)
    {
        glEnableVertexAttribArray(     // Step 4
                                  index);
    }
    
    glVertexAttribPointer(            // Step 5
                          index,               // Identifies the attribute to use
                          count,               // number of coordinates for attribute
                          GL_FLOAT,            // data is floating point
                          GL_FALSE,            // no fixed point scaling
                          (self.stride),       // total num bytes stored per vertex
                          NULL + offset);      // offset from start of each vertex to
    // first coord for attribute
#ifdef DEBUG
    {  // Report any errors
        GLenum error = glGetError();
        if(GL_NO_ERROR != error)
        {
            NSLog(@"GL Error: 0x%x", error);
        }
    }
#endif
}


/////////////////////////////////////////////////////////////////
// Submits the drawing command identified by mode and instructs
// OpenGL ES to use count vertices from the buffer starting from
// the vertex at index first. Vertex indices start at 0.
- (void)drawArrayWithMode:(GLenum)mode
         startVertexIndex:(GLint)first
         numberOfVertices:(GLsizei)count
{
    NSAssert(self.bufferSizeBytes >=
             ((first + count) * self.stride),
             @"Attempt to draw more vertex data than available.");
    
    glDrawArrays(mode, first, count); // Step 6
}


/////////////////////////////////////////////////////////////////
// Submits the drawing command identified by mode and instructs
// OpenGL ES to use count vertices from previously prepared
// buffers starting from the vertex at index first in the
// prepared buffers
+ (void)drawPreparedArraysWithMode:(GLenum)mode
                  startVertexIndex:(GLint)first
                  numberOfVertices:(GLsizei)count;
{
    glDrawArrays(mode, first, count); // Step 6
}


/////////////////////////////////////////////////////////////////
// This method deletes the receiver's buffer from the current
// Context when the receiver is deallocated.
- (void)dealloc
{
    // Delete buffer from current context
    if (0 != name)
    {
        glDeleteBuffers (1, &name); // Step 7
        name = 0;
    }
}

@end

功能效果

下面看一下功能效果。

后记

未完,待续~~~

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