效果如下:
1、首先准备顶点数据绘制立方体,这里我们不复用顶点,使用每 3 个点画一个三角形的方式,需要 12 个三角形,则需要 36 个顶点,以下的数据用来绘制以(0,0,0)为中心,边长为 1 的立方体,用一个面举例说明:
// 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}};
2、OpenGL ES相关初始化
//1.创建context
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
//设置当前context
[EAGLContext setCurrentContext:context];
//2.创建GLKView并设置代理
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;
//3.使用深度缓存
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);
//4.将GLKView 添加self.view 上
[self.view addSubview:self.glkView];
//5.获取纹理图片
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"IMG_0092.JPG"];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
//6.设置纹理参数
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage]
options:options
error:NULL];
//7.使用baseEffect
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);
//8. 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);
//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);
//顶点数据
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, positionCoord));
//纹理数据
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, textureCoord));
//法线数据
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, normal));
3、添加CADisplayLink,类似定时器效果
//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(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
- (void)update {
//1.计算旋转度数
self.angle = (self.angle + 5) % 360;
//2.修改baseEffect.transform.modelviewMatrix
self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);
_count = 0;
//3.重新渲染
[self.glkView display];
}
4、GLKViewDelegate代理方法,实现绘制
#pragma mark - GLKViewDelegate
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
if (_count == 0) {
_count++;
//1.开启深度测试
glEnable(GL_DEPTH_TEST);
//2.清除颜色缓存区&深度缓存区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//3.准备绘制
[self.baseEffect prepareToDraw];
//4.绘图
glDrawArrays(GL_TRIANGLES, 0, kCoordCount);
}
}