OpenGL ES _ 入门_练习001

[OpenGL ES _ 入门_01](http://www.jianshu.com/p/f66906b27819)

[OpenGL ES _ 入门_02](http://www.jianshu.com/p/dc49c946438e)

[OpenGL ES _ 入门_03](http://www.jianshu.com/p/00b5be729e4b)

[OpenGL ES _ 入门_04](http://www.jianshu.com/p/516b0b8be9d8)

[OpenGL ES _ 入门_05](http://www.jianshu.com/p/08c51c298d47)

[OpenGL ES _ 入门练习_01](http://www.jianshu.com/p/eebaf64e3e0a)

[OpenGL ES _ 入门练习_02](http://www.jianshu.com/p/6155d60dab20)

[OpenGL ES _ 入门练习_03](http://www.jianshu.com/p/36d9dac03345)

[OpenGL ES _ 入门练习_04](http://www.jianshu.com/p/1ca30e9387dd)

[OpenGL ES _ 入门练习_05](http://www.jianshu.com/p/ac9375962f34)

[OpenGL ES _ 入门练习_06](http://www.jianshu.com/p/c63dc219f7a0)

[OpenGL ES _ 着色器 _ 介绍](http://www.jianshu.com/p/309d489bc344)

[OpenGL ES _ 着色器 _ 程序](http://www.jianshu.com/p/ed0c617bcd67)

[OpenGL ES _ 着色器 _ 语法](http://www.jianshu.com/p/c5b89b294995)

[OpenGL ES_着色器_纹理图像](http://www.jianshu.com/p/8c0ad4e3e40f)

[OpenGL ES_着色器_预处理](http://www.jianshu.com/p/5e9837b0b219)

[OpenGL ES_着色器_顶点着色器详解](http://www.jianshu.com/p/9d7dca6b70c7)

[OpenGL ES_着色器_片断着色器详解](http://www.jianshu.com/p/55461927c419 )

[OpenGL ES_着色器_实战01](http://www.jianshu.com/p/18d6b37363c8)

[OpenGL ES_着色器_实战02](http://www.jianshu.com/p/45d959c8f1db)

[OpenGL ES_着色器_实战03](http://www.jianshu.com/p/0f740901da59)



演示:



学习目标:

创建一个移动的球体


技术:

OpenGL ES 1


实现思路:

第一步: 创建GLKViewController 控制器(在里面实现方法)

第二步: 创建EAGContext 跟踪所有状态,命令和资源

第三步: 生成球体的顶点坐标和颜色数据

第三步: 清除命令

第四步: 创建投影坐标系

第五步: 创建对象坐标

第六步: 导入顶点数据

第七步: 导入颜色数据

第八步: 绘制


代码部分

/**

*  创建EAGContext 跟踪所有状态,命令和资源

*/

- (void)createEagContext{

self.eagContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES1];

[EAGLContext setCurrentContext:self.eagContext];

}

/**

*  配置view

*/

- (void)configure{

GLKView *view = (GLKView*)self.view;

view.drawableDepthFormat = GLKViewDrawableDepthFormat24;

view.context = self.eagContext;

}

/**

*  清除

*/

-(void)clear{

glEnable(GL_DEPTH_TEST);

glClearColor(1, 1, 1, 0.1);

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

}

/**

*  创建投影坐标

*/

- (void)initProjectionMatrix{

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

}

/**

*  创建物体坐标

*/

-(void)initModelViewMatrix{

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

static GLfloat transY = 0.0;

static GLfloat z=-2;

static CGFloat scale = 1;

static BOOL isBig = true;

if (isBig){

scale += 0.01;

}else{

scale -= 0.01;

}

if (scale>=1.5){

isBig = false;

}

if (scale<=0.5){

isBig = true;

}

//1

static GLfloat spinX=0;

static GLfloat spinY=0;

glTranslatef(0.0, (GLfloat)(sinf(transY)/2.0), z);

glRotatef(spinY, 0.0, 1.0, 0.0);

glRotatef(spinX, 1.0, 0.0, 0.0);

glScalef(scale, scale, scale);

transY += 0.075f;

spinY+=.25;

spinX+=.25;

}

/**

*  导出顶点坐标

*  glVertexPointer 第一个参数:每个顶点数据的个数,第二个参数,顶点数据的数据类型,第三个偏移量,第四个顶点数组地址

*/

- (void)loadVertexData{

glVertexPointer(3, GL_FLOAT, 0, _vertexArray);

glEnableClientState(GL_VERTEX_ARRAY);

}

/**

*  导入颜色数据

*/

- (void)loadColorBuffer{

glColorPointer(4, GL_UNSIGNED_BYTE, 0, _colorsArray);

glEnableClientState(GL_COLOR_ARRAY);

}

/**

*  导入索引数据

*/

-(void)draw{

// 开启剔除面功能

glEnable(GL_CULL_FACE);                                                            //3

glCullFace(GL_BACK); // 剔除背面

glDrawArrays(GL_TRIANGLE_STRIP, 0, (m_Slices +1)*2*(m_Stacks-1)+2);

// free(_vertexArray);

// free(_colorsArray);

}

/**

*  生成球体的顶点坐标和颜色数据

*/

-(void)calculate{

unsigned int colorIncrment=0; //1

unsigned int blue=0;

unsigned int red=255;

unsigned int green = 0;

static int big = 1;

static float scale = 0;

if (big){

scale += 0.01;

}else{

scale -= 0.01;

}

if (scale >= 0.5){

big = 0;

}

if (scale <= 0){

big = 1;

}

m_Scale = 0.5 + scale;

m_Slices = 100;

m_Squash = 1;

m_Stacks = 100;

colorIncrment = 255/m_Stacks; //2

//vertices

GLfloat *vPtr =  _vertexArray =

(GLfloat*)malloc(sizeof(GLfloat) * 3 * ((m_Slices*2+2) * (m_Stacks))); //3

//color data

GLubyte *cPtr = _colorsArray =

(GLubyte*)malloc(sizeof(GLubyte) * 4 * ((m_Slices *2+2) * (m_Stacks))); //4

unsigned int phiIdx, thetaIdx;

//latitude

for(phiIdx=0; phiIdx < m_Stacks; phiIdx++) //5

{

float phi0 = M_PI * ((float)(phiIdx+0) * (1.0f/(float)( m_Stacks)) - 0.5f);

float phi1 = M_PI * ((float)(phiIdx+1) * (1.0f/(float)( m_Stacks)) - 0.5f);

float cosPhi0 = cos(phi0); //8

float sinPhi0 = sin(phi0);

float cosPhi1 = cos(phi1);

float sinPhi1 = sin(phi1);

float cosTheta, sinTheta;

for(thetaIdx=0; thetaIdx < m_Slices; thetaIdx++)

{

float theta = 2.0f*M_PI * ((float)thetaIdx) * (1.0f/(float)( m_Slices -1));

cosTheta = cos(theta);

sinTheta = sin(theta);

vPtr [0] = m_Scale*cosPhi0 * cosTheta;

vPtr [1] = m_Scale*sinPhi0*m_Squash;

vPtr [2] = m_Scale*cosPhi0 * sinTheta;

vPtr [3] = m_Scale*cosPhi1 * cosTheta;

vPtr [4] = m_Scale*sinPhi1*m_Squash;

vPtr [5] = m_Scale* cosPhi1 * sinTheta;

cPtr [0] = red;

cPtr [1] = green;

cPtr [2] = blue;

cPtr [4] = red;

cPtr [5] = green;

cPtr [6] = blue;

cPtr [3] = cPtr[7] = 255;

cPtr += 2*4;

vPtr += 2*3;

}

blue+=colorIncrment;

red-=colorIncrment;

green += colorIncrment;

}

}

/**

*  设置窗口及投影坐标的位置

*/

-(void)setClipping

{

float aspectRatio;

const float zNear = .1;

const float zFar = 1000;

const float fieldOfView = 60.0;

GLfloat    size;

CGRect frame = [[UIScreen mainScreen] bounds];

aspectRatio=(float)frame.size.width/(float)frame.size.height;

[self initProjectionMatrix];

size = zNear * tanf(GLKMathDegreesToRadians (fieldOfView) / 2.0);

// 设置视图窗口的大小 和 坐标系统

glFrustumf(-size, size, -size /aspectRatio, size /aspectRatio, zNear, zFar);

glViewport(0, 0, frame.size.width, frame.size.height);

}

在GLVViewController 中的代码实现过程:

- (void)viewDidLoad {

[super viewDidLoad];

UIImageView *imageView =  [[UIImageView alloc]initWithImage:[UIImage imageNamed:@"bg.jpg"]];

imageView.frame = self.view.bounds;

[self.view addSubview:imageView];

imageView.alpha = 0.5;

[self createEagContext];

[self configure];

[self calculate];

[self setClipping];

}

-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect{

[self clear];

[self initModelViewMatrix];

[self loadVertexData];

[self loadColorBuffer];

[self draw];

}


代码下载地址:https://github.com/XJALYN/OpenGL_005

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