在iOS上的OpenGL ES 1.1中,我通过使用以下设置Field Of View来实现捏合和缩放:
// Handles Touches Events
- (IBAction)handlePinchGesture:(UIGestureRecognizer *)sender
{
static float startFOV=0.0;
CGFloat factor = [(UIPinchGestureRecognizer *)sender scale];
UIGestureRecognizerState state;
state=sender.state;
if(state==UIGestureRecognizerStateBegan)
{
startFOV=[self getFieldOfView];
}
else if(state==UIGestureRecognizerStateChanged)
{
float minFOV=5.0;
float maxFOV=12.0;
float currentFOV;
currentFOV=startFOV*factor;
if((currentFOV>=minFOV) && (currentFOV<=maxFOV))
[self setFieldOfView:currentFOV];
}
}
使用捏手势我会做这样的事情:
// Set the fulstrum and our field of view for the window
-(void)setClipping
{
// Near and far are the front and back walls
// FOV is in degrees
float aspectRatio;
const float zNear = .1;
const float zFar = 2000;
GLfloat size;
float scale;
// Get the main screen and define the aspect ratio
CGRect frame = [[UIScreen mainScreen] bounds];
aspectRatio=(float)frame.size.width/(float)frame.size.height;
scale=[[UIScreen mainScreen]scale];
// Use the 2D projection matrix to project our 3D into 2D
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (m_FieldOfView > 75.0) {
m_FieldOfView = 75.0;
}
size = zNear * tanf(GLKMathDegreesToRadians (m_FieldOfView) / 2.0);
// Define the pyramid of Giza (4 sided pyramid with top lopped off on its side)
// ... this is how were viewing things
glFrustumf(-size, size, -size/aspectRatio, size/aspectRatio, zNear, zFar);
glViewport(0, 0, frame.size.width*scale, frame.size.height*scale);
// To be safe go back to tranformational matrix
glMatrixMode(GL_MODELVIEW);
}
我制作了一个简单的OpenGL ES 2.0应用程序,我的更新方法看起来(部分)如下:
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
// Set up the frustrum and projection matrix
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
self.effect.transform.projectionMatrix = projectionMatrix;
我一直在网上搜索如何使用OpenGL ES 2.0 ...但无济于事。我怎么在2.0中做到这一点?
答案 0 :(得分:3)
将GLKMatrix4MakePerspective的第一项乘以因子(属性或类变量)并在手势识别器中更改该因子 - 与您在1.1方法中所做的不同。
以下是我从GestureRecogniser调用的方法。以_开头的变量是类变量。 ZOOMTOUCHSENSITIVITY是一个预处理器定义。
-(void)Scale:(UITapGestureRecognizer*)sender
{
CGFloat scale = _lastScale + (1.0 - [(UIPinchGestureRecognizer*)sender scale])*ZOOMTOUCHSENSITIVITY;
float newScale = MAX(0.1, MIN(scale, 3));
_projectionMatrix = GLKMatrix4MakePerspective(newScale*GLKMathDegreesToRadians(45.0f), (float)_screenWidth/(float)_screenHeight, 100.0f, 1000.0f);
if([(UIPinchGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
_lastScale = newScale;
return;
}
}
请注意,一旦手势停止,我将保存scale
的最后一个值,以便每次都不会“重置”缩放。
答案 1 :(得分:0)
其实我刚发现这个网站,有一个很好的例子: http://netwalk.be/article/render-3d-objects-opengl-es