我正在关注关于iOS的OpenGL / GLKit this tutorial,但试图在Swift中实现它。在我到达这个部分之前一切正常:
- (void)render {
// 1
self.effect.texture2d0.name = self.textureInfo.name;
self.effect.texture2d0.enabled = YES;
// 2
[self.effect prepareToDraw];
// 3
glEnableVertexAttribArray(GLKVertexAttribPosition);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
//---------------- This is where things break down...
long offset = (long)&_quad;
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, geometryVertex)));
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, textureVertex)));
// 5
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
@end
我有一个属性self.quad
,这是一个像这样的Swift结构:
struct TexturedVertex {
let geometryVertex: CGPoint
let textureVertex: CGPoint
}
struct TexturedQuad {
let bottomLeft: TexturedVertex
let bottomRight: TexturedVertex
let topLeft: TexturedVertex
let topRight: TexturedVertex
}
这是一个相当简单的结构,但是我不知道如何将它传递给glVertexAttribPointer
的最后一个参数。任何帮助都会很棒!
答案 0 :(得分:10)
在Swift中,您可以使用泛型struct UnsafePointer
来执行指针算法和转换。 Swift没有offsetof
,但您可以直接使用UnsafePointer
和geometryVertex
元素的textureVertex
来干净地解决这个问题。
以下代码在iOS游乐场中编译。我还没有测试过它,但我认为它会起作用:
import OpenGLES
import GLKit
struct TexturedVertex {
var geometryVertex = GLKVector2()
var textureVertex = GLKVector2()
}
struct TexturedQuad {
var bl = TexturedVertex()
var br = TexturedVertex()
var tl = TexturedVertex()
var tr = TexturedVertex()
init() { }
}
var _quad = TexturedQuad()
withUnsafePointer(&_quad.bl.geometryVertex) { (pointer) -> Void in
glVertexAttribPointer(GLuint(GLKVertexAttrib.Position.rawValue),
2, GLenum(GL_FLOAT), GLboolean(GL_FALSE),
GLsizei(sizeof(TexturedVertex)), pointer)
}
withUnsafePointer(&_quad.bl.textureVertex) { (pointer) -> Void in
glVertexAttribPointer(GLuint(GLKVertexAttrib.TexCoord0.rawValue),
2, GLenum(GL_FLOAT), GLboolean(GL_FALSE),
GLsizei(sizeof(TexturedVertex)), pointer)
}
顺便说一下,使用CGPoint
在问题中的方式是危险的,因为CGFloat
会根据您的目标(32位或64位)更改大小,但是GL_FLOAT
总是意味着32位。您关注的教程是在64位iOS发布之前编写的。