我一直在尝试从快速项目中运行Apple的GLCameraRipple样本。不幸的是,这很大程度上依赖于使用仅在Objective-C中提供的C风格的线程安全数组。
我一直在尝试使用桥接头,以便模拟可以在Objective-C代码中运行,并且绘图可以在swift代码中运行。这样,线程安全的东西就不会成为问题。
我已经使用了Objective-C代码并将其几乎完全翻译成swift,但有一些例外。我确实剔除了一些额外的数学,因为纹理与我需要的屏幕尺寸相同。如果你想检查我的翻译,我把它们放在下面。
无论如何,我已经创建了一个可以在任何带有opengl环境的xcode项目中运行的类。
import Foundation
import GLKit
import OpenGLES
class WaterDrawer
{
static var sim = RippleModel()
static var shade = Shader("Shader2")
static func pt(pt: CGPoint)
{
sim.initiateRippleAtLocation(pt)
}
static func firstStart(width: Int, height: Int)
{
sim.initWithScreenWidth(width / 4, iheight: height / 4, accWidth: width, accHeight: height)
shade.begin()
buildMatrix(width, height: height)
bufferSetup()
}
static func draw()
{
glUseProgram(shade.progId)
let posLoc = GLuint(glGetAttribLocation(shade.progId, "pos"))
let texLoc = GLuint(glGetAttribLocation(shade.progId, "tc"))
glBindBuffer(GLenum(GL_ARRAY_BUFFER), texVBO);
glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getTexCoords(), GLenum(GL_DYNAMIC_DRAW));
glVertexAttribPointer(texLoc, 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, BUFFER_OFFSET(0))
glEnableVertexAttribArray(texLoc)
glBindBuffer(GLenum(GL_ARRAY_BUFFER), posVBO)
glVertexAttribPointer(posLoc, 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, BUFFER_OFFSET(0))
glEnableVertexAttribArray(posLoc)
let uniOrtho = glGetUniformLocation(shade.progId, "matrix")
glUniformMatrix4fv(uniOrtho, 1, GLboolean(GL_FALSE), &orthographicMatrix)
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indVBO)
glDrawElements(GLenum(GL_TRIANGLE_STRIP), GLsizei(sim.getIndexCount()), GLenum(GL_UNSIGNED_SHORT), nil)
glBindBuffer(GLenum(GL_ARRAY_BUFFER), 0)
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), 0)
glDisableVertexAttribArray(posLoc)
glDisableVertexAttribArray(texLoc)
}
static func update()
{
sim.runSimulation()
}
static var posVBO:GLuint = 0
static var texVBO:GLuint = 0
static var indVBO:GLuint = 0
static func bufferSetup()
{
Whirl.crashLog("Started passing in buffer data")
glGenBuffers(1, &indVBO);
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indVBO);
glBufferData(GLenum(GL_ELEMENT_ARRAY_BUFFER), GLsizeiptr(sim.getIndexSize()), sim.getIndices(), GLenum(GL_STATIC_DRAW));
glGenBuffers(1, &posVBO);
glBindBuffer(GLenum(GL_ARRAY_BUFFER), posVBO);
glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getVertices(), GLenum(GL_STATIC_DRAW));
glGenBuffers(1, &texVBO);
glBindBuffer(GLenum(GL_ARRAY_BUFFER), texVBO);
glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getTexCoords(), GLenum(GL_DYNAMIC_DRAW));
Whirl.crashLog("Finished passing in buffer Data")
}
static var orthographicMatrix:[GLfloat] = []
static func buildMatrix(width: Int, height: Int)
{
orthographicMatrix = glkitmatrixtoarray(GLKMatrix4MakeOrtho(0, GLfloat(width), 0, GLfloat(height), -100, 100))
//Storage.upScaleFactor
}
static func glkitmatrixtoarray(mat: GLKMatrix4) -> [GLfloat]
{
var buildme:[GLfloat] = []
buildme.append(mat.m.0)
buildme.append(mat.m.1)
buildme.append(mat.m.2)
buildme.append(mat.m.3)
buildme.append(mat.m.4)
buildme.append(mat.m.5)
buildme.append(mat.m.6)
buildme.append(mat.m.7)
buildme.append(mat.m.8)
buildme.append(mat.m.9)
buildme.append(mat.m.10)
buildme.append(mat.m.11)
buildme.append(mat.m.12)
buildme.append(mat.m.13)
buildme.append(mat.m.14)
buildme.append(mat.m.15)
return buildme
}
}
理论上,这段代码可以使用swift实现或Objective-C实现,我只需要切换网格的启动方式。
麻烦的是,当我使用Objective-C时,屏幕为空白,我已经检查过,并且帧捕获中的缓冲区数据看起来很奇怪。
您是否可以将Objective-C代码中的数据传递给glBuffer?
Simulation.swift
import Foundation
import GLKit
import OpenGLES
class RippleModel
{
var screenWidth:UInt32 = 0
var screenHeight:UInt32 = 0
var poolWidth:UInt32 = 0
var poolHeight:UInt32 = 0
var screenWidthi:Int = 0
var screenHeighti:Int = 0
var poolWidthi:Int = 0
var poolHeighti:Int = 0
let touchRadius:Int = 5 //5 i think
var rippleVertices:[GLfloat] = []
var rippleTexCoords:[GLfloat] = []
var rippleIndices:[GLushort] = []//NOTE IF CHANGE THIS TO INTO SO MUCH DRAW CALL
var rippleSource:[GLfloat] = []
var rippleDest:[GLfloat] = []
var rippleCoeff:[GLfloat] = []
var VertexSize:GLsizeiptr = 0
var IndicieSize:GLsizeiptr = 0
var IndicieCount:Int = 0
func calculateSizes()
{
VertexSize = rippleVertices.count * sizeof(GLfloat)
IndicieSize = rippleIndices.count * sizeof(GLushort)
IndicieCount = rippleIndices.count
Whirl.crashLog("Data sizes Vertex size \(VertexSize)\tIndicie Size \(IndicieSize) \tIndicie Count \(IndicieCount)")
}
func figureOutCoefficent()
{
for y in 0...(2 * touchRadius)
{
for x in 0...(2 * touchRadius)
{
let dx = x - touchRadius
let dy = y - touchRadius
let distance = sqrt(GLfloat(dx * dx + dy * dy))
let me = y * (touchRadius*2 + 1) + x
if (distance <= GLfloat(touchRadius))
{
let factor = distance / GLfloat(touchRadius)
rippleCoeff[me] = -(cos(factor*GLfloat(M_PI))+1.0) * 256.0;
}
else
{
rippleCoeff[me] = 0.0
}
}
}
}
init()
{
}
func initWithScreenWidth( iwidth: Int, iheight: Int, accWidth: Int, accHeight: Int)
{
screenWidth = UInt32(accWidth);screenWidthi = Int(screenWidth)
screenHeight = UInt32(accHeight);screenHeighti = Int(screenHeight)
poolWidth = UInt32(iwidth);poolWidthi = Int(poolWidth)
poolHeight = UInt32(iheight);poolHeighti = Int(poolHeight)
//WE DONT NEED TEX COORD MUMBO JUMBO IT IS FULL SCREEN ALREADY
Whirl.crashLog("Started allocation")
rippleCoeff = [GLfloat](count: Int( (touchRadius * 2 + 1) * (touchRadius*2 + 1) ), repeatedValue: 0)
figureOutCoefficent()
let simCount:Int = Int(poolWidth + 2) * Int(poolHeight + 2)
rippleSource = [GLfloat](count: simCount, repeatedValue: 0)
rippleDest = [GLfloat](count: simCount, repeatedValue: 0)
let locb:Int = Int(poolWidth * poolHeight * 2)
rippleVertices = [GLfloat](count: locb, repeatedValue: 0)
rippleTexCoords = [GLfloat](count: locb, repeatedValue: 0)
rippleIndices = [GLushort](count: Int(poolHeight - 1) * Int((poolWidth * 2) + 2), repeatedValue: 0)
Whirl.crashLog("Finished allocation")
initMesh()
calculateSizes()
}
func initMesh()
{
Whirl.crashLog("Started initting pos coords")
for i in 0..<poolHeight
{let ii = GLfloat(i)
for j in 0..<poolWidth
{let jj = GLfloat(j)
let cordb:Int = Int(i*poolWidth+j)*2
rippleVertices[cordb + 0] = (jj / GLfloat(poolWidth - 1)) * GLfloat(screenWidth)
rippleVertices[cordb + 1] = (ii / GLfloat(poolHeight - 1)) * GLfloat(screenHeight)
rippleTexCoords[cordb + 0] = ii / GLfloat(poolHeight - 1)
rippleTexCoords[cordb + 1] = (jj/GLfloat(poolWidth - 1))
}
}
Whirl.crashLog("Finished initting pos coords")
Whirl.crashLog("Started initting index coords")
var index = 0
for i in 0 ..< poolHeighti-1
{
for j in 0 ..< poolWidthi
{
if (i%2 == 0)
{
// emit extra index to create degenerate triangle
if (j == 0)
{
rippleIndices[index] = GLushort(i*poolWidthi+j);
index += 1;
}
rippleIndices[index] = GLushort(i*poolWidthi+j);
index += 1;
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
// emit extra index to create degenerate triangle
if (j == (poolWidthi-1))
{
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
}
}
else
{
// emit extra index to create degenerate triangle
if (j == 0)
{
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
}
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
rippleIndices[index] = GLushort(i * poolWidthi + j);
index += 1;
// emit extra index to create degenerate triangle
if (j == (poolWidthi-1))
{
rippleIndices[index] = GLushort(i * poolWidthi + j);
index += 1;
}
}
}
}
Whirl.crashLog("Finished initting coords")
}
var firstUpdate = true
func runSimulation()
{
if (firstUpdate)
{firstUpdate = false; Whirl.crashLog("First update")}
let queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0)
//dispatch_apply(Int(poolHeight), queue, {(y: size_t) -> Void in
for y in 0..<poolHeighti {
let pw = self.poolWidthi
for x in 1..<(pw - 1)
{
let ai:Int = (y ) * (pw + 2) + x + 1
let bi:Int = (y + 2) * (pw + 2) + x + 1
let ci:Int = (y + 1) * (pw + 2) + x
let di:Int = (y + 1) * (pw + 2) + x + 2
let me:Int = (y + 1) * (pw + 2) + x + 1
let a = self.rippleSource[ai]
let b = self.rippleSource[bi]
let c = self.rippleSource[ci]
let d = self.rippleSource[di]
var result = (a + b + c + d) / 2.0 - self.rippleDest[me]
result -= result / 32.0
self.rippleDest[me] = result
}
}
//)
let hm1 = GLfloat(poolHeight - 1)
let wm1 = GLfloat(poolWidth - 1)
//dispatch_apply(poolHeighti, queue, {(y: size_t) -> Void in
for y in 0..<poolHeighti{
let yy = GLfloat(y)
let pw = self.poolWidthi
for x in 1..<(pw - 1)
{let xx = GLfloat(x)
let ai:Int = (y ) * (pw + 2) + x + 1
let bi:Int = (y + 2) * (pw + 2) + x + 1
let ci:Int = (y + 1) * (pw + 2) + x
let di:Int = (y + 1) * (pw + 2) + x + 2
let a = self.rippleDest[ai]
let b = self.rippleDest[bi]
let c = self.rippleDest[ci]
let d = self.rippleDest[di]
var s_offset = ((b - a) / 2048)
var t_offset = ((c - d) / 2048)
s_offset = (s_offset < -0.5) ? -0.5 : s_offset;
t_offset = (t_offset < -0.5) ? -0.5 : t_offset;
s_offset = (s_offset > 0.5) ? 0.5 : s_offset;
t_offset = (t_offset > 0.5) ? 0.5 : t_offset;
let s_tc = yy / hm1
let t_tc = xx / wm1
let me = (y * pw + x) * 2
self.rippleTexCoords[me + 0] = s_tc + s_offset
self.rippleTexCoords[me + 1] = t_tc + t_offset
}
}
//)
let pTmp = rippleDest
rippleDest = rippleSource
rippleSource = pTmp
}
var firstRipple:Bool = true
func initiateRippleAtLocation(location: CGPoint)
{
if (firstRipple)
{firstRipple = false; Whirl.crashLog("First ripple placement")}
let xIndex = Int((GLfloat(location.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi))
let yIndex = Int((1.0 - (GLfloat(location.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight))
let lowy = yIndex - touchRadius
let highy = yIndex + touchRadius
let lowx = xIndex - touchRadius
let highx = xIndex + touchRadius
//Whirl.crashLog("Ripple at (\(xIndex) , \(yIndex))\tX:(\(lowx) - \(highx))\tY:(\(lowy) - \(highy))")
for y in lowy...highy
{
for x in lowx...highx
{
if (x > 0 && x < (poolWidthi - 1) && y > 0 && y < poolHeighti)
{
let ind = (poolWidthi + 2) * (y + 1) + x + 1
let coef = (y-(yIndex-touchRadius))*(touchRadius*2+1)+x-(xIndex-touchRadius)
let past = rippleSource[ind]
let coe = rippleCoeff[coef]
if (coe < past)
{
rippleSource[ind] = coe
}
}
}
}
}
func rippleLine(location1: CGPoint, location2: CGPoint)
{
if (firstRipple)
{firstRipple = false; Whirl.crashLog("First ripple placement")}
let xIndex1 = Int((GLfloat(location1.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi))
let yIndex1 = Int((1.0 - (GLfloat(location1.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight))
let xIndex2 = Int((GLfloat(location2.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi))
let yIndex2 = Int((1.0 - (GLfloat(location2.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight))
let lowy1 = yIndex1 - touchRadius
let highy1 = yIndex1 + touchRadius
let lowx1 = xIndex1 - touchRadius
let highx1 = xIndex1 + touchRadius
let lowy2 = yIndex2 - touchRadius
let highy2 = yIndex2 + touchRadius
let lowx2 = xIndex2 - touchRadius
let highx2 = xIndex2 + touchRadius
let lowx = min(lowx1, lowx2)
let highx = max(highx1, highx2)
let lowy = min(lowy1, lowy2)
let highy = max(highy1, highy2)
for y in lowy...highy
{
for x in lowx...highx
{
if (x > 0 && x < (poolWidthi - 1) && y > 0 && y < poolHeighti)
{
let ind = (poolWidthi + 2) * (y + 1) + x + 1
let tar = ldist(CGPoint(x: xIndex1, y: yIndex1), p2: CGPoint(x: xIndex2, y: yIndex2), me: CGPoint(x: x, y: y))
let dx = x - Int(tar.x)
let dy = y - Int(tar.y)
let distq = (dx * dx + dy * dy)
if (distq < touchRadius * touchRadius)
{
let factor = sqrt(GLfloat(distq)) / GLfloat(touchRadius)
rippleSource[ind] = -(cos(factor*GLfloat(M_PI))+1.0) * 256.0;
}
//rippleSource[ind] = 1000
}
}
}
}
func ldist(p1: CGPoint, p2: CGPoint, me: CGPoint) -> CGPoint
{
let diffX = p2.x - p1.x
let diffY = p2.y - p1.y
var target = CGPoint()
if ((diffX == 0) && (diffY == 0))
{
target = p1
}
let t = ((me.x - p1.x) * diffX + (me.y - p1.y) * diffY) / (diffX * diffX + diffY * diffY)
if (t < 0)
{
target = p1
}
else if (t > 1)
{
target = p2
}
else
{
target = CGPoint(x: (p1.x + t * diffX), y: (p1.y + t * diffY))
}
let int = CGPoint(x: round(target.x), y: round(target.y))
return int
}
func getVertices() -> [GLfloat]
{
//Return the mesh positions
return rippleVertices
}
func getTexCoords() -> [GLfloat]
{
//Return the array of texture coords
return rippleTexCoords
}
func getIndices() -> [GLushort]
{
//Return the array of indices
return rippleIndices
}
func getVertexSize() -> GLsizeiptr
{
//Return the size of the mesh position array
return VertexSize
}
func getIndexSize() -> GLsizeiptr
{
//Return the byte size of the incicie array
return IndicieSize
}
func getIndexCount() -> GLsizeiptr
{
//This goes in the draw call, count of indices
return IndicieCount
}
}
答案 0 :(得分:1)
由于OpenGL ES是一组纯C函数,我不认为传递swift数据类型的指针很容易。
以下代码将为您提供如何传递索引缓冲区的提示。
var Indices: [GLubyte] = [
0, 1, 2,
2, 3, 0
]
var indexBuffer: GLuint = GLuint()
glGenBuffers(1, &indexBuffer)
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indexBuffer)
glBufferData(GLenum(GL_ELEMENT_ARRAY_BUFFER), Indices.size(), Indices, GLenum(GL_STATIC_DRAW))
参考:这是一个包含工作代码的链接。 https://github.com/bradley/iOSSwiftOpenGL/blob/master/iOSSwiftOpenGL/OpenGLView.swift
答案 1 :(得分:1)
您是否可以将Objective-c代码中的数据传递给glBuffer?
为什么你不被允许? Swift有一个指针API(UnsafePointer<T>
,UnsafeMutablePointer<T>
等),正是出于此目的。显然这是“不安全的”#34;从某种意义上说,[Objective-] C指针指向的底层内存可能随时更改,而Swift指针不知道。它也没有关于它所指向的内存块大小的信息。
任何C指针或数组都可以桥接到Swift(可能为UnsafeMutablePointer<Void>
,您需要将其转换为OpenGL类型)。
通过取消引用指针(如果它是非零)并将存储在指针中的值复制到Swift应用程序中的变量,可以避免引用无效内存的任何风险。