我正在尝试将带纹理的.obj格式的3D模型转换为Objective c兼容代码,并使用OpenGL E.S渲染它们。 2.0。
我使用Heiko Behrens的[obj2opengl] [1]将3d模型转换为头文件
3d模型具有带有this纹理图像的UV Mapping。
一切都在工作,但不知何故纹理没有正确呈现,我的立方体显示为this。
我尝试了各种各样的事情,但无法弄清楚我做错了什么,或者我只是不明白。
以下是我如何渲染多维数据集的代码:
unsigned int boxNumVerts = 36;
float boxVerts [] = {
// f 1/1/1 2/2/1 3/3/1 4/4/1
-0.5, -0.5, 0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
// f 1/1/1 2/2/1 3/3/1 4/4/1
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, -0.5, -0.5,
// f 5/5/2 6/6/2 7/7/2 8/8/2
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
// f 5/5/2 6/6/2 7/7/2 8/8/2
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
// f 1/9/3 4/10/3 6/6/3 5/5/3
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
// f 1/9/3 4/10/3 6/6/3 5/5/3
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
// f 4/11/4 3/12/4 7/7/4 6/6/4
0.5, -0.5, 0.5,
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
// f 4/11/4 3/12/4 7/7/4 6/6/4
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
// f 3/13/5 2/14/5 8/8/5 7/7/5
0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
// f 3/13/5 2/14/5 8/8/5 7/7/5
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
// f 2/2/6 1/1/6 5/5/6 8/8/6
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
// f 2/2/6 1/1/6 5/5/6 8/8/6
-0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
-0.5, 0.5, 0.5,
};
float boxTexCoords [] = {
// f 1/1/1 2/2/1 3/3/1 4/4/1
0.5016, 0.7508,
0.2504, 0.7508,
0.2504, 1.002,
// f 1/1/1 2/2/1 3/3/1 4/4/1
0.5016, 0.7508,
0.5016, 1.002,
0.2504, 1.002,
// f 5/5/2 6/6/2 7/7/2 8/8/2
0.5016, 0.4996,
0.5016, 0.2484,
0.2504, 0.2484,
// f 5/5/2 6/6/2 7/7/2 8/8/2
0.5016, 0.4996,
0.2504, 0.4996,
0.2504, 0.2484,
// f 1/9/3 4/10/3 6/6/3 5/5/3
0.7528, 0.4996,
0.7528, 0.2484,
0.5016, 0.2484,
// f 1/9/3 4/10/3 6/6/3 5/5/3
0.7528, 0.4996,
0.5016, 0.4996,
0.5016, 0.2484,
// f 4/11/4 3/12/4 7/7/4 6/6/4
0.5016, -0.00279999999999991,
0.2504, -0.00279999999999991,
0.2504, 0.2484,
// f 4/11/4 3/12/4 7/7/4 6/6/4
0.5016, -0.00279999999999991,
0.5016, 0.2484,
0.2504, 0.2484,
// f 3/13/5 2/14/5 8/8/5 7/7/5
-0.0008, 0.2484,
-0.0008, 0.4996,
0.2504, 0.4996,
// f 3/13/5 2/14/5 8/8/5 7/7/5
-0.0008, 0.2484,
0.2504, 0.2484,
0.2504, 0.4996,
// f 2/2/6 1/1/6 5/5/6 8/8/6
0.2504, 0.7508,
0.5016, 0.7508,
0.5016, 0.4996,
// f 2/2/6 1/1/6 5/5/6 8/8/6
0.2504, 0.7508,
0.2504, 0.4996,
0.5016, 0.4996,
};
我的渲染代码:
-(void)setup
{
self.drawingMode = GL_TRIANGLES;
vertexData = [NSMutableData dataWithBytes:boxVerts length:sizeof(float)*boxNumVerts*3];
textureCoordinateData = [NSMutableData dataWithBytes:boxTexCoords length:sizeof(float)*boxNumVerts*2];
// vertexNormalData = [NSMutableData dataWithBytes:PrisonCellNormals length:sizeof(float)*PrisonCellNumVerts*3];
}
-(void)renderInScene:(FRPGScene *)_scene
{
if (texture != nil)
{
effect.texture2d0.envMode = GLKTextureEnvModeReplace;
effect.texture2d0.target = GLKTextureTarget2D;
effect.texture2d0.name = texture.name;
[effect.texture2d0 setEnabled:YES];
}
effect.transform.modelviewMatrix = self.modelviewMatrix;
effect.transform.projectionMatrix = _scene.projectionMatrix;
[effect prepareToDraw];
// setup
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, self.vertices);
if (!useConstantColor)
{
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 4, GL_FLOAT, GL_FALSE, 0, self.vertexColors);
}
if (texture != nil)
{
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, self.textureCoordinates);
}
glDrawArrays(drawingMode, 0, self.numVertices);
glDisable(GL_BLEND);
// teardown
glDisableVertexAttribArray(GLKVertexAttribPosition);
if (!useConstantColor)
{
glDisableVertexAttribArray(GLKVertexAttribColor);
}
if (texture != nil)
{
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
}
}
更新 appDelegate函数,我设置我的上下文。
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:context];
GLKView *view = [[GLKView alloc] initWithFrame:[[UIScreen mainScreen] bounds] context:context];
view.delegate = self; //Makes sure the views drawInRect is called
FRPGViewController *controller = [[FRPGViewController alloc] init];
controller.delegate = self;
controller.view = view;
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = controller;
[self.window makeKeyAndVisible];
scene = [[FRPGTestLevel alloc] init];
//Set screen aspect ratio boundaries ipad 4:3 iphone 3:2
CGRect rect = view.bounds;
scene.left = -100.0f;
scene.right = 100.0f;
scene.bottom = -100.0f / (rect.size.width / rect.size.height); // -75.0..
scene.top = 100.0f / (rect.size.width / rect.size.height); // 75.0..
[scene setup];
[controller setScene:scene];
return YES;
}
我的场景渲染功能清除缓冲区并在每个对象上调用上面的renderInScene方法
-(void)render
{
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
glClear(GL_COLOR_BUFFER_BIT);
[object renderInScene:scene];
}
答案 0 :(得分:0)
您需要设置深度缓冲区
GLuint _depthRenderBuffer;
- (void)setupDepthBuffer
{
glGenRenderbuffers(1, &_depthRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.frame.size.width, self.frame.size.height);
}
然后添加到帧缓冲区
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);