iOS OpenGL ES 2.0全新。我试图通过绘制一个简单的矩形来精确识别我的屏幕(iPad)的边界。根据我的发现,它看起来像iPad屏幕的尺寸是768 x 1024.但是,我的屏幕没有被正确覆盖(请注意,如果重要的话,我正在横向模式绘图)。
我不确定顶点之间的相互作用以及我如何使用投影矩阵命令。
'self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeOrtho(0,FRAME_WIDTH * 2,0,FRAME_HEIGHT * 2,0,0);'
如果我删除此行,我的矩形会在原点左下方呈现。但如果我把它留在里面,它似乎从左下角渲染,但尺寸太大,我似乎无法弄清楚如何以可预测的方式改变它们。
正如你所看到的,我很困惑。获得精确屏幕尺寸的最佳方法是什么。我需要这个来正确地将其他对象放在屏幕上。谢谢!
#import "ViewController.h"
typedef struct {
GLKVector3 positionCoordinates;
GLKVector2 textureCoordinates;
} VertexData;
#define FRAME_HEIGHT 768.0f
#define FRAME_WIDTH 1024.0f
VertexData vertices[] = {
{ { 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f} }, // bottom left
{ {FRAME_WIDTH, 0.0f, 0.0f}, {1.0f, 0.0f} }, // bottom right
{ { 0.0f, FRAME_HEIGHT, 0.0f}, {0.0f, 1.0f} }, // top left
{ { 0.0f, FRAME_HEIGHT, 0.0f}, {0.0f, 1.0f} }, // top left
{ {FRAME_WIDTH, 0.0f, 0.0f}, {1.0f, 0.0f} }, // bottom right
{ {FRAME_WIDTH, FRAME_HEIGHT, 0.0f}, {1.0f, 1.0f} } // top right
};
@interface ViewController ()
@property (nonatomic, strong) EAGLContext *context;
@property (nonatomic, strong) GLKBaseEffect *baseEffect;
@end
@implementation ViewController {
GLuint _vertexBufferID;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
GLKView *view = (GLKView *) self.view;
view.context = self.context;
[EAGLContext setCurrentContext:self.context];
self.baseEffect = [[GLKBaseEffect alloc] init];
self.baseEffect.useConstantColor = YES;
self.baseEffect.constantColor = GLKVector4Make(1.0f, 0.0f, 0.0f, 1.0f);
self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeOrtho(0, FRAME_WIDTH*2, 0, FRAME_HEIGHT*2, 0, 0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glGenBuffers(1, &_vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), offsetof(VertexData, positionCoordinates));
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#pragma mark - GKLView delegate methods
- (void) glkView: (GLKView *) view drawInRect:(CGRect)rect{
glClear(GL_COLOR_BUFFER_BIT);
[self.baseEffect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 6);
}
- (void) update {
}
@end
答案 0 :(得分:0)
您可以通过以下方式获取屏幕尺寸:
CGSize screenSize = [UIScreen mainScreen].bounds.size;
但是,在应用程序启动期间要小心使用它。
获取当前视图控制器的方向:
[UIViewController interfaceOrientation]
获取设备方向:
[[UIDevice currentDevice] orientation]
......或......
[[UIApplication sharedApplication] statusBarOrientation];
在您的情况下,您可以简单地使用您拥有的EAGLView边界:
CGSize viewSize = self.view.bounds.size
答案 1 :(得分:0)
你应该使用FRAME_HEIGHT和FRAME_WIDTH,而不是两倍。