我正在尝试使用纹理(“body”和“head”)渲染两个立方体。有一个纹理图集,包含所有立方体面。为实现这一目标,我创建了一个类来封装绘制多维数据集的所有代码:MSTexturedCube
。
// In MSTexturedCube.h
#import <Foundation/Foundation.h>
#import <GLKit/GLKit.h>
@interface MSTexturedCube : NSObject {
GLKVector3 _vertices[8];
GLKVector3 _triangleVertices[36];
GLKVector2 _textureVertices[36];
}
@property (nonatomic, assign) float xRotationAngle;
@property (nonatomic, assign) float yRotationAngle;
@property (nonatomic, assign) GLKVector3 scale; // x, y, z scale
@property (nonatomic, assign) GLKVector3 translation; // x, y, z translation
- (id)initWithTexture:(GLKTextureInfo *)textureInfo vertexData:(GLKVector2[36])textureVertexData;
- (id)initWithTexture:(GLKTextureInfo *)textureInfo frontFaceCoords:(GLKVector2[4])front right:(GLKVector2[4])right back:(GLKVector2[4])back left:(GLKVector2[4])left top:(GLKVector2[4])top bottom:(GLKVector2[4])bottom;
- (void)draw;
- (void)setVertices:(GLKVector3[8])verticesArray;
@end
// In MSTexturedCube.m
#import "MSTexturedCube.h"
static int vertexIndices[36] = {
// Front
0, 1, 2,
0, 2, 3,
// Right
1, 5, 6,
1, 6, 2,
// Back
5, 4, 7,
5, 7, 6,
// Left
4, 0, 3,
4, 3, 7,
// Top
3, 2, 6,
3, 6, 7,
// Bottom
4, 5, 1,
4, 1, 0,
};
@interface MSTexturedCube ()
@property (nonatomic, strong) GLKBaseEffect *effect;
@property (nonatomic, strong) GLKTextureInfo *textureInfo;
- (void)setupOpenGL;
@end
@implementation MSTexturedCube
@synthesize effect = _effect;
@synthesize textureInfo = _textureInfo;
@synthesize xRotationAngle = _xRotationAngle;
@synthesize yRotationAngle = _yRotationAngle;
@synthesize scale = _scale;
@synthesize translation = _translation;
// Init methods
...
- (void)draw {
// Create matrices
GLKMatrix4 yRotation = GLKMatrix4MakeYRotation(self.yRotationAngle);
GLKMatrix4 xRotation = GLKMatrix4MakeXRotation(self.xRotationAngle);
GLKMatrix4 scale = GLKMatrix4MakeScale(self.scale.x, self.scale.y, self.scale.z);
GLKMatrix4 translation = GLKMatrix4MakeTranslation(self.translation.x, self.translation.y, self.translation.z);
GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translation, GLKMatrix4Multiply(xRotation, GLKMatrix4Multiply(yRotation, scale)));
GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
self.effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix);
self.effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.25 * M_PI, 1.0, 2.0, 500.0);
// Set texture properties if a texture is set
if (self.textureInfo) {
self.effect.texture2d0.envMode = GLKTextureEnvModeReplace;
self.effect.texture2d0.target = GLKTextureTarget2D;
self.effect.texture2d0.name = self.textureInfo.name;
}
// Prepare the effect to draw after creating matrices
[self.effect prepareToDraw];
// Set texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(self.textureInfo.target, self.textureInfo.name);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
// Set vertices
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, _triangleVertices);
// Set texture (if set)
if (self.textureInfo) {
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, _textureVertices);
}
// Draw
glDrawArrays(GL_TRIANGLES, 0, 36);
// Disable arrays
glDisableVertexAttribArray(GLKVertexAttribPosition);
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
}
// Getters & setters
...
#pragma mark - Private methods
- (void)setupOpenGL {
// Set vertices array
_vertices[0] = GLKVector3Make(-0.5, -0.5, 0.5); // Left bottom front
_vertices[1] = GLKVector3Make( 0.5, -0.5, 0.5); // Right bottom front
_vertices[2] = GLKVector3Make( 0.5, 0.5, 0.5); // Right top front
_vertices[3] = GLKVector3Make(-0.5, 0.5, 0.5); // Left top front
_vertices[4] = GLKVector3Make(-0.5, -0.5, -0.5); // Left bottom back
_vertices[5] = GLKVector3Make( 0.5, -0.5, -0.5); // Right bottom back
_vertices[6] = GLKVector3Make( 0.5, 0.5, -0.5); // Right top back
_vertices[7] = GLKVector3Make(-0.5, 0.5, -0.5); // Left top back
// Set the triangle vertices
for (int i = 0; i < 36; i++) {
_triangleVertices[i] = _vertices[vertexIndices[i]];
}
self.effect = [[GLKBaseEffect alloc] init];
}
在实现GLKViewController
和GLKViewDelegate
的{{1}}子类中,我创建了两个GLKViewControllerDelegate
个对象,我用必要的顶点数据和纹理顶点数据进行初始化。在MSTexturedCube
我写了这个函数:
GLKViewDelegate
它完美地工作但是出现了一个问题:当我旋转视图时,立方体数组中的第二个对象呈现没有任何问题,但第一个对象,即使它更接近相机,如果它有另一个,则看起来绝对透明对象如下。如果它只有下面的背景,它也会变得不透明。 ¿我如何解决这个问题,让对象尊重z顺序?
答案 0 :(得分:1)
我解决了我的问题。
我忘了通过将GLView的drawableDepthFormat属性设置为EAGLContext
来添加到GLKViewDrawableDepthFormat16
深度缓冲区。
虽然它没有出现在问题中,但我试图在GLView的委托方法中添加以下两行,但它们什么也没做:
glDepthFunc(GL_LEQUAL);
glClear(GL_DEPTH_BUFFER_BIT);
显然,因为没有设置缓冲区。当我设置GLKViewDrawableDepthFormat16
并添加这两行时,它可以完美地运行。