使用不同的颜色撤消笔划

时间:2014-02-24 13:37:31

标签: objective-c opengl-es

我正在处理基本iOS绘画应用的撤消功能。当我只用一种颜色绘制笔划时,正常的撤消没有问题,但是当我使用不同的颜色时,总是使用最后的笔触颜色渲染所有笔划。

为了实现这一点,我将在撤销数组中存储包含点阵列和笔触颜色的自定义对象,最后在删除最后一个对象并清除屏幕后再次绘制它。

这是代码

- (void)undo { 
static GLfloat*     vertexBuffer = NULL;
static NSUInteger   vertexMax = 64;
NSUInteger          vertexCount = 0, count, i; 
CGFloat oldRed = self.red;
CGFloat oldGreen = self.green;
CGFloat oldBlue = self.blue;

if (self.undoBuffer.count > 0)
{
    TEUndoStroke *undoStroke = [self.undoBuffer lastObject];
    if (!self.redoBuffer)
        self.redoBuffer = [NSMutableArray array];
    [self.redoBuffer addObject:undoStroke];

    [self.undoBuffer removeLastObject];

    [EAGLContext setCurrentContext:context];
    glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
    glClearColor(1.0, 1.0, 1.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);

    for (TEUndoStroke *_stroke in self.undoBuffer)
    {
        //Aplicamos el color que tenia
        NSLog(@"R: %f G: %f B: %f", _stroke.red, _stroke.green, _stroke.blue);
        [self setBrushColorWithRed:_stroke.red green:_stroke.green blue:_stroke.blue];

        for (int k = 1; k < _stroke.arrayStrokes.count; k++)
        {
            CGPoint start = [[_stroke.arrayStrokes objectAtIndex:k-1] CGPointValue];
            CGPoint end = [[_stroke.arrayStrokes objectAtIndex:k] CGPointValue];

            glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

            // Convert locations from Points to Pixels
            CGFloat scale = self.contentScaleFactor;
            start.x *= scale;
            start.y *= scale;
            end.x *= scale;
            end.y *= scale;

            // Allocate vertex array buffer
            if(vertexBuffer == NULL)
                vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));

            // Add points to the buffer so there are drawing points every X pixels
            count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
            for(i = 0; i < count; ++i) {
                if(vertexCount == vertexMax) {
                    vertexMax = 2 * vertexMax;
                    vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
                }

                vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
                vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
                vertexCount += 1;
            }

        }

    }

    //Render everithing at last to avoid blinking.

    glEnableVertexAttribArray(ATTRIB_VERTEX);
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, 0);

    // Draw
    glUseProgram(program[PROGRAM_POINT].id);
    glDrawArrays(GL_POINTS, 0, vertexCount);

    // Load data to the Vertex Buffer Object
    glBindBuffer(GL_ARRAY_BUFFER, vboId);
    glBufferData(GL_ARRAY_BUFFER, vertexCount*2*sizeof(GLfloat), vertexBuffer, GL_DYNAMIC_DRAW);

    // Display the buffer
    glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER];

}

[self setBrushColorWithRed:oldRed green:oldGreen blue:oldBlue];
}

这是setBrushColorMethod

- (void)setBrushColorWithRed:(CGFloat)red green:(CGFloat)green blue:(CGFloat)blue
{
    self.red = red;
    self.green = green;
    self.blue = blue;

    // Update the brush color
    brushColor[0] = red * kBrushOpacity;
    brushColor[1] = green * kBrushOpacity;
    brushColor[2] = blue * kBrushOpacity;
    brushColor[3] = kBrushOpacity;

    if (initialized) {
        glUseProgram(program[PROGRAM_POINT].id);
        glUniform4fv(program[PROGRAM_POINT].uniform[UNIFORM_VERTEX_COLOR], 1, brushColor);
    }
}

例如,如果我画三个字母:

R为红色 G为绿色 B为蓝色

我按下撤销按钮,字母“B”消失,但R和G都是绿色。

1 个答案:

答案 0 :(得分:0)

最后我发现了问题。似乎变量声明应该逐点在绘制线内。

代码。

- (void)undo
{
    if (self.undoBuffer.count > 0)
    {
    TEUndoStroke *undoStroke = [self.undoBuffer lastObject];
    if (!self.redoBuffer)
        self.redoBuffer = [NSMutableArray array];
    [self.redoBuffer addObject:undoStroke];

    [self.undoBuffer removeLastObject];

    [EAGLContext setCurrentContext:context];
    glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
    glClearColor(1.0, 1.0, 1.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);

    for (TEUndoStroke *_stroke in self.undoBuffer)
    {
        for (int k = 1; k < _stroke.arrayStrokes.count; k++)
        {
            CGPoint start = [[_stroke.arrayStrokes objectAtIndex:k-1] CGPointValue];
            CGPoint end = [[_stroke.arrayStrokes objectAtIndex:k] CGPointValue];

            static GLfloat*     vertexBuffer = NULL;
            static NSUInteger   vertexMax = 64;
            NSUInteger          vertexCount = 0,
            count,
            i;

            [EAGLContext setCurrentContext:context];
            glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

            // Convert locations from Points to Pixels
            CGFloat scale = self.contentScaleFactor;
            start.x *= scale;
            start.y *= scale;
            end.x *= scale;
            end.y *= scale;

            // Allocate vertex array buffer
            if(vertexBuffer == NULL)
                vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));

            // Add points to the buffer so there are drawing points every X pixels
            count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
            for(i = 0; i < count; ++i) {
                if(vertexCount == vertexMax) {
                    vertexMax = 2 * vertexMax;
                    vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
                }

                vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
                vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
                vertexCount += 1;
            }

            CGFloat _strokeColor[4];

            _strokeColor[0] = _stroke.red * kBrushOpacity;
            _strokeColor[1] = _stroke.green * kBrushOpacity;
            _strokeColor[2] = _stroke.blue * kBrushOpacity;
            _strokeColor[3] = kBrushOpacity;

            if (initialized) {
                glUseProgram(program[PROGRAM_POINT].id);
                glUniform4fv(program[PROGRAM_POINT].uniform[UNIFORM_VERTEX_COLOR], 1, _strokeColor);
            }

            // Load data to the Vertex Buffer Object
            glBindBuffer(GL_ARRAY_BUFFER, vboId);
            glBufferData(GL_ARRAY_BUFFER, vertexCount*2*sizeof(GLfloat), vertexBuffer, GL_DYNAMIC_DRAW);

            glEnableVertexAttribArray(ATTRIB_VERTEX);
            glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, 0);

            // Draw
            glUseProgram(program[PROGRAM_POINT].id);
            glDrawArrays(GL_POINTS, 0, vertexCount);

        }

    }

    // Display the buffer
    glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER];

}

}