我是新手,开放Xcode的游戏方面。我刚刚玩过立方体,并设法旋转它们等等但是我脑子里有几件我想要实现的东西,但由于我缺乏知识,我根本无法做到。例如,我想改变立方体来说四面体或者为立方体的每一边添加不同的颜色,或者甚至可以添加第三个立方体,因为默认代码只为我们提供了2个立方体。
查看controller.h
#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>
@interface ViewController : GLKViewController
@end
查看controller.m
#import "ViewController.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// Uniform index.
enum
{
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_NORMAL,
NUM_ATTRIBUTES
};
GLfloat gCubeVertexData[216] =
{
// Data layout for each line below is:
// positionX, positionY, positionZ, normalX, normalY, normalZ,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
};
@interface ViewController () {
GLuint _program;
GLKMatrix4 _modelViewProjectionMatrix;
GLKMatrix3 _normalMatrix;
float _rotation;
GLuint _vertexArray;
GLuint _vertexBuffer;
}
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;
- (void)setupGL;
- (void)tearDownGL;
- (BOOL)loadShaders;
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
- (BOOL)linkProgram:(GLuint)prog;
- (BOOL)validateProgram:(GLuint)prog;
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!self.context) {
NSLog(@"Failed to create ES context");
}
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[self setupGL];
}
- (void)dealloc
{
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if ([self isViewLoaded] && ([[self view] window] == nil)) {
self.view = nil;
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
// Dispose of any resources that can be recreated.
}
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[GLKBaseEffect alloc] init];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
glEnable(GL_DEPTH_TEST);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBindVertexArrayOES(0);
}
- (void)tearDownGL
{
[EAGLContext setCurrentContext:self.context];
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArraysOES(1, &_vertexArray);
self.effect = nil;
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
self.effect.transform.projectionMatrix = projectionMatrix;
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
// Compute the model view matrix for the object rendered with GLKit
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
self.effect.transform.modelviewMatrix = modelViewMatrix;
// Compute the model view matrix for the object rendered with ES2
modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
_rotation += self.timeSinceLastUpdate * 0.5f;
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArrayOES(_vertexArray);
// Render the object with GLKit
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 36);
// Render the object again with ES2
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
#pragma mark - OpenGL ES 2 shader compilation
- (BOOL)loadShaders
{
GLuint vertShader, fragShader;
NSString *vertShaderPathname, *fragShaderPathname;
// Create shader program.
_program = glCreateProgram();
// Create and compile vertex shader.
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
NSLog(@"Failed to compile vertex shader");
return NO;
}
// Create and compile fragment shader.
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
NSLog(@"Failed to compile fragment shader");
return NO;
}
// Attach vertex shader to program.
glAttachShader(_program, vertShader);
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
// Bind attribute locations.
// This needs to be done prior to linking.
glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
// Link program.
if (![self linkProgram:_program]) {
NSLog(@"Failed to link program: %d", _program);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
return NO;
}
// Get uniform locations.
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
// Release vertex and fragment shaders.
if (vertShader) {
glDetachShader(_program, vertShader);
glDeleteShader(vertShader);
}
if (fragShader) {
glDetachShader(_program, fragShader);
glDeleteShader(fragShader);
}
return YES;
}
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
GLint status;
const GLchar *source;
source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
if (!source) {
NSLog(@"Failed to load vertex shader");
return NO;
}
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
NSLog(@"Shader compile log:\n%s", log);
free(log);
}
#endif
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return NO;
}
return YES;
}
- (BOOL)linkProgram:(GLuint)prog
{
GLint status;
glLinkProgram(prog);
#if defined(DEBUG)
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
- (BOOL)validateProgram:(GLuint)prog
{
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
@end
答案 0 :(得分:0)
列出您的请求:
脸部颜色
根据您报告的代码,它不支持顶点颜色属性。实际上,你构建的顶点数组覆盖了顶点位置和法线,颜色未被覆盖(positionX,positionY,positionZ,normalX,normalY,normalZ)
最终,要支持颜色,您应该执行以下操作:
positionX,positionY,positionZ,normalX,normalY,normalZ,red,green,blue
这将设置颜色所需的数据信息。
关于&#34;渲染&#34;颜色,您的片段着色器需要修改,颜色作为附加属性传递。
您没有包含着色器源代码,很高兴看到它更好理解。
关于传递附加属性,您可以执行以下操作:
glEnableVertexAttribArray(attrubute的ID); glVertexAttribPointer(attrubute的ID,3,GL_FLOAT,GL_FALSE,24,BUFFER_OFFSET(36));
关于四面体:
计算不同顶点的坐标非常简单。
最后你有4个三角形并且计算12个顶点(共同5个)是一个很好的练习,需要5分钟的纸上谈兵。我建议你试试看看。尝试这是一个很好的做法:)