我尝试使用GLKitView
在Swift
上绘制黑色单行,但它不起作用。
我可以清除屏幕,我可以用任何颜色填充它,但我无法在其上绘制任何东西。
我知道,这个问题很多次被问过,但我找不到任何关于Swift的答案。
更重要的是,没有任何关于在Swift中使用OpenGL ES的信息,所以我来到这里。
这是我的代码:
import GLKit
class MyGLKit: GLKView {
override func drawRect(rect: CGRect) {
glClearColor(0.8, 0.8, 0.8, 1.0)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
glColor4f(0, 0, 0, 1)
var line: [GLfloat] = [-1, 0, 1, 0]
var len = line.count * sizeof(GLfloat)
// Create an handle for a buffer object array
var bufferObjectNameArray: GLuint = 0
// Have OpenGL generate a buffer name and store it in the buffer object array
glGenBuffers(1, &bufferObjectNameArray);
// Bind the buffer object array to the GL_ARRAY_BUFFER target buffer
glBindBuffer(GLbitfield(GL_ARRAY_BUFFER), bufferObjectNameArray);
// Send the line data over to the target buffer in GPU RAM
glBufferData(
GLbitfield(GL_ARRAY_BUFFER), // the target buffer
len, // the number of bytes to put into the buffer
line, // a pointer to the data being copied
GLbitfield(GL_STATIC_DRAW)); // the usage pattern of the data
glVertexPointer(2, GLbitfield(GL_FLOAT), 0, line);
var programHandle: GLuint = glCreateProgram()
glLinkProgram(programHandle)
glDrawArrays(GLbitfield(GL_LINES), 0, 2);
}
}
我不确定这个代码在做什么,导致OpenGL ES看起来疯狂,在通常的OpenGL之后。我的意思是,你需要编写很多代码来绘制一行。它为什么这样工作?
答案 0 :(得分:0)
我没有使用过Swift,但基于OpenGL EXC_BAD_ACCESS when calling glDrawElements in Swift but not in Objective-C中的代码,您的glVertexPointer()
调用应如下所示:
let bufferOffset: CConstVoidPointer = COpaquePointer(UnsafePointer<Int>(0))
glVertexPointer(2, GLbitfield(GL_FLOAT), 0, bufferOffset);
看起来你还没有真正构建着色器程序:
var programHandle: GLuint = glCreateProgram()
glLinkProgram(programHandle)
如果您使用简单的OpenGL,那么需要介绍一些事情。您需要创建着色器对象,为它们提供用GLSL编写的代码,调用以编译着色器等。我相信GLKit具有使用预烘焙着色器的功能。
至于为什么OpenGL如此“疯狂”,这超出了本网站的范围。而且非常主观。恕我直言,要记住的要点是,OpenGL并不是为程序员提供方便的API。它旨在为访问图形硬件提供相对较薄的通用抽象。可比API的趋势实际上是使抽象层更薄,以减少开销(参见例如DirectX 12)。
没有什么可以阻止任何人在OpenGL之上实现更方便的更高级API。这些接口存在,人们使用它们。
答案 1 :(得分:0)
看起来您需要添加GLKBaseEffect
无论如何,这是我的工作解决方案: 要进行测试,请创建一个MyGLKit.swift文件
import Foundation
import GLKit
import OpenGLES
struct OpenGLColor {
var r: GLubyte = 0
var g: GLubyte = 0
var b: GLubyte = 0
var a: GLubyte = 0
}
class MyGLKit: GLKView {
var lineData: [GLfloat] = []
var colorData: [GLubyte] = []
var linesCount:Int = 0
func setup(){
self.context = EAGLContext(api: .openGLES2)!
EAGLContext.setCurrent(self.context)
//effect
let effect: GLKBaseEffect = GLKBaseEffect()
let projectionMatrix: GLKMatrix4 = GLKMatrix4MakeOrtho(-1.0, 1.0, -1.0, 1.0, 1.0, -1.0)
effect.transform.projectionMatrix = projectionMatrix
effect.prepareToDraw()
//OPTIONAL > disable slow GL extensions
glDisable(GLenum(GL_DEPTH_TEST))
glDisable(GLenum(GL_BLEND))
glDisable(GLenum(GL_DITHER))
glDisable(GLenum(GL_STENCIL_TEST))
glDisable(GLenum(GL_TEXTURE_2D))
//
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MAG_FILTER), GL_NEAREST)
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_NEAREST)
glEnableVertexAttribArray(GLuint(GLKVertexAttrib.position.rawValue))
glEnableVertexAttribArray(GLuint(GLKVertexAttrib.color.rawValue))
}
func drawLine(x:GLfloat, y:GLfloat, x2:GLfloat, y2:GLfloat, color: OpenGLColor){
//suppport for retina
var x = x
var y = y
var x2 = x2
var y2 = y2
x *= 2
x2 *= 2
y *= 2
y2 *= 2
//calculate position for opengl
let w: GLfloat = GLfloat(self.bounds.size.width)
let h: GLfloat = GLfloat(self.bounds.size.height)
//coordinates x/y
lineData.append(((1.0/w)*x)-1)
lineData.append(1-((1.0/h)*y))
lineData.append(0)
lineData.append(((1.0/w)*x2)-1)
lineData.append(1-((1.0/h)*y2))
lineData.append(0)
//color
colorData.append(color.r)
colorData.append(color.g)
colorData.append(color.b)
colorData.append(color.a)
colorData.append(color.r)
colorData.append(color.g)
colorData.append(color.b)
colorData.append(color.a)
linesCount += 1
}
override func draw(_ rect: CGRect) {
glLineWidth(1.0)
glClearColor(0.8, 0.8, 0.8, 1.0)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
//draw layer
if (lineData.count > 0){
glVertexAttribPointer(GLuint(GLKVertexAttrib.position.rawValue), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, lineData)
glVertexAttribPointer(GLuint(GLKVertexAttrib.color.rawValue), 4, GLenum(GL_UNSIGNED_BYTE), GLboolean(GL_TRUE), 0, colorData)
glDrawArrays(GLenum(GL_LINES), 0, GLsizei(linesCount*2))
}
}
}
然后在您的UIViewController中使用它:
let g = MyGLKit()
g.setup()
g.frame = self.view.bounds
self.view.addSubview(g)
var color = OpenGLColor()
color.r = 20
color.b = 30
color.g = 40
color.a = 255
g.drawLine(x: 10, y: 10, x2: GLfloat(g.frame.size.width), y2: 10, color: color)
g.drawLine(x: 10, y: 50, x2: GLfloat(g.frame.size.width), y2: 50, color: color)
g.setNeedsDisplay()