对于我的生活,我无法将图像渲染到iPhone模拟器屏幕。我尽可能简化了我的代码。
以下代码位于ViewController.m中,这是一个扩展GLKViewController的类,也是一个GLKViewDelegate。
- (void)viewDidLoad {
[super viewDidLoad];
/*Setup EAGLContext*/
self.context = [self createBestEAGLContext];
[EAGLContext setCurrentContext:self.context];
/*Setup View*/
GLKView *view = [[GLKView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
view.context = self.context;
view.delegate = self;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
self.view = view;
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
/*Setup GLK effect*/
self.effect = [[GLKBaseEffect alloc] init];
self.effect.transform.projectionMatrix = GLKMatrix4MakeOrtho(0, 320, 480, 0, -1, 1);
glClearColor(0.5, 1, 1, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
NSDictionary * options = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES],
GLKTextureLoaderOriginBottomLeft,
nil];
NSError * error;
NSString *path = [[NSBundle mainBundle] pathForResource:@"soccerball" ofType:@"jpg"];
GLKTextureInfo * textureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:options error:&error];
if (textureInfo == nil) {
NSLog(@"Error loading file: %@", [error localizedDescription]);
}
TexturedQuad newQuad;
newQuad.bl.geometryVertex = CGPointMake(0, 0);
newQuad.br.geometryVertex = CGPointMake(textureInfo.width, 0);
newQuad.tl.geometryVertex = CGPointMake(0, textureInfo.height);
newQuad.tr.geometryVertex = CGPointMake(textureInfo.width, textureInfo.height);
newQuad.bl.textureVertex = CGPointMake(0, 0);
newQuad.br.textureVertex = CGPointMake(1, 0);
newQuad.tl.textureVertex = CGPointMake(0, 1);
newQuad.tr.textureVertex = CGPointMake(1, 1);
self.effect.texture2d0.name = textureInfo.name;
self.effect.texture2d0.enabled = YES;
GLKMatrix4 modelMatrix = GLKMatrix4Identity;
modelMatrix = GLKMatrix4Translate(modelMatrix, 100, 200, 0);
self.effect.transform.modelviewMatrix = modelMatrix;
[self.effect prepareToDraw];
long offset = (long)&(newQuad);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, geometryVertex)));
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, textureVertex)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
和一些结构使用......
typedef struct {
CGPoint geometryVertex;
CGPoint textureVertex;
} TexturedVertex;
typedef struct {
TexturedVertex bl;
TexturedVertex br;
TexturedVertex tl;
TexturedVertex tr;
} TexturedQuad;
现在唯一有效的是
glClearColor(0.5, 1, 1, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
这会调整背景颜色。没有“足球”形象。
非常感谢任何帮助。
编辑 - TextureVertex CGPoints不正确所以我修复了它们。问题仍然存在。
答案 0 :(得分:0)
解决方案:
TexturedVertex结构不能使用CGPoint,而是使用GLKVector2。
这是因为存储在这些点中的浮点值存在转换问题。 GLKit期望浮点值具有单点精度,但CGPoint浮点值具有双点精度,事情变得奇怪。此外,此问题仅发生在iOS 7.0之后
有关此问题的详细信息,请参阅此处。 OpenGL ES Shaders and 64-bit iPhone 5S