我对openGL ES有一个奇怪的问题。我正在研究iphone的绘图应用程序[从GLPaint应用程序中获取参考]。在我的代码中,我使用的是包含轮廓图像的imageView,我在其上放置[CAEAGLLayer] paintView来填充颜色。我根据用户触摸的位置通过屏幕上的图纸线填充轮廓图像中的颜色。我正在使用“renderLineFromPoint”函数在两个点之间绘制一条线,使用“touchesMoved”来获取起点和终点。
- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end{
//根据用户触摸的位置在屏幕上绘制一条线
static GLfloat* vertexBuffer = NULL;
static NSUInteger vertexMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
//CGFloat scale = self.contentScaleFactor;
CGFloat scale;
if ([self respondsToSelector: @selector(contentScaleFactor)])
{
scale=self.contentScaleFactor;
}
else{
//scale = 1.000000;
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)] == YES && [[UIScreen mainScreen] scale] == 2.00) {
// RETINA DISPLAY
scale = 2.000000;
}
else {
scale = 1.000000;
}
}
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
float dx = end.x - start.x;
float dy = end.y - start.y;
float dist = (sqrtf(dx * dx + dy * dy)/ kBrushPixelStep);
// 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(dist), 1);
//NSLog(@"count %d",count);
for(i = 0; i < count; ++i) {
if(vertexCount == vertexMax) {
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
// NSLog(@"if loop");
}
vertexBuffer[2 * vertexCount + 0] = start.x + (dx) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (dy) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
现在我正在使用捏合手势缩放绘画视图:
UIPinchGestureRecognizer *twoFingerPinch =
[[[UIPinchGestureRecognizer alloc] initWithTarget:self action:@selector(twoFingerPinch:)] autorelease];
[self addGestureRecognizer:twoFingerPinch];
- (void)twoFingerPinch:(UIPinchGestureRecognizer *)recognizer
{
if([recognizer state] == UIGestureRecognizerStateBegan) {
// Reset the last scale, necessary if there are multiple objects with different scales
lastScale = [recognizer scale];
}
if ([recognizer state] == UIGestureRecognizerStateBegan ||
[recognizer state] == UIGestureRecognizerStateChanged) {
CGFloat currentScale = [[[recognizer view].layer valueForKeyPath:@"transform.scale"] floatValue];
// Constants to adjust the max/min values of zoom
const CGFloat kMaxScale = 2.0;
const CGFloat kMinScale = 1.0;
CGFloat newScale = 1 - (lastScale - [recognizer scale]);
newScale = MIN(newScale, kMaxScale / currentScale);
newScale = MAX(newScale, kMinScale / currentScale);
CGAffineTransform transform = CGAffineTransformScale([self transform], newScale, newScale);
self.transform = transform;
lastScale = [recognizer scale]; // Store the prev
textureScale = lastScale;
[self setContentScaleFactor:2.0f];
CGRect frame = self.bounds;
NSLog(@"Scale %f Last scale %f width %f Height %f", newScale , lastScale, frame.size.width * newScale, frame.size.height * newScale);
}
}
上面的代码正常工作,但在paintView上的缩放线后,像素扭曲了[不是视网膜显示]。
有没有办法根据缩放比例重新绘制opengl的内容。
提前感谢你,
答案 0 :(得分:3)
根本不奇怪。当您绘制到OpenGL时,您将以固定的分辨率绘制,并且该分辨率是您的OpenGL上下文的大小。您最有可能创建一个屏幕分辨率的上下文。
如果您希望能够在不插入图像的情况下放大,则必须创建大于屏幕的GL上下文。例如,如果您希望能够放大到200%,则必须创建一个像素数为屏幕两倍的上下文。