iOS上的OpenGL ES 2.0对象采集

前端之家收集整理的这篇文章主要介绍了iOS上的OpenGL ES 2.0对象采集前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。
选择在OpenGL ES 2.0(iOS)中绘制的对象的最佳方法是什么?

我正在绘制点数.

解决方法

这里是颜色采摘的工作原型,在大多数旧的iPad上测试并且工作良好.这实际上是一个名为InCube Chess的项目的一部分,可以在应用商店中找到.您将看到的主要代码位于从GLKViewController派生的类中,如下所示:
@interface IncubeViewController : GLKViewController

这意味着你有glkview:((GLKView *)self.view).

这里也有一些属性

@property (strong,nonatomic) EAGLContext *context;
@property (strong,nonatomic) GLKBaseEffect *effect;

不要忘记在* .m文件中合成它们.

@synthesize context = _context;
@synthesize effect = _effect;

这个想法是你的桌子上有棋子(或3D场景中的某些物体),你需要通过点击屏幕找到一张作品.也就是说,您需要将2d屏幕点击协调(在这种情况下为@point)转换为棋子实例.

每件作品都有其独特的名称,我称之为“印章”.您可以将密封件从1分配到某物.选择功能返回由tap coord找到的密封.然后盖上你可以很容易地找到你的碎片哈希表或阵列像这样的方式:

-(Piece *)findPieceBySeal:(GLuint)seal
{
        /* !!! Black background in off screen buffer produces 0 seals. This allows
           to quickly filter out taps that did not select anything (will be
           mentioned below) !!! */
        if (seal == 0)
                return nil;
        PieceSeal *sealKey = [[PieceSeal alloc] init:s];
        Piece *p = [sealhash objectForKey:sealKey];
        [sealKey release];
        return p;
}

“sealhash”是一个NSMutableDictionary.

现在这是主要的选择功能.请注意,我的glkview是反向的,您不能使用其缓冲区进行颜色选择.这意味着您需要创建自己的屏幕缓冲区,禁用抗锯齿功能,仅用于选择目的.

- (NSUInteger)findSealByPoint:(CGPoint)point
{
        NSInteger height = ((GLKView *)self.view).drawableHeight;
        NSInteger width = ((GLKView *)self.view).drawableWidth;
        Byte pixelColor[4] = {0,};
        GLuint colorRenderbuffer;
        GLuint framebuffer;

        glGenFramebuffers(1,&framebuffer);
        glBindFramebuffer(GL_FRAMEBUFFER,framebuffer);
        glGenRenderbuffers(1,&colorRenderbuffer);
        glBindRenderbuffer(GL_RENDERBUFFER,colorRenderbuffer);

        glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8_OES,width,height);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0_OES,GL_RENDERBUFFER,colorRenderbuffer);

        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        if (status != GL_FRAMEBUFFER_COMPLETE) {
                NSLog(@"Framebuffer status: %x",(int)status);
                return 0;
        }

        [self render:DM_SELECT];

        CGFloat scale = UIScreen.mainScreen.scale;
        glReadPixels(point.x * scale,(height - (point.y * scale)),1,GL_RGBA,GL_UNSIGNED_BYTE,pixelColor);

        glDeleteRenderbuffers(1,&colorRenderbuffer);
        glDeleteFramebuffers(1,&framebuffer);

        return pixelColor[0];
}

请注意,功能考虑到显示比例(视网膜或新iPad).

这里是在上面的函数中使用的render()函数.请注意,为了渲染目的,它清除了具有一些背景颜色的缓冲区,并且为了选择大小写,它使其变黑,以便您可以轻松地检查您是否点击了任何片断.

- (void) render:(DrawMode)mode
{
        if (mode == DM_RENDER)
                glClearColor(backgroundColor.r,backgroundColor.g,backgroundColor.b,1.0f);
        else
                glClearColor(0.0f,0.0f,1.0f);

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        /* Draw all pieces. */
        for (int i = 0; i < [model->pieces count]; i++) {
                Piece *p = [model->pieces objectAtIndex:i];
                [self drawPiece:p mode:mode];
        }
}

接下来是我们画的部分.

- (void) drawPiece:(Piece *)p mode:(DrawMode)mode
{
        PieceType type;

        [self pushMatrix];

        GLKMatrix4 modelViewMatrix = self.effect.transform.modelviewMatrix;

        GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(p->drawPos.X,p->drawPos.Y,p->drawPos.Z);
        modelViewMatrix = GLKMatrix4Multiply(modelViewMatrix,translateMatrix);

        GLKMatrix4 rotateMatrix;
        GLKMatrix4 scaleMatrix;

        if (mode == DM_RENDER) {
                scaleMatrix = GLKMatrix4MakeScale(p->scale.X,p->scale.Y,p->scale.Z);
        } else {
                /* !!! Make the piece a bit bigger in off screen buffer for selection
                   purposes so that we always sure that we tapped it correctly by
                   finger.*/
                scaleMatrix = GLKMatrix4MakeScale(p->scale.X + 0.2,p->scale.Y + 0.2,p->scale.Z + 0.2);
        }

        modelViewMatrix = GLKMatrix4Multiply(modelViewMatrix,scaleMatrix);

        self.effect.transform.modelviewMatrix = modelViewMatrix;

        type = p->type;

        if (mode == DM_RENDER) {
                /* !!! Use real pieces color and light on for normal drawing !!! */
                GLKVector4 color[pcLast] = {
                        [pcWhite] = whitesColor,[pcBlack] = blacksColor
                };
                self.effect.constantColor = color[p->color];
                self.effect.light0.enabled = GL_TRUE;
        } else {
                /* !!! Use piece seal for color. Important to turn light off !!! */
                self.effect.light0.enabled = GL_FALSE;
                self.effect.constantColor = GLKVector4Make(p->seal / 255.0f,0.0f);
        }

        /* Actually normal render the piece using it geometry buffers. */
        [self renderPiece:type];

        [self popMatrix];
}

这是如何使用上面显示功能.

- (IBAction) tapGesture:(id)sender
{
        if ([(UITapGestureRecognizer *)sender state] == UIGestureRecognizerStateEnded) {
                CGPoint tap = [(UITapGestureRecognizer *)sender locationInView:self.view];
                Piece *p = [self findPieceBySeal:[self findSealByPoint:tap]];

                /* !!! Do something with your selected object !!! */
        }
}

基本上是这样您将具有非常精确的拾取算法,远远优于光线跟踪或其他.

这里帮助推/弹矩阵的东西.

- (void)pushMatrix
{
        assert(matrixSP < sizeof(matrixStack) / sizeof(GLKMatrix4));
        matrixStack[matrixSP++] = self.effect.transform.modelviewMatrix;
}

- (void)popMatrix
{
        assert(matrixSP > 0);
        self.effect.transform.modelviewMatrix = matrixStack[--matrixSP];
}

这里还有我使用的glkview设置/清理功能.

- (void)viewDidLoad
{
        [super viewDidLoad];
        self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];
        if (!self.context)
                NSLog(@"Failed to create ES context");

        GLKView *view = (GLKView *)self.view;
        view.context = self.context;
        view.drawableDepthFormat = GLKViewDrawableDepthFormat24;

        [self setupGL];
}

- (void)viewDidUnload
{    
        [super viewDidUnload];

        [self tearDownGL];

        if ([EAGLContext currentContext] == self.context)
                [EAGLContext setCurrentContext:nil];
        self.context = nil;
}

- (void)setupGL
{
        [EAGLContext setCurrentContext:self.context];

        self.effect = [[[GLKBaseEffect alloc] init] autorelease];
        if (self.effect) {
                self.effect.useConstantColor = GL_TRUE;
                self.effect.colorMaterialEnabled = GL_TRUE;
                self.effect.light0.enabled = GL_TRUE;
                self.effect.light0.diffuseColor = GLKVector4Make(1.0f,1.0f,1.0f);
        }

        /* !!! Draw antialiased geometry !!! */
        ((GLKView *)self.view).drawableMultisample = GLKViewDrawableMultisample4X;
        self.pauSEOnWillResignActive = YES;
        self.resumeOnDidBecomeActive = YES;
        self.preferredFramesPerSecond = 30;

        glDisable(GL_DITHER);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glLineWidth(2.0f);

        /* Load pieces geometry */
        [self loadGeometry];
}

- (void)tearDownGL
{
        drawReady = NO;
        [EAGLContext setCurrentContext:self.context];
        [self unloadGeometry];
}

希望这有助于并可能关闭“挑选问题”永远:)

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