OpenGL ES GLKit(二)

A, GLKit Framework Overview

  • GLKit framework designed to simplify the development of applications based on OpenGL / OpenGL ES's. It appears
    to accelerate OpenGL ES or OpenGL development of the applications. Use math library, background texture loading, pre-created with
    color filter effects, as well as the standard view and the view controller to achieve rendering loop.
  • GLKit framework provides functions and classes required can be reduced to create a new application based shader work,
    or a fixed support existing vertex or fragment processing function dependent on an earlier version of the OpenGL ES or OpenGL provides
    an application.
  • Draw spaces provided GLKView (View)
  • GLKViewController (UIKit extensions to the standard design pattern for managing drawing view content and presentation)
  • Apple abandoned OpenGL ES, but iOS developers can continue to use.

Second, the use GLKit view render OpenGL ES content

3572360-2fe786fcd2422d6e.png
GLKit view showing OpenGL ES content .png

Third, the configuration view GLKit

- (void)viewDidLoad{ 
    [super viewDidLoad];
    //创建OpenGL ES上下文并将其分配给从故事板加载的视图
    GLKView * view =(GLKView *)self.view;
    view.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    //配置视图创建的渲染缓冲区
    view.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
    view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
    view.drawableStencilFormat = GLKViewDrawableStencilFormat8;
    //启⽤多重采样
    view.drawableMultisample = GLKViewDrawableMultisample4X;
}

-(void)drawRect:(CGRect)rect
{
    //清除帧缓冲区
    glClearColor(0.0f,0.0f,0.1f,1.0f); 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    //使用先前配置的纹理,着色器和顶点数组绘制 
    glBindTexture(GL_TEXTURE_2D,_planetTexture); 
    glUseProgram(_diffuseShading);     
    glUniformMatrix4fv(_uniformModelViewProjectionMatrix,1,0,_modelViewProjectionMatrix.m); 
    glBindVertexArrayOES(_planetMesh); 
    glDrawElements(GL_TRIANGLE_STRIP,256,GL_UNSIGNED_SHORT);
}

Four, GLKit function

  • Load textures
  • ADVANCED providing performance math
  • It provides constant ⻅ shaders
  • And a controller provides a view of view.

Five, GLKit texture load

1. GLKTextureInfo create OpenGL texture information
  • name: OpenGL texture context name
  • target: target texture bound
  • height: loading textures and altitudes
  • width: Width of the loaded textures
  • textureOrigin: Load the texture of the origin position
  • alphaState: loading state texture alpha component
  • containsMipmaps: Boolean value that contains loads of texture mip map
2. GLTextureLoader simplified load textures from a variety of resource file
  • initialization

    • initWithSharegroup: initialize a new texture loaded into an object
    • initWithShareContext: Initialization causes a new texture loading objects
  • Load processing from a file

    • +textureWithContentsOfFile:options:errer: 从文件加载2D纹理图像并从数据中创建新的纹理
    • -textureWithContentsOfFile:options:queue:completionHandler: 从⽂件中异步加载2D纹理图像,并根据数据创建新纹理
  • 从URL加载纹理

    • -textureWithContentsOfURL:options:error: 从URL加载2D纹理图像并从数据创建新纹理
    • -textureWithContentsOfURL:options:queue:completionHandler: 从URL异步加载2D纹理图像,并根据数据创建新纹理
  • 从内存中表示创建纹理

    • +textureWithContentsOfData:options:errer: 从内存空间加载2D纹理图像,并根据数据创建新纹理
    • -textureWithContentsOfData:options:queue:completionHandler:从内存空间异步加载2D纹理图像,并从数据中创建新纹理
  • 从CGImages创建纹理

    • -textureWithCGImage:options:error: 从Quartz图像加载2D纹理图像并从数据创建新纹理
    • -textureWithCGImage:options:queue:completionHandler: 从Quartz图像异步加载2D纹理图像,并根据数据创建新纹理
  • 从URL加载多维创建纹理

    • +cabeMapWithContentsOfURL:options:errer: 从单个URL加载立方体贴图纹理图像,并根据数据创建新纹理
    • -cabeMapWithContentsOfURL:options:queue:completionHandler:从单个URL异步加载立方体贴图纹理图像,并根据数据创建新纹理
  • 从文件加载多维数据创建纹理

    • +cubeMapWithContentsOfFile:options:errer: 从单个⽂件加载立⽅体贴图纹理对象,并从数据中创建新纹理
    • -cubeMapWithContentsOfFile:options:queue:completionHandler:从单个文件异步加载⽴方体贴图纹理对象,并从数据中创建新纹理
    • +cubeMapWithContentsOfFiles:options:errer: 从⼀系列文件中加载立方体贴图纹理图像,并从数据总创建新纹理
    • -cubeMapWithContentsOfFiles:options:options:queue:completionHandler:从一系列文件异步加载⽴方体贴图纹理图像,并从数据中创建新纹理

六、GLKit OpenGL ES 视图渲染

1. GLKView 使⽤OpenGL ES 绘制内容的视图默认实现
  • 初始化视图

    • -initWithFrame:context: 初始化新视图
  • 代理

    • delegate 视图的代理
  • 配置帧缓存区对象

    • drawableColorFormat 颜色渲染缓存区格式
    • drawableDepthFormat 深度渲染缓存区格式
    • drawableStencilFormat 模板渲染缓存区的格式
    • drawableMultisample 多重采样缓存区的格式
  • 帧缓存区属性

    • drawableHeight 底层缓存区对象的高度(以像素为单位)
    • drawableWidth 底层缓存区对象的宽度(以像素为单位)
  • 绘制视图的内容

    • context 绘制视图内容时使⽤的OpenGL ES 上下文
    • -bindDrawable 将底层FrameBuffer 对象绑定到OpenGL ES
    • enableSetNeedsDisplay 布尔值,指定视图是否响应使得视图内容无效的消息
    • -display 立即重绘视图内容
    • snapshot 绘制视图内容并将其作为新图像对象返回
  • 删除视图FrameBuffer对象

    • -deleteDrawable 删除与视图关联的可绘制对象
2. GLKViewDelegate ⽤于GLKView 对象回调方法
  • 绘制视图的内容
    • -glkView:drawInRect: 绘制视图内容 (必须实现代理)
3. GLKViewController 管理OpenGL ES 渲染循环的视图控制器
  • 更新

    • -(void)update 更新视图内容
    • -(void)glkViewControllerUpdate:
  • 配置帧速率

    • preferredFramesPerSecond 视图控制器调用视图以及更新视图内容的速率
    • framesPerSencond 视图控制器调用视图以及更新其内容的实际速率
  • 配置GLKViewController 代理

    • delegate 视图控制器的代理
  • 控制帧更新

    • paused 布尔值,渲染循环是否已暂停
    • pausedOnWillResignActive 布尔值,当前程序重新激活活动状态时视图控制器是否⾃动暂停渲染循环
    • resumeOnDidBecomeActive 布尔值,当前程序变为活动状态时视图控制是否自动恢复呈现循环
  • 获取有关View 更新信息

    • frameDisplayed 视图控制器⾃创建以来发送的帧更新数
    • timeSinceFirstResume ⾃视图控制器第一次恢复发送更新事件以来经过的时间量
    • timeSinceLastResume 自上次视图控制器恢复发送更新事件以来更新的时间量
    • timeSinceLastUpdate ⾃上次视图控制器调用委托⽅法以及经过的时间量 glkViewControllerUpdate:
    • timeSinceLastDraw ⾃上次视图控制器调用视图display 方法以来经过的时间量.
4. GLKViewControllerDelegate 渲染循环回调⽅法
  • 处理更新事件

    • -glkViewControllerUpdate: 在显示每个帧之前调⽤
  • 暂停/恢复通知

    • -glkViewController:willPause: 在渲染循环暂停或恢复之前调⽤
5. GLKBaseEffect ⼀ species simple light / coloring system, based on OpenGL rendering shader
  • Named Effect

    • label to Effect (effect) named
  • Configuration model view conversion

    • Applied to the vertex data when the binding effect model view transform, projection transform, and texture
  • Configuration lighting effects

    • Use lightingType in each segment is calculated illumination strategy, GLKLightingType
    • GLKLightingType
      • Each vertex represents GLKLightingTypePerVertex perform lighting calculations in a three-shaped ⻆ then interpolated three-shaped ⻆
      • GLKLightingTypePerPixel calculated input light represented in three ⻆ inserted shape, and each segment is calculated in the light YES
  • Configuration of light

    • lightModelTwoSided Boolean value indicating the calculated illumination on both sides of the primitive
    • material calculated material properties rendering the primitive using light
    • lightModelAmbientColor ambient color, the effect of rendering the application of all elements.
    • a first frame light0 scene illumination properties
    • light1 second scene illumination properties
    • light2 third scene illumination properties
  • Configuration texture

    • texture2d0 first texture attributes
    • texture2d1 second texture properties
    • textureOrder textures to rendered primitive sequence
  • Configuration atomization

    • fog fog properties to apply it to the scene
  • Of colors in the configuration information

    • colorMaterialEnable Boolean value that indicates whether the color of light and calculating the vertex attributes material interaction
    • useConstantColor Boolean value that indicates whether to use of colors in constant
    • ConstantColor constant color when using each vertex color data is not available
  • Ready to draw results

    • -prepareToDraw ready to render effects

Reproduced in: https: //www.jianshu.com/p/5364db740e40

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Origin blog.csdn.net/weixin_33904756/article/details/91057803