GLKit實現
效果圖
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流程
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具體步驟
1.準備工作
- 定義頂點坐標,紋理坐標,法線數據結構體
typedef struct {
GLKVector3 positionCoord; //頂點坐標
GLKVector2 textureCoord; //紋理坐標
GLKVector3 normal; //法線
} CCVertex;
- 定義正方體的三角形組成的頂點個數
// 頂點數:每個面有兩個三角形組成,兩三角形6個頂點,共6個面,立方體頂點個數是6*6= 36
static NSInteger const kCoordCount = 36;
- 實現GLKViewDelegate
@interface CubeViewController () <GLKViewDelegate>
@end
- 定義GLKView對象glkView
//定義GLKView對象
@property (nonatomic, strong) GLKView *glkView;
- 定義GLKBaseEffect對象 baseEffect;
//定義GLKBaseEffect對象
@property (nonatomic, strong) GLKBaseEffect *baseEffect;
- 定義數據結構體數組 vertices
//定義數據結構體數組
@property (nonatomic, assign) CCVertex *vertices;
- 定義定時器對象 displayLink;
//定義定時器對象
@property (nonatomic, strong) CADisplayLink *displayLink;
- 記錄旋轉角度變量 angle
//記錄旋轉角度變量
@property (nonatomic, assign) NSInteger angle;
- 頂點緩沖區ID vertexBuffer
//頂點緩沖區ID
@property (nonatomic, assign) GLuint vertexBuffer;
OpenGL ES相關初始化 commonInit函數
- 1.設置View背景色
self.view.backgroundColor = [UIColor blackColor];
- 2.初始化上下文,設置當前上下文
//創建context
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
//設置當前context
[EAGLContext setCurrentContext:context];
- 3.創建GLKView并設置代理
CGRect frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
self.glkView = [[GLKView alloc] initWithFrame:frame context:context];
self.glkView.backgroundColor = [UIColor clearColor];
self.glkView.delegate = self;
- 4.使用深度緩存
self.glkView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
//默認是(0, 1),這里用于翻轉 z 軸,使正方形朝屏幕外
glDepthRangef(1, 0);
- 配置視圖創建的渲染緩存區
self.glkView.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;
self.glkView.drawableStencilFormat = GLKViewDrawableStencilFormat8;
self.glkView.drawableMultisample = GLKViewDrawableMultisample4X;
- 6.將GLKView 添加self.view 上
[self.view addSubview:self.glkView];
- 7.加載紋理數據 setUpTexture函數
- 獲取紋理圖片路徑
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"meimei.jpg"];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
- 設置紋理參數
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage] options:options error:NULL];
- 使用蘋果GLKit提供GLKBaseEffect完成著色器工作
self.baseEffect = [[GLKBaseEffect alloc] init];
self.baseEffect.texture2d0.name = textureInfo.name;
self.baseEffect.texture2d0.target = textureInfo.target;
//開啟光照效果
self.baseEffect.light0.enabled = YES;
//漫反射顏色
self.baseEffect.light0.diffuseColor = GLKVector4Make(1, 1, 1, 1);
//光源位置
self.baseEffect.light0.position = GLKVector4Make(-0.5, -0.5, 5, 1);
- 8.加載圖片頂點坐標和紋理坐標 setUpVertexData函數
- 設置頂點數組(頂點坐標,紋理坐標)
//開辟頂點數據空間(數據結構SenceVertex 大小 * 頂點個數kCoordCount)
self.vertices = malloc(sizeof(CCVertex) * kCoordCount);
// 前面
self.vertices[0] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 0, 1}};
self.vertices[1] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
self.vertices[2] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
self.vertices[3] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 0}, {0, 0, 1}};
self.vertices[4] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 0, 1}};
self.vertices[5] = (CCVertex){{0.5, -0.5, 0.5}, {1, 0}, {0, 0, 1}};
// 上面
self.vertices[6] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {0, 1, 0}};
self.vertices[7] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
self.vertices[8] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
self.vertices[9] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 1, 0}};
self.vertices[10] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {0, 1, 0}};
self.vertices[11] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 0}, {0, 1, 0}};
// 下面
self.vertices[12] = (CCVertex){{0.5, -0.5, 0.5}, {1, 1}, {0, -1, 0}};
self.vertices[13] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
self.vertices[14] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
self.vertices[15] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {0, -1, 0}};
self.vertices[16] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, -1, 0}};
self.vertices[17] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, -1, 0}};
// 左面
self.vertices[18] = (CCVertex){{-0.5, 0.5, 0.5}, {1, 1}, {-1, 0, 0}};
self.vertices[19] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
self.vertices[20] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
self.vertices[21] = (CCVertex){{-0.5, -0.5, 0.5}, {0, 1}, {-1, 0, 0}};
self.vertices[22] = (CCVertex){{-0.5, 0.5, -0.5}, {1, 0}, {-1, 0, 0}};
self.vertices[23] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {-1, 0, 0}};
// 右面
self.vertices[24] = (CCVertex){{0.5, 0.5, 0.5}, {1, 1}, {1, 0, 0}};
self.vertices[25] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
self.vertices[26] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
self.vertices[27] = (CCVertex){{0.5, -0.5, 0.5}, {0, 1}, {1, 0, 0}};
self.vertices[28] = (CCVertex){{0.5, 0.5, -0.5}, {1, 0}, {1, 0, 0}};
self.vertices[29] = (CCVertex){{0.5, -0.5, -0.5}, {0, 0}, {1, 0, 0}};
// 后面
self.vertices[30] = (CCVertex){{-0.5, 0.5, -0.5}, {0, 1}, {0, 0, -1}};
self.vertices[31] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
self.vertices[32] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
self.vertices[33] = (CCVertex){{-0.5, -0.5, -0.5}, {0, 0}, {0, 0, -1}};
self.vertices[34] = (CCVertex){{0.5, 0.5, -0.5}, {1, 1}, {0, 0, -1}};
self.vertices[35] = (CCVertex){{0.5, -0.5, -0.5}, {1, 0}, {0, 0, -1}};
- 開辟頂點緩存區
- 創建頂點緩存區標識符ID
glGenBuffers(1, &_vertexBuffer);
- 綁定頂點緩存區
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- 將頂點數組的數據copy到頂點緩存區中
GLsizeiptr bufferSizeBytes = sizeof(CCVertex) * kCoordCount;
glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
- 打開讀取通道
- 頂點坐標數據 GLKVertexAttribPosition
glEnableVertexAttribArray(GLKVertexAttribPosition);glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, positionCoord));
- 紋理坐標數據 GLKVertexAttribTexCoord0
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, textureCoord));
- 法線數據 GLKVertexAttribNormal
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, normal));
添加CADisplayLink定時器 addCADisplayLink
- 初始化定時器,并設置回調
//CADisplayLink 類似定時器,提供一個周期性調用.屬于QuartzCore.framework中.
//具體可以參考該博客 https://www.cnblogs.com/panyangjun/p/4421904.html
self.angle = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(updateAngle)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
- 定時器回調,設置旋轉后提交重新渲染
//計算旋轉度數
self.angle = (self.angle + 5) % 360;
//修改baseEffect.transform.modelviewMatrix
self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);
//重新渲染
[self.glkView display];
釋放資源 dealloc
- 當前上下文置為nil
if ([EAGLContext currentContext] == self.glkView.context) {
[EAGLContext setCurrentContext:nil];
}
- 釋放數據結構
if (_vertices) {
free(_vertices);
_vertices = nil;
}
- 刪除頂點緩存區
if (_vertexBuffer) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
}
- displayLink 失效
[self.displayLink invalidate];
GLKit實現旋轉的立方體完整代碼參考:github
CoreAnimation實現
效果圖
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流程
image
具體步驟
準備工作
- IBOutlet容器View
@property (weak, nonatomic) IBOutlet UIView *containerView;
- IBOutlet 6個面
@property (strong, nonatomic) IBOutlet UIView *view0;
@property (strong, nonatomic) IBOutlet UIView *view1;
@property (strong, nonatomic) IBOutlet UIView *view2;
@property (strong, nonatomic) IBOutlet UIView *view3;
@property (strong, nonatomic) IBOutlet UIView *view4;
@property (strong, nonatomic) IBOutlet UIView *view5;
- 6個面的數組數組faces
@property(nonatomic,strong)NSArray *faces;
- 定時器對象
@property (nonatomic, strong) CADisplayLink *displayLink;
- 記錄旋轉角度
@property (nonatomic, assign) NSInteger angle;
viewDidLoad
- 添加立方體的6個面
self.faces = @[_view0,_view1,_view2,_view3,_view4,_view5];
- 將容器View先后繞X旋轉45度,繞Y軸旋轉45度
/父View的layer圖層
CATransform3D perspective = CATransform3DIdentity;
//m34影響到透視關系 參考 http://www.lxweimin.com/p/3dd14cfbdc53
perspective.m34 = -1.0 / 500.0;
perspective = CATransform3DRotate(perspective, -M_PI_4, 1, 0, 0);
perspective = CATransform3DRotate(perspective, -M_PI_4, 0, 1, 0);
//特別注意:旋轉時,我們需要同時作用于6個子layer,所以請留意self.animateCube.layer.sublayerTransform = transform中使用的是sublayerTransform而非transform
self.containerView.layer.sublayerTransform = perspective;
- 將6個View存儲到faces數組
1) face 1:正面---沿著Z軸的正方向平移100個單元
CATransform3D transform = CATransform3DMakeTranslation(0, 0, 100);
[self addFace:0 withTransform:transform];
2) face 2:右邊的面 --- 沿著X軸的正方向平移100個單元 然后沿著Y軸逆時針旋轉90度
transform = CATransform3DMakeTranslation(100, 0, 0);
transform = CATransform3DRotate(transform, M_PI_2, 0, 1, 0);
[self addFace:1 withTransform:transform];
3) face 3:底面 --- 沿著Y軸的負方向平移100個單元 然后沿著X軸逆時針旋轉90度
transform = CATransform3DMakeTranslation(0, -100, 0);
transform = CATransform3DRotate(transform, M_PI_2, 1, 0, 0);
[self addFace:2 withTransform:transform];
4) face 4:頂面 --- 沿著Y軸的正方向平移100個單元 然后沿著X軸順時針旋轉90度
transform = CATransform3DMakeTranslation(0, 100, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 1, 0, 0);
[self addFace:3 withTransform:transform];
5) face 5:左邊的面 --- 沿著X軸的負數方向平移100個單元 然后沿著Y軸順時針旋轉90度
transform = CATransform3DMakeTranslation(-100, 0, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 0, 1, 0);
[self addFace:4 withTransform:transform];
6) face 6:背面 --- 沿著Z軸的負數方向平移100個單元 然后沿著Y軸順時針旋轉180度
transform = CATransform3DMakeTranslation(0, 0, -100);
transform = CATransform3DRotate(transform, M_PI, 0, 1, 0);
[self addFace:5 withTransform:transform];
- -addFace:withTransform:函數
//獲取face視圖并將其添加到容器中
UIView *face = self.faces[index];
[self.containerView addSubview:face];
//將face視圖放在容器的中心
CGSize containerSize = self.containerView.bounds.size;
face.center = CGPointMake(containerSize.width / 2.0, containerSize.height / 2.0);
//添加transform
face.layer.transform = transform;
- 添加定時器和回調函數
- 初始化定時器,并設置定時回調
self.angle = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(update)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
- 回調處理
//計算旋轉度數
self.angle = (self.angle + 5) % 360;
//將度數轉化為弧度
float deg = self.angle * (M_PI / 180);
// 初始化一個單元矩陣
CATransform3D temp = CATransform3DIdentity;
//將單元矩陣旋轉
temp = CATransform3DRotate(temp, deg, 0.3, 1, 0.7);
//旋轉容器的子layer
self.containerView.layer.sublayerTransform = temp;