OpenGL ES天空盒子效果
一、理解
利用GLKBaseEffect,自定义顶点着色器和片元着色器,结合天空盒子,展示效果
二、技术代码
CCSkyBoxEffect:天空盒子效果类;
CCSkyboxShader.vsh:顶点着色器;
CCSkyboxShader.fsh:片元着色器;
//立方体场景贴图纹理处理及顶点数据处理
- (id)init { self = [super init]; if (self) { _textureCubeMap = [[GLKEffectPropertyTexture alloc] init]; //是否使用原始纹理 _textureCubeMap.enabled = YES; //采样纹理的opengl名称 _textureCubeMap.name = 0; //设置纹理类型:立方体贴图 _textureCubeMap.target = GLKTextureTargetCubeMap; /*纹理用于计算其输出片段颜色的模式 GLKTextureEnvModeReplace, 输出颜色由从纹理获取的颜色.忽略输入的颜色 GLKTextureEnvModeModulate, 输出颜色是通过将纹理颜色与输入颜色来计算所得 GLKTextureEnvModeDecal,输出颜色是通过使用纹理的alpha组件来混合纹理颜色和输入颜色来计算的。 */ _textureCubeMap.envMode = GLKTextureEnvModeReplace; _transform = [[GLKEffectPropertyTransform alloc] init]; self.center = GLKVector3Make(0, 0, 0); self.xSize = 1.0; self.ySize = 1.0; self.zSize = 1.0; //立方体的8个顶点 const float vertices[CCSkyboxNumCoords] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5 }; //创建缓存对象,并返回标志符 glGenBuffers(1, &vertexBufferID); //绑定缓存对象到指定缓存区:顶点 glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); //将数据拷贝到缓存对象中 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //绘制立方体的三角形带索引 const GLubyte indices[CCSkyboxNumVertexIndices] = { 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1, 2 }; //开辟索引缓存并复制索引数据到缓存区 glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); } return self; }
//坐标实时调整
- (void)setMatrixs { const GLfloat aspectRatio = (GLfloat)(self.view.bounds.size.width)/(GLfloat)(self.view.bounds.size.height); self.baseEffect.transform.projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(85.0), aspectRatio, 0.1, 20.0); //获取世界坐标系到矩阵中 self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeLookAt(self.eyePosition.x, self.eyePosition.y, self.eyePosition.z, self.lookAtPosition.x, self.lookAtPosition.y, self.lookAtPosition.z, self.upVector.x, self.upVector.y, self.upVector.z); //增加飞机旋转角度 self.angle += 0.01; //调整脑袋位置 self.eyePosition = GLKVector3Make(-5.0*sinf(self.angle), -5.0, -5.0*cosf(self.angle)); //调整物体位置 self.lookAtPosition = GLKVector3Make(0.0, 1.5+-5.0*sinf(0.3*self.angle), 0.0); }
三、效果图