gpt4 book ai didi

iphone - OpenGL ES 2.0 纹理对象的多个实例

转载 作者:行者123 更新时间:2023-12-03 19:43:34 24 4
gpt4 key购买 nike

我正在使用 Blender 创建 3D 牛并获取正确的顶点(随后进行优化以删除重复项)。我创建了一个 Cow 类,以便能够在屏幕上绘制这头牛的多个实例。

奶牛 1 在 (-2,0,-10) 处绘制,奶牛 2 在 (2,0,-10) 处绘制。当我仅渲染奶牛 1 时,我会在 (-2,0,-10) 处看到奶牛 1。当我渲染两头牛或仅渲染牛 2(注释渲染牛 1)时,我仅在 (2,0,-10) 处渲染牛 2(看不到牛 1)。我正在制作一个游戏,其中会有许多敌人到处乱跑,我需要能够绘制这些对象的多个实例并在不同位置独立渲染它们。谁能告诉我我做错了什么?谢谢

//
// Cow.m
//

#import "Cow.h"
#import "cow_verts.h"

@implementation Cow

- (id)initWithContext:(EAGLContext *)aContext {

context = aContext;

effect = [[GLKBaseEffect alloc] init];

[EAGLContext setCurrentContext:context];

sharedResourceManager = [ResourceManager sharedResourceManager];

UIImage *textureImage = [UIImage imageNamed:@"cowUV.png"];
texture = [sharedResourceManager addTexture:textureImage];

position = GLKVector3Make(0,0,0);
rotation = GLKVector3Make(0,0,0);
scale = GLKVector3Make(1,1,1);

[self setupGL];

return self;
}

- (void)setupGL {

glGenVertexArraysOES(1, &_vao);
glBindVertexArrayOES(_vao);

glGenBuffers(1, &_dynamicVBO);
glBindBuffer(GL_ARRAY_BUFFER, _dynamicVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(CowDynamicVertexData), CowDynamicVertexData, GL_DYNAMIC_DRAW);

glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(dynamicVertexData), (void *)offsetof(dynamicVertexData, position));
glEnableVertexAttribArray(GLKVertexAttribPosition);

glGenBuffers(1, &_staticVBO);
glBindBuffer(GL_ARRAY_BUFFER, _staticVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(CowStaticVertexData), CowStaticVertexData, GL_STATIC_DRAW);

glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(staticVertexData), (void *)offsetof(staticVertexData, texCoord));
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);

glGenBuffers(1, &_indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(CowIndices), CowIndices, GL_STATIC_DRAW);

glBindVertexArrayOES(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);

}

- (void)updateWithDelta:(float)aDelta {

float aspect = fabsf([[UIScreen mainScreen] bounds].size.width/ [[UIScreen mainScreen] bounds].size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 4.0f, 20.0f);
effect.transform.projectionMatrix = projectionMatrix;

rotation.y += 90 * aDelta;

}

- (void)render {

[EAGLContext setCurrentContext:context];

glClearColor(0, 1, 1, 1);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

GLKMatrix4 xRotationMatrix = GLKMatrix4MakeXRotation(GLKMathDegreesToRadians(rotation.x));
GLKMatrix4 yRotationMatrix = GLKMatrix4MakeYRotation(GLKMathDegreesToRadians(rotation.y));
GLKMatrix4 zRotationMatrix = GLKMatrix4MakeZRotation(GLKMathDegreesToRadians(rotation.z));
GLKMatrix4 scaleMatrix = GLKMatrix4MakeScale(scale.x, scale.y, scale.z);
GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(position.x, position.y, position.z);

GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translateMatrix,
GLKMatrix4Multiply(scaleMatrix,
GLKMatrix4Multiply(zRotationMatrix,
GLKMatrix4Multiply(yRotationMatrix,
xRotationMatrix))));

effect.transform.modelviewMatrix = modelMatrix;

//GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0, 0, 3, 0, 0, 0, 0, 1, 0);
//effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix);

effect.texture2d0.name = texture.name;
effect.texture2d0.target = texture.target;
effect.texture2d0.envMode = GLKTextureEnvModeReplace;

glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);

glBindVertexArrayOES(_vao);

[effect prepareToDraw];

glDrawElements(GL_TRIANGLES, sizeof(CowIndices)/sizeof(CowIndices[0]), GL_UNSIGNED_INT, (void *)0);

glBindVertexArrayOES(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);


glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);

}

@end


//
// Cow.h
//

@interface Cow : NSObject {

EAGLContext *context;

GLuint _vao;
GLuint _staticVBO;
GLuint _dynamicVBO;
GLuint _indexBuffer;
GLKTextureInfo *texture;
GLKBaseEffect *effect;

GLKVector3 position;
GLKVector3 rotation;
GLKVector3 scale;

ResourceManager *sharedResourceManager;

}

- (id)initWithContext:(EAGLContext *)aContext;
- (void)updateWithDelta:(float)aDelta;
- (void)render;


@end


//
// Scene which creates these objects and calls the functions
//

#import "Cow.h"

@implementation GameScene {

NSMutableArray *cows;

}

- (id)init {

if(self = [super init]) {

sharedDirector = [Director sharedDirector];

[EAGLContext setCurrentContext:[sharedDirector context]];

cows = [[NSMutableArray alloc] init];

AbstractEnemy *cow1 = [[Cow alloc] initWithContext:[sharedDirector context]];
cow1.position = GLKVector3Make(-2, 0, -10);
[cows addObject:cow1];

AbstractEnemy *cow2 = [[Cow alloc] initWithContext:[sharedDirector context]];
cow2.position = GLKVector3Make(2, 0, -10);
[cows addObject:cow2];

AbstractEnemy *cow3 = [[Cow alloc] initWithContext:[sharedDirector context]];
cow3.position = GLKVector3Make(0, 0, -15);
[cows addObject:cow3];
}
return self;
}

- (void)updateWithDelta:(GLfloat)aDelta {

for (int i = 0; i < cows.count; i++)
{
[cows[i] updateWithDelta:aDelta];
}

}

- (void)render {
for (int i = 0; i < cows.count; i++)
{
[cows[i] render];
}
}

@end

最佳答案

根据您提供的代码,您每次在绘制牛之前都会调用 glClear() 。通过所有这些清晰的调用,只有您绘制的最后一头牛才是可见的。

将此调用移至场景的渲染函数中,以便您仅在每帧开始时清除场景一次。

关于iphone - OpenGL ES 2.0 纹理对象的多个实例,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/18204218/

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com