2011-11-24 80 views
0

我是iOS中OpenGL ES編程的絕對初學者。iPhone上的OpenGL ES沒有繪製任何東西

這是我第一次嘗試使用OpenGL ES在視圖上繪製一些簡單的2D圖元。

這裏是類的聲明:

@interface OGLGameCanvas : UIView <GameCanvas> { 
    EAGLContext* context; 
    Game* game; 
    GLuint framebuffer, renderbuffer, depthbuffer; 
} 

這裏是我的初始化代碼:

- (void)initialize { 

    // Get the layer and set properties 

    CAEAGLLayer* layer = (CAEAGLLayer*)self.layer; 

    layer.opaque = NO; 
    layer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: 
          [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; 


    // Set the context 

    context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; 

    if (!context || ![EAGLContext setCurrentContext:context]) 
     DLog(@"Cannot create EAGLContext!"); 


    // Create the color buffer and the render buffer 

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

    [context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)layer]; 
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); 

    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 
    if (status != GL_FRAMEBUFFER_COMPLETE) 
     NSLog(@"Failed to make complete frame buffer: %x", status); 


    // Get width and height of the render buffer 

    GLint width, height; 
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); 
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); 

    // Create and start animation loop 

    CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawFrame:)]; 
    [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; 

} 

和我的繪圖代碼:

- (void)drawFrame:(CADisplayLink*)sender { 

    glLoadIdentity(); 
    glClearColor(0.0, 0.0, 0.0, 1.0); 
    glClear(GL_COLOR_BUFFER_BIT); 

    glEnableClientState(GL_VERTEX_ARRAY); 
    GLfloat vertices[] = { -20.0f, 2.5f, 0.0f, 0.0f, 1.5f, 7.5f }; 
    glVertexPointer(2, GL_FLOAT, 0, vertices); 
    glColor4f(1.0, 0.0, 0.0, 1.0); 
    glPointSize(5.0); 
    glDrawArrays(GL_POINTS, 0, 3); 
    glDisableClientState(GL_VERTEX_ARRAY); 

    [context presentRenderbuffer:GL_RENDERBUFFER]; 

} 

畫布被清除(事實上,它變成黑色,或紅色,或者我設置爲glClearColor的任何東西),但不繪製點。

我很確定我忘記了一些基本的和必不​​可少的東西。

感謝您的幫助。

回答

2

的問題是在這裏:

GLfloat vertices[] = { -20.0f, 2.5f, 0.0f, 0.0f, 1.5f, 7.5f }; 

歸一化裝置在座標範圍內奠定[-1..1]所以你畫他們的可見區域之外。

而這裏:

你必須在繪圖之前這樣做。

glMatrixMode(GL_PROJECTION); 
glLoadIdentity(); 
glMatrixMode(GL_MODELVIEW); 
glLoadIdentity(); 
+0

謝謝。移動我的第一步......我仍然不理解變換矩陣背後的整個概念。我玩他們,但是,例如,我不能集中「設備座標」的概念...... – gd1

+0

嗯,你真的只需要時間和實踐來理解所有這些東西。我建議你從理解數學開始,因爲它對圖形至關重要。請閱讀本書:http://books.google.com/books/about/Mathematics_for_3D_game_programming_and.html?id=bfcLeqRUsm8C – Max