我正在爲iPhone和iPad開發繪製應用[參考來自GLPaint應用]。在這個應用程序中,我通過屏幕上的繪圖線根據用戶觸摸的位置在繪畫圖像中填充顏色。應用程序正常工作的iPhone。在ipad 而不進行縮放上的油漆視圖線是正確縮放的paintView行之後[無象素失真]但扭曲的OpenGL ES的像素即含量不高分辨率。繪畫應用的高分辨率內容在iPad設備上使用OpenGL ES
我使用下面的代碼初始化漆觀點:
-(id)initWithCoder:(NSCoder*)coder {
CGImageRef brushImage;
CGContextRef brushContext;
GLubyte *brushData;
size_t width, height;
CGFloat components[3];
if ((self = [super initWithCoder:coder])) {
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = NO;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context]) {
return nil;
}
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
brushImage = [UIImage imageNamed:@"circle 64.png"].CGImage;
}
else {
brushImage = [UIImage imageNamed:@"flower 128.png"].CGImage;
}
// Get the width and height of the image
width = CGImageGetWidth(brushImage) ;
height = CGImageGetHeight(brushImage) ;
if(brushImage) {
// Allocate memory needed for the bitmap context
brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
// Use the bitmatp creation function provided by the Core Graphics framework.
brushContext = CGBitmapContextCreate(brushData, width, height, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
// After you create the context, you can draw the image to the context.
CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage);
// You don't need the context at this point, so you need to release it to avoid memory leaks.
CGContextRelease(brushContext);
// Use OpenGL ES to generate a name for the texture.
glGenTextures(1, &brushTexture);
// Bind the texture name.
glBindTexture(GL_TEXTURE_2D, brushTexture);
// Set the texture parameters to use a minifying filter and a linear filer (weighted average)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Specify a 2D texture image, providing the a pointer to the image data in memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
// Release the image data; it's no longer needed
free(brushData);
}
CGFloat scale;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
NSLog(@"IPAd");
self.contentScaleFactor=1.0;
scale = self.contentScaleFactor;
}
else {
// NSLog(@"IPHone");
self.contentScaleFactor=2.0;
}
//scale = 2.000000;
// Setup OpenGL states
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
NSLog(@"Scale %f", scale);
glOrthof(0, (frame.size.width) * scale, 0, (frame.size.height) * scale, -1, 1);
glViewport(0, 0, (frame.size.width) * scale, (frame.size.height) * scale);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DITHER);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_BLEND);
// Set a blending function appropriate for premultiplied alpha pixel data
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glPointSize(width/kBrushScale);
// Make sure to start with a cleared buffer
needsErase = YES;
// Define a starting color
HSL2RGB((CGFloat) 0.0/(CGFloat)kPaletteSize, kSaturation, kLuminosity, &components[0], &components[1], &components[2]);
[self setBrushColorWithRed:245.0f green:245.0f blue:0.0f];
boolEraser=NO;
}
return self;
}
創建幀緩存
-(BOOL)createFramebuffer {
// Generate IDs for a framebuffer object and a color renderbuffer
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
// This call associates the storage for the current render buffer with the EAGLDrawable (our CAEAGLLayer)
// allowing us to draw into a buffer that will later be rendered to screen wherever the layer is (which corresponds with our view).
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
// For this sample, we also need a depth buffer, so we'll create and attach one via another renderbuffer.
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
{
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
線畫出使用下面的代碼
-(void)renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end {
static GLfloat* vertexBuffer = NULL;
static NSUInteger vertexMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
//CGFloat scale = self.contentScaleFactor;
CGFloat scale;
scale=self.contentScaleFactor;
NSLog(@"Scale %f",scale);
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
float dx = end.x - start.x;
float dy = end.y - start.y;
float dist = (sqrtf(dx * dx + dy * dy)/ kBrushPixelStep);
// Allocate vertex array buffer
if(vertexBuffer == NULL)
// vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
count = MAX(ceilf(dist), 1);
//NSLog(@"count %d",count);
for(i = 0; i < count; ++i) {
if (vertexCount == vertexMax) {
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
// NSLog(@"if loop");
}
vertexBuffer[2 * vertexCount + 0] = start.x + (dx) * ((GLfloat)i/(GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (dy) * ((GLfloat)i/(GLfloat)count);
vertexCount += 1;
}
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
對於油漆的iPad設備內容視圖對於普通視圖來說是適當的高分辨率,但是在縮放後我不會變高線的油漆視圖像素的高分辨率內容看起來失真。
我曾試圖改變ContentScaleFactor以及上面代碼的尺度參數看出差別,但沒有發揮預期。 IPad支持1.0 & 1.5的contentScaleFactor,當我設置contentScaleFactor = 2時Paint view不能顯示線條,它顯示奇怪的虛線。
有什麼辦法讓OpenGL的內容高分辨率?
OpenGL是一個矢量庫 – rockeye 2012-03-13 13:39:48
雖然基本的線條和點原語基本上在iOS上不可用,但您已經正確編輯了。 – Tark 2012-03-13 17:36:29