I am trying to draw a rectangle using the GLPaint example project provided by apple. I have tried modifying the vertices but cannot get a rectangle to appear on the screen. The finger painting works perfectly. Am I missing something in my renderRect method?
- (void)renderRect {
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Replace the implementation of this method to do your own custom drawing.
static const GLfloat squareVertices[] = {
-0.5f, -0.33f,
0.5f, -0.33f,
-0.5f, 0.33f,
0.5f, 0.33f,
};
static float transY = 0.0f;
glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, squareVertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
The rest of the project is set up stock to allow drawing on the screen but just for reference these are the gl settings that are set.
// Set the view's scale factor
self.contentScaleFactor = 1.0;
// Setup OpenGL states
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
CGFloat scale = self.contentScaleFactor;
// Setup the view port in Pixels
glOrthof(0, frame.size.width * scale, 0, frame.size.height * scale, -1, 1);
glViewport(0, 开发者_如何学Go0, frame.size.width * scale, frame.size.height * scale);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DITHER);
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 / brushScale);
static const GLfloat squareVertices[] = {
30.0f, 300.0f,//-0.5f, -0.33f,
280.0f, 300.0f,//0.5f, -0.33f,
30.0f, 170.0f,//-0.5f, 0.33f,
280.0f, 170.0f,//0.5f, 0.33f,
};
That's definitely too much. OpenGL has normalized screen coords in range [-1..1]. So you have to convert device coords to normalized ones.
Issues are:
(1) the following code:
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
CGFloat scale = self.contentScaleFactor;
// Setup the view port in Pixels
glOrthof(0, frame.size.width * scale, 0, frame.size.height * scale, -1, 1);
glViewport(0, 0, frame.size.width * scale, frame.size.height * scale);
Establishes that the on-screen coordinates range from (0, 0) in the lower left to frame.size in the upper right. In other words, one OpenGL unit is one iPhone point. So your array of:
static const GLfloat squareVertices[] = {
-0.5f, -0.33f,
0.5f, -0.33f,
-0.5f, 0.33f,
0.5f, 0.33f,
};
Is less than 1 pixel in size.
(2) you have the following in the setup:
brushImage = [UIImage imageNamed:@"Particle.png"].CGImage;
/* ...brushImage eventually becomes the current texture... */
glEnable(GL_TEXTURE_2D);
You subsequently fail to supply texture coordinates for your quad. Probably you want to disable GL_TEXTURE_2D
.
So the following:
static const GLfloat squareVertices[] = {
0.0f, 0.0f,
0.0, 10.0f,
90.0, 0.0f,
90.0f, 10.0f,
};
glDisable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, squareVertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Will produce a white quad 90 points wide and 10 points tlal in the lower left of the screen.
精彩评论