选择在OpenGL ES 2.0(iOS)中绘制的对象的最佳方法是什么?

我在画点。

最佳答案

这是选色的工作原型(prototype),已在大多数旧的iPad上进行了测试,并且运行良好。实际上,这是项目InCube Chess的一部分,您可以在应用商店中找到它。您将看到的主要代码位于从GLKViewController派生的类中,如下所示:

@interface IncubeViewController : GLKViewController

这意味着您具有glkview:((GLKView *)self.view)。

这也是一些属性:
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;

不要忘记将它们合成到您的* .m文件中。
@synthesize context = _context;
@synthesize effect = _effect;

想法是您 table 上有棋子(或3d场景中的一些对象),并且需要通过点击屏幕在棋子列表中找到棋子。也就是说,您需要将2D屏幕点击坐标(在这种情况下为@point)转换为棋子实例。

每件作品都有其唯一的ID,我称之为“印章”。您可以将密封件从1分配到某物。选择功能返回通过丝锥坐标找到的密封件。然后获得印章,您可以通过以下方式轻松地在哈希表或数组中找到您的作品:
-(Piece *)findPieceBySeal:(GLuint)seal
{
        /* !!! Black background in off screen buffer produces 0 seals. This allows
           to quickly filter out taps that did not select anything (will be
           mentioned below) !!! */
        if (seal == 0)
                return nil;
        PieceSeal *sealKey = [[PieceSeal alloc] init:s];
        Piece *p = [sealhash objectForKey:sealKey];
        [sealKey release];
        return p;
}

“sealhash”是NSMutableDictionary。

现在,这是主要的选择功能。请注意,我的glkview是抗锯齿的,您不能使用其缓冲区进行颜色选择。这意味着您需要创建自己的屏幕外缓冲区,并且禁用抗锯齿功能仅出于拾取目的。
- (NSUInteger)findSealByPoint:(CGPoint)point
{
        NSInteger height = ((GLKView *)self.view).drawableHeight;
        NSInteger width = ((GLKView *)self.view).drawableWidth;
        Byte pixelColor[4] = {0,};
        GLuint colorRenderbuffer;
        GLuint framebuffer;

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

        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, width, height);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER, colorRenderbuffer);

        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        if (status != GL_FRAMEBUFFER_COMPLETE) {
                NSLog(@"Framebuffer status: %x", (int)status);
                return 0;
        }

        [self render:DM_SELECT];

        CGFloat scale = UIScreen.mainScreen.scale;
        glReadPixels(point.x * scale, (height - (point.y * scale)), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelColor);

        glDeleteRenderbuffers(1, &colorRenderbuffer);
        glDeleteFramebuffers(1, &framebuffer);

        return pixelColor[0];
}

请注意,此功能考虑了显示比例(视网膜或新iPad)。

这是上面函数中使用的render()函数。请注意,出于渲染目的,它使用某种背景色清除了缓冲区,并且为了选择大小写,将其设置为黑色,以便您可以轻松检查是否轻按了任何一块。
- (void) render:(DrawMode)mode
{
        if (mode == DM_RENDER)
                glClearColor(backgroundColor.r, backgroundColor.g,
                             backgroundColor.b, 1.0f);
        else
                glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        /* Draw all pieces. */
        for (int i = 0; i < [model->pieces count]; i++) {
                Piece *p = [model->pieces objectAtIndex:i];
                [self drawPiece:p mode:mode];
        }
}

接下来是我们如何绘制作品。
- (void) drawPiece:(Piece *)p mode:(DrawMode)mode
{
        PieceType type;

        [self pushMatrix];

        GLKMatrix4 modelViewMatrix = self.effect.transform.modelviewMatrix;

        GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(p->drawPos.X,
                                                               p->drawPos.Y,
                                                               p->drawPos.Z);
        modelViewMatrix = GLKMatrix4Multiply(modelViewMatrix, translateMatrix);

        GLKMatrix4 rotateMatrix;
        GLKMatrix4 scaleMatrix;

        if (mode == DM_RENDER) {
                scaleMatrix = GLKMatrix4MakeScale(p->scale.X,
                                                  p->scale.Y, p->scale.Z);
        } else {
                /* !!! Make the piece a bit bigger in off screen buffer for selection
                   purposes so that we always sure that we tapped it correctly by
                   finger.*/
                scaleMatrix = GLKMatrix4MakeScale(p->scale.X + 0.2,
                                                  p->scale.Y + 0.2, p->scale.Z + 0.2);
        }

        modelViewMatrix = GLKMatrix4Multiply(modelViewMatrix, scaleMatrix);

        self.effect.transform.modelviewMatrix = modelViewMatrix;

        type = p->type;

        if (mode == DM_RENDER) {
                /* !!! Use real pieces color and light on for normal drawing !!! */
                GLKVector4 color[pcLast] = {
                        [pcWhite] = whitesColor,
                        [pcBlack] = blacksColor
                };
                self.effect.constantColor = color[p->color];
                self.effect.light0.enabled = GL_TRUE;
        } else {
                /* !!! Use piece seal for color. Important to turn light off !!! */
                self.effect.light0.enabled = GL_FALSE;
                self.effect.constantColor = GLKVector4Make(p->seal / 255.0f,
                                                           0.0f, 0.0f, 0.0f);
        }

        /* Actually normal render the piece using it geometry buffers. */
        [self renderPiece:type];

        [self popMatrix];
}

这是使用上面显示的功能的方法。
- (IBAction) tapGesture:(id)sender
{
        if ([(UITapGestureRecognizer *)sender state] == UIGestureRecognizerStateEnded) {
                CGPoint tap = [(UITapGestureRecognizer *)sender locationInView:self.view];
                Piece *p = [self findPieceBySeal:[self findSealByPoint:tap]];

                /* !!! Do something with your selected object !!! */
        }
}

基本上就是这个。您将拥有非常精确的挑选算法,该算法比光线追踪或其他方法要好得多。

这里是推送/流行矩阵事物的助手。
- (void)pushMatrix
{
        assert(matrixSP < sizeof(matrixStack) / sizeof(GLKMatrix4));
        matrixStack[matrixSP++] = self.effect.transform.modelviewMatrix;
}

- (void)popMatrix
{
        assert(matrixSP > 0);
        self.effect.transform.modelviewMatrix = matrixStack[--matrixSP];
}

这里也使用了我使用的glkview设置/清理功能。
- (void)viewDidLoad
{
        [super viewDidLoad];
        self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];
        if (!self.context)
                NSLog(@"Failed to create ES context");

        GLKView *view = (GLKView *)self.view;
        view.context = self.context;
        view.drawableDepthFormat = GLKViewDrawableDepthFormat24;

        [self setupGL];
}

- (void)viewDidUnload
{
        [super viewDidUnload];

        [self tearDownGL];

        if ([EAGLContext currentContext] == self.context)
                [EAGLContext setCurrentContext:nil];
        self.context = nil;
}

- (void)setupGL
{
        [EAGLContext setCurrentContext:self.context];

        self.effect = [[[GLKBaseEffect alloc] init] autorelease];
        if (self.effect) {
                self.effect.useConstantColor = GL_TRUE;
                self.effect.colorMaterialEnabled = GL_TRUE;
                self.effect.light0.enabled = GL_TRUE;
                self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f);
        }

        /* !!! Draw antialiased geometry !!! */
        ((GLKView *)self.view).drawableMultisample = GLKViewDrawableMultisample4X;
        self.pauseOnWillResignActive = YES;
        self.resumeOnDidBecomeActive = YES;
        self.preferredFramesPerSecond = 30;

        glDisable(GL_DITHER);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glLineWidth(2.0f);

        /* Load pieces geometry */
        [self loadGeometry];
}

- (void)tearDownGL
{
        drawReady = NO;
        [EAGLContext setCurrentContext:self.context];
        [self unloadGeometry];
}

希望这会有所帮助,并可能永远解决“领料问题” :)

关于ios - iOS上的OpenGL ES 2.0对象选取,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/6774197/

10-11 20:10