通过OpenGL ES在iOS平台实践增强现实(一)
http://ios.9tech.cn/news/2013/1108/38495.html
- 1.本文采用OpenGL ES 1固定渲染管线实现,目标为在设备拍摄到的现实世界中,绘制世界坐标轴,并根据设备所在位置和朝向,绘制周围一定范围内的指定目标(比如餐厅,咖啡馆等)。首先说明几个OpenGL的容易混淆的基础知识
- OpenGL采用右手坐标系(伸出你的右手,拇指和食指垂直,中指分别和拇指,食指垂直,此时拇指代表x坐标轴,食指代表y坐标轴,中指代表z坐标轴,这就是右手坐标系)
- OpenGL采用列向量,所以矩阵与向量运算为矩阵左乘
- OpenGL的glMutMatrixf等操作为右乘
- OpenGL采用列主序存储矩阵
- 2.下面为在iOS平台初始化绘制环境的代码
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EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; self.context = context; [EAGLContext setCurrentContext:context]; glGenFramebuffersOES(1, &_framebuffer); // 创建帧缓冲区 glGenRenderbuffersOES(1, &_renderbuffer); // 创建绘制缓冲区 glBindFramebufferOES(GL_FRAMEBUFFER_OES, _framebuffer); // 绑定帧缓冲区到渲染管线 glBindRenderbufferOES(GL_RENDERBUFFER_OES, _renderbuffer); // 绑定绘制缓冲区到渲染管线 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, _renderbuffer); // 绑定绘制缓冲区到帧缓冲区 GLint width; GLint height; [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer]; // 为绘制缓冲区分配存储区,此处将CAEAGLLayer的绘制存储区作为绘制缓冲区的存储区 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &width); // 获取绘制缓冲区的像素宽度 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &height); // 获取绘制缓冲区的像素高度 glGenRenderbuffersOES(1, &_depthbuffer); // 创建深度缓冲区 glBindRenderbufferOES(GL_RENDERBUFFER_OES, _depthbuffer); // 绑定深度缓冲区到渲染管线 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // 为深度缓冲区分配存储区 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, _depthbuffer); // 绑定深度缓冲区到帧缓冲区 glMatrixMode(GL_PROJECTION); // 改变矩阵变换模式到投影矩阵,以后的矩阵操作都会是对投影矩阵操作 GLfloat w = 0.5 * tanf(M_PI / 8); glFrustumf(-w, w, -w*height/width, w*height/width, 0.5, 3000); // 视锥定义 glViewport(0, 0, width, height); // 视口定义 |
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- (void)getViewMatrix:(GLfloat *)matrix { GLfloat x = _orientation.x; GLfloat y = _orientation.y; GLfloat z = _orientation.z; GLfloat w = _orientation.w; GLfloat *rot = malloc(sizeof(GLfloat) * 16); rot[0] = 1-2*y*y-2*z*z; rot[1] = 2*x*y-2*w*z; rot[2] = 2*x*z+2*w*y; rot[3] = 0.0; rot[4] = 2*x*y+2*w*z; rot[5] = 1-2*x*2-2*z*z; rot[6] = 2*y*z-2*w*x; rot[7] = 0.0; rot[8] = 2*x*z-2*w*y; rot[9] = 2*y*z+2*w*z; rot[10] = 1-2*x*x-2*y*y; rot[11] = 0.0; rot[12] = 0; rot[13] = 0; rot[14] = 0; rot[15] = 1.0; GLfloat transX = -rot[0]*_position.x - rot[4]*_position.y - rot[8]*_position.z; GLfloat transY = -rot[1]*_position.x - rot[5]*_position.y - rot[9]*_position.z; GLfloat transZ = -rot[2]*_position.x - rot[6]*_position.y - rot[10]*_position.z; rot[12] = transX; rot[13] = transY; rot[14] = transZ; memcpy(matrix, rot, sizeof(GLfloat)*16); free(rot); } |
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- (void)getViewMatrix:(GLfloat *)matrix { GLfloat x = _orientation.x; GLfloat y = _orientation.y; GLfloat z = _orientation.z; GLfloat w = _orientation.w; GLfloat *rot = malloc(sizeof(GLfloat) * 16); rot[0] = 1-2*y*y-2*z*z; rot[1] = 2*x*y-2*w*z; rot[2] = 2*x*z+2*w*y; rot[3] = 0.0; rot[4] = 2*x*y+2*w*z; rot[5] = 1-2*x*2-2*z*z; rot[6] = 2*y*z-2*w*x; rot[7] = 0.0; rot[8] = 2*x*z-2*w*y; rot[9] = 2*y*z+2*w*z; rot[10] = 1-2*x*x-2*y*y; rot[11] = 0.0; rot[12] = 0; rot[13] = 0; rot[14] = 0; rot[15] = 1.0; GLfloat transX = -rot[0]*_position.x - rot[4]*_position.y - rot[8]*_position.z; GLfloat transY = -rot[1]*_position.x - rot[5]*_position.y - rot[9]*_position.z; GLfloat transZ = -rot[2]*_position.x - rot[6]*_position.y - rot[10]*_position.z; rot[12] = transX; rot[13] = transY; rot[14] = transZ; memcpy(matrix, rot, sizeof(GLfloat)*16); free(rot); } |
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- (void)render { glBindRenderbufferOES(GL_RENDERBUFFER_OES, _renderbuffer); // 绑定绘制缓冲区到渲染管线 //glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清空绘制缓冲区和深度缓冲区 glEnableClientState(GL_VERTEX_ARRAY); MZGLCamera *camera = self.camera; GLfloat *matrix = malloc(sizeof(GLfloat) * 16); [camera getViewMatrix:matrix]; glMatrixMode(GL_MODELVIEW_MATRIX); // 改变矩阵变换模式到模型矩阵 glLoadIdentity(); // 将模型矩阵更新为单位矩阵 glEnable(GL_DEPTH_TEST); // 开始深度测试 glDepthFunc(GL_LESS); // 切换深度测试模式为待绘制像素距离屏幕距离小于深度缓冲区当前值则绘制,否则不绘制 glLoadMatrixf(matrix); // 根据摄像机位置设置模型矩阵,此处的矩阵为摄像机世界矩阵的逆矩阵 glVertexPointer(3, GL_FLOAT, 0, _lineVertexBuffer); glColor4f(1.0, 1.0, 0.0, 1.0); glDrawElements(GL_LINES, _lineVertexCount, GL_UNSIGNED_BYTE, _lineIndexBuffer); // 绘制世界坐标系的坐标轴 glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); // 开启纹理绘制 glEnable(GL_ALPHA_TEST); // 开启Alpha测试 glAlphaFunc(GL_GREATER, 0.5f); // 切换Alpha测试模式为不透明度大于0.5则绘制,否则不绘制 glColor4f(1.0, 1.0, 1.0, 1.0); // 填充绘制缓冲区 NSArray *values = [self.entityDictionary allValues]; for (NSObject *entity in values) { if ([entity conformsToProtocol:@protocol(MZGLRenderable)]) { if ([entity isKindOfClass:[MZGLBillboard class]]) { MZGLBillboard *billboard = (MZGLBillboard *)entity; glVertexPointer(3, GL_FLOAT, 0, billboard.vertexBuffer); // 设置顶点缓冲指针 glTexCoordPointer(2, GL_FLOAT, 0, billboard.coordinates); // 设置纹理坐标指针 [billboard preRender:self]; glLoadIdentity(); GLfloat *transform = [billboard worldTrasform]; // 设置模型世界矩阵 glLoadMatrixf(matrix); // 将模型矩阵设置为摄像机世界矩阵的逆矩阵 glMultMatrixf(transform); // 右乘模型的世界矩阵 [billboard.texure bind]; // 绑定纹理 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // 绘制顶点 } } } [_context presentRenderbuffer:GL_RENDERBUFFER]; // 绘制到绘制缓冲区 } |
下面是在测试数据在模拟器上的效果,后续会说明如何结合陀螺仪去将虚拟世界中的摄像头和设备绑定到一起
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