参考链接:http://blog.csdn.net/itianyi/article/details/51498993
OpenGL 使用列主序矩阵,即列矩阵,因此我们总是倒过来算的(左乘矩阵,变换效果是按从右向左的顺序进行): 投影矩阵 × 视图矩阵 × 模型矩阵 × 3D位置。
在glsl中进行矩阵的乘法如下:
// variable pass into
attribute vec4 Position; // position of vertex
attribute vec4 SourceColor; // color of vertex
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
// variable pass out into fragment shader
// varying means that calculate the color of every pixel between two vertex linearly(smoothly) according to the 2 vertex's color
varying vec4 DestinationColor;
void main(void) {
DestinationColor = SourceColor;
// gl_Position is built-in pass-out variable. Must config for in vertex shader
// gl_Position = Position;
gl_Position = projectionMatrix * modelViewMatrix * Position;
}
透视投影变换示意图:
float width = self.view.frame.size.width;
float height = self.view.frame.size.height;
KSMatrix4 _projectionMatrix;
ksMatrixLoadIdentity(&_projectionMatrix);
float aspect = width / height; //长宽比
ksPerspective(&_projectionMatrix, 30.0, aspect, 5.0f, 20.0f); //透视变换,视角30°
//设置glsl里面的投影矩阵
glUniformMatrix4fv(projectionMatrixSlot, 1, GL_FALSE, (GLfloat*)&_projectionMatrix.m[0][0]);
glEnable(GL_CULL_FACE);
视锥体/视景体:
- (void)prejectionMatrix:(GLint)projectionSlot
{
//然后,使用math library来创建投影矩阵。通过这个让你指定坐标,以及远近屏位置的方式,来创建矩阵,会让事情比较简单。
CC3GLMatrix *projection = [CC3GLMatrix matrix];
float h = self.view.frame.size.height / self.view.frame.size.width;
// [projection populateFromFrustumLeft:-2 andRight:2 andBottom:-h/2 andTop:h/2 andNear:5 andFar:20];
[projection populateFromFrustumLeft:-0.5 andRight:0.5 andBottom:-h/2 andTop:h/2 andNear:5 andFar:20];
//把数据传入到vertex shader的方式,叫做 glUniformMatrix4fv. 这个CC3GLMatrix类有一个很方便的方法 glMatrix,来把矩阵转换成OpenGL的array格式
glUniformMatrix4fv(projectionSlot, 1, 0, projection.glMatrix);
}
以上两种设置方法效果一样,使用不同的数学处理库,第一种基于网络库GLESMath,,第二种基于Cocos3DMathLib库,两种辅助数学处理库都可以方便的处理基本的运算,非常方便。
默认可视区域为Z轴负方向,因此,通过Z轴平移变换,将视图平移到Z轴负方向才能可见,可见大小比例受aspect面的大小的影响,也受near和far的影响。
平移和旋转变换:
KSMatrix4 _modelViewMatrix;
ksMatrixLoadIdentity(&_modelViewMatrix);
//平移
ksTranslate(&_modelViewMatrix, 0.0, 0.0, -12.5);
KSMatrix4 _rotationMatrix;
ksMatrixLoadIdentity(&_rotationMatrix);
//旋转
ksRotate(&_rotationMatrix, degree, 1.0, 0.0, 0.0); //绕X轴
ksRotate(&_rotationMatrix, yDegree, 0.0, 1.0, 0.0); //绕Y轴
//把变换矩阵相乘,注意先后顺序
ksMatrixMultiply(&_modelViewMatrix, &_rotationMatrix, &_modelViewMatrix);
// ksMatrixMultiply(&_modelViewMatrix, &_modelViewMatrix, &_rotationMatrix);
// Load the model-view matrix
glUniformMatrix4fv(modelViewMatrixSlot, 1, GL_FALSE, (GLfloat*)&_modelViewMatrix.m[0][0]);
另一种Cocos3DMathLib库的写法:
- (void)modelViewMatrix:(GLint)modelView
{
CC3GLMatrix *modelMatrix = [CC3GLMatrix matrix];
//每3.14秒,0 - -7循环一次 sin(CACurrentMediaTime())
[modelMatrix populateFromTranslation:CC3VectorMake(0, 0, -12.5)];
[modelMatrix rotateBy:CC3VectorMake(degree, yDegree, 0)];
glUniformMatrix4fv(modelView, 1, 0, modelMatrix.glMatrix);
}
degree,yDegree 可以作为动态参数,动态通过手势改变,或者根据时间改变。
通过手势改变:
#pragma mark--touch移动中-(void)touchesMoved:(NSSet*)touches withEvent:(UIEvent *)event{
UITouch *touch=[touches anyObject];
//取得当前位置
CGPoint current=[touch locationInView:self.view];
//取得前一个位置
CGPoint previous=[touch previousLocationInView:self.view];
//移动偏移量
CGPoint offset=CGPointMake(current.x-previous.x, current.y-previous.y);
NSLog(@"X:%f Y:%f",offset.x,offset.y);
degree += offset.x * 1;
yDegree += offset.y * 1;
}
通过时间改变:
#pragma mark - timer=========================
// Add new method before init
- (void)setupDisplayLink {
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(updateDisplay)];
self.displayLink.paused = NO;
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
}
-(void)updateDisplay{
NSLog(@"updateTextColor________");
if (autoRotate) {
degree += 1;
yDegree += 1;
}
[self render];
}
在时间目标方法里,每次都会渲染更新当前画面,另一种让视图旋转的平移参数是sin(CACurrentMediaTime())的返回值,可以进行正弦函数周期性位置变化。范围0~1.
效果图: