【发布时间】:2013-12-24 14:41:30
【问题描述】:
我正在尝试在 OpenGLES 2.0 iOS 上渲染一个侧面带有纹理的立方体。纹理的一部分具有 alpha 透明度,我想看到它后面的脸的背面。为了渲染立方体的两边,我使用了
glDisable(GL_CULL_FACE);
并启用透明度,
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
在绘制之前。我的立方体被渲染创建以下类的实例:
// In MSTexturedCube.h
#import <Foundation/Foundation.h>
#import <GLKit/GLKit.h>
@interface MSTexturedCube : NSObject {
GLKVector3 _vertices[8];
GLKVector3 _triangleVertices[36];
GLKVector2 _textureVertices[36];
}
@property (nonatomic, assign) float xRotationAngle;
@property (nonatomic, assign) float yRotationAngle;
@property (nonatomic, assign) GLKVector3 scale; // x, y, z scale
@property (nonatomic, assign) GLKVector3 translation; // x, y, z translation
- (id)initWithTexture:(GLKTextureInfo *)textureInfo vertexData:(GLKVector2[36])textureVertexData;
- (id)initWithTexture:(GLKTextureInfo *)textureInfo frontFaceCoords:(GLKVector2[4])front right:(GLKVector2[4])right back:(GLKVector2[4])back left:(GLKVector2[4])left top:(GLKVector2[4])top bottom:(GLKVector2[4])bottom;
- (void)draw;
- (void)setVertices:(GLKVector3[8])verticesArray;
@end
// In MSTexturedCube.m
#import "MSTexturedCube.h"
static int vertexIndices[36] = {
// Front
0, 1, 2,
0, 2, 3,
// Right
1, 5, 6,
1, 6, 2,
// Back
5, 4, 7,
5, 7, 6,
// Left
4, 0, 3,
4, 3, 7,
// Top
3, 2, 6,
3, 6, 7,
// Bottom
4, 5, 1,
4, 1, 0,
};
@interface MSTexturedCube ()
@property (nonatomic, strong) GLKBaseEffect *effect;
@property (nonatomic, strong) GLKTextureInfo *textureInfo;
- (void)setupOpenGL;
@end
@implementation MSTexturedCube
@synthesize effect = _effect;
@synthesize textureInfo = _textureInfo;
@synthesize xRotationAngle = _xRotationAngle;
@synthesize yRotationAngle = _yRotationAngle;
@synthesize scale = _scale;
@synthesize translation = _translation;
// Init methods
...
- (void)draw {
// Create matrices
GLKMatrix4 yRotation = GLKMatrix4MakeYRotation(self.yRotationAngle);
GLKMatrix4 xRotation = GLKMatrix4MakeXRotation(self.xRotationAngle);
GLKMatrix4 scale = GLKMatrix4MakeScale(self.scale.x, self.scale.y, self.scale.z);
GLKMatrix4 translation = GLKMatrix4MakeTranslation(self.translation.x, self.translation.y, self.translation.z);
GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translation, GLKMatrix4Multiply(xRotation, GLKMatrix4Multiply(yRotation, scale)));
GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
self.effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix);
self.effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.25 * M_PI, 1.0, 2.0, 500.0);
// Set texture properties if a texture is set
if (self.textureInfo) {
self.effect.texture2d0.envMode = GLKTextureEnvModeReplace;
self.effect.texture2d0.target = GLKTextureTarget2D;
self.effect.texture2d0.name = self.textureInfo.name;
}
// Prepare the effect to draw after creating matrices
[self.effect prepareToDraw];
// Set texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(self.textureInfo.target, self.textureInfo.name);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
// Set vertices
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, _triangleVertices);
// Set texture (if set)
if (self.textureInfo) {
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, _textureVertices);
}
// Draw
glDrawArrays(GL_TRIANGLES, 0, 36);
// Disable arrays
glDisableVertexAttribArray(GLKVertexAttribPosition);
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
}
// Getters & setters
...
#pragma mark - Private methods
- (void)setupOpenGL {
// Set vertices array
_vertices[0] = GLKVector3Make(-0.5, -0.5, 0.5); // Left bottom front
_vertices[1] = GLKVector3Make( 0.5, -0.5, 0.5); // Right bottom front
_vertices[2] = GLKVector3Make( 0.5, 0.5, 0.5); // Right top front
_vertices[3] = GLKVector3Make(-0.5, 0.5, 0.5); // Left top front
_vertices[4] = GLKVector3Make(-0.5, -0.5, -0.5); // Left bottom back
_vertices[5] = GLKVector3Make( 0.5, -0.5, -0.5); // Right bottom back
_vertices[6] = GLKVector3Make( 0.5, 0.5, -0.5); // Right top back
_vertices[7] = GLKVector3Make(-0.5, 0.5, -0.5); // Left top back
// Set the triangle vertices
for (int i = 0; i < 36; i++) {
_triangleVertices[i] = _vertices[vertexIndices[i]];
}
self.effect = [[GLKBaseEffect alloc] init];
}
现在的问题是,当我创建一个正面透明而其他所有面不透明的立方体时,这个面就像后面没有任何东西一样,显示背景。但是,如果我在里面放一个较小的不透明立方体,它会完美渲染,我可以通过最大立方体的透明面看到它。有谁知道为什么会发生这种情况,我该如何解决?
提前致谢!如果您需要有关我的代码的更多信息,请询问我。
【问题讨论】:
-
你能在填充_textureVertices的地方添加代码吗?
-
它们是硬编码的......我现在不在我的电脑上,但我会尽快发布它们。
-
听起来你也应该禁用写入深度缓冲区。
-
但是如果我这样做,不透明的立方体就不会像现在这样显示了,对吗?
-
我已经实施了一种解决方法,我将把它作为答案发布并接受。但是,如果有人提供“更干净”的答案,我会接受它而不是我的。
标签: ios iphone opengl-es opengl-es-2.0