iPhone Tブロック

OpenGL ESの練習です。3DのT字ブロックを表示して、クルクルするiPhoneアプリを描いていきます。


動作イメージ
XcodeからiOS6 iPhone Simulatorで動かすとこんな感じになります。

サンプルコード

//

// ViewController.h

//

#import <GLKit/GLKit.h>

@interface ViewController : GLKViewController

@end

//

// ViewController.m

//

#import “ViewController.h”

typedef struct {

    float Position[3];

    float Color[4];

} Vertex;

const Vertex vertices[] = {

    // Front

    {{1, –1, 1}, {1, 1, 1, 1}},

    {{1, 1, 1}, {1, 1, 1, 1}},

    {{-1, 1, 1}, {1, 1, 1, 1}},

    {{-1, –1, 1}, {1, 1, 1, 1}},

    // Back

    {{1, 1, –1}, {1, 1, 1, 1}},

    {{-1, –1, –1}, {1, 1, 1, 1}},

    {{1, –1, –1}, {1, 1, 1, 1}},

    {{-1, 1, –1}, {1, 1, 1, 1}},

    // Left

    {{-1, –1, 1}, {1, 1, 1, 1}},

    {{-1, 1, 1}, {1, 1, 1, 1}},

    {{-1, 1, –1}, {1, 1, 1, 1}},

    {{-1, –1, –1}, {1, 1, 1, 1}},

    // Right

    {{1, –1, –1}, {1, 1, 1, 1}},

    {{1, 1, –1}, {1, 1, 1, 1}},

    {{1, 1, 1}, {1, 1, 1, 1}},

    {{1, –1, 1}, {1, 1, 1, 1}},

    // Top

    {{1, 1, 1}, {1, 1, 1, 1}},

    {{1, 1, –1}, {1, 1, 1, 1}},

    {{-1, 1, –1}, {1, 1, 1, 1}},

    {{-1, 1, 1}, {1, 1, 1, 1}},

    // Bottom

    {{1, –1, –1}, {1, 1, 1, 1}},

    {{1, –1, 1}, {1, 1, 1, 1}},

    {{-1, –1, 1}, {1, 1, 1, 1}},

    {{-1, –1, –1}, {1, 1, 1, 1}}

};

const GLubyte indices[] = {

    0, 1, 2,

    2, 3, 0,

    // Back

    4, 5, 6,

    4, 5, 7,

    // Left

    8, 9, 10,

    10, 11, 8,

    // Right

    12, 13, 14,

    14, 15, 12,

    // Top

    16, 17, 18,

    18, 19, 16,

    // Bottom

    20, 21, 22,

    22, 23, 20

};

@interface ViewController () {

    GLuint vertex;

    GLuint index;

    GLKMatrix4 mModelViewMatrix;

}

@property (nonatomic, strong) GLKBaseEffect *baseEffect;

@property (nonatomic, strong) GLKView *view;

@end

@implementation ViewController

– (void)loadView

{

    self.view = [[GLKView alloc] initWithFrame:CGRectMake(0, 0, 320, 568) context:[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]];

}

– (void)viewDidLoad

{

    [super viewDidLoad];

    

    self.view.drawableDepthFormat = GLKViewDrawableDepthFormat16;

    self.view.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];

    [EAGLContext setCurrentContext:self.view.context];

    

    self.baseEffect = [[GLKBaseEffect alloc] init];

    self.baseEffect.colorMaterialEnabled = GL_TRUE;

    

    glClearColor(.4f, .4f, .6f, 1.0f);

    

    glGenBuffers(1, &vertex);

    glBindBuffer(GL_ARRAY_BUFFER, vertex);

    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    

    glGenBuffers(1, &index);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index);

    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    

    glBindBuffer(GL_ARRAY_BUFFER, vertex);

    glEnableVertexAttribArray(GLKVertexAttribPosition);

    glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), NULL + 0);

    glEnableVertexAttribArray(GLKVertexAttribColor);

    glVertexAttribPointer(GLKVertexAttribColor, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), NULL + offsetof(Vertex, Position));

    

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_BLEND);

}

– (void)glkView:(GLKView*)view drawInRect:(CGRect)rect

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    

    const GLfloat aspectRatio = (GLfloat)self.view.drawableWidth / (GLfloat)self.view.drawableHeight;

    

    self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeScale(0.2f, 0.2 * aspectRatio, 0.2f);

    

    GLKMatrix4 arrowMatrix[] = {

        GLKMatrix4MakeTranslation(-2, 0, 0),

        GLKMatrix4MakeTranslation(2, 0, 0),

        GLKMatrix4MakeTranslation(0, 0, 0),

        GLKMatrix4MakeTranslation(0, 2, 0),

    };

    

    for (int i=0; i<sizeof(arrowMatrix)/sizeof(arrowMatrix[0]); i++) {

        GLKMatrix4 modelViewMatrix = arrowMatrix[i];

        self.baseEffect.transform.modelviewMatrix = GLKMatrix4Multiply(mModelViewMatrix, modelViewMatrix);

        [self.baseEffect prepareToDraw];

        glDrawElements(GL_TRIANGLES, sizeof(indices)/sizeof(indices[0]), GL_UNSIGNED_BYTE, 0);

    }

}

– (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event

{

    UITouch *t = [touches anyObject];

    CGPoint p = [t locationInView:self.view];

    

    mModelViewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(p.x), 0.0f, 0.0f, 1.0f);

    

    mModelViewMatrix = GLKMatrix4Rotate(mModelViewMatrix,GLKMathDegreesToRadians(p.y), 0.0f, 1.0f, 0.0f);

}

– (void)didReceiveMemoryWarning

{

    [super didReceiveMemoryWarning];

    // Dispose of any resources that can be recreated.

}

@end