iPhone openGLでxyz軸

OpenGLを使って、xyzの軸を表示するiPhoneアプリのサンプルコードを描いてみます。

#import <GLKit/GLKit.h>

@interface ViewController : GLKViewController

@end

#import “ViewController.h”

@interface ViewController () {

    GLuint v;

}

@property (nonatomic, strong) GLKBaseEffect *baseEffect;

@property (nonatomic, weak) GLKView *gv;

@end

@implementation ViewController

– (void)loadView

{

    self.view = [[GLKView alloc] initWithFrame:[[UIScreen mainScreen] bounds] context:[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]];

}

– (void)viewDidLoad

{

    [super viewDidLoad];

    

    self.gv = (GLKView *)self.view;

    self.gv.drawableColorFormat = GLKViewDrawableDepthFormat16;

    

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

    // Let’s color the line

    self.baseEffect.useConstantColor = GL_TRUE;

    

    // Make the line a cyan color

    self.baseEffect.constantColor = GLKVector4Make(0.0f, 1.0f, 1.0f, 1.0f);

}

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

{

    glClearColor(0.65f, 0.65f, 0.65f, 1.0f);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    

    [self.baseEffect prepareToDraw];

    

    typedef struct

    {

        float Position[3];

        float Color[4];

    } Vertex;

    

    const Vertex vertices[] = {

        {{0, 0, 0}, {1,0,0,1}},

        {{1, 0, 0}, {1,0,0,1}},

        {{0, 0, 0}, {0,1,0,1}},

        {{0, 1, 0}, {0,1,0,1}},

        {{0, 0, 0}, {0,0,1,1}},

        {{0, 0, 1}, {0,0,1,1}},

    };

    

    glGenBuffers(1, &v);

    glBindBuffer(GL_ARRAY_BUFFER, v);

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

    

    glBindBuffer(GL_ARRAY_BUFFER, v);

    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, Color));

    

    glDrawArrays(GL_LINES, 0, 2);

    glDrawArrays(GL_LINES, 2, 2);

    glDrawArrays(GL_LINES, 4, 2);

    

    glLineWidth(10.0);

    

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

    self.baseEffect.transform.projectionMatrix = GLKMatrix4MakeScale(1, 1 * aspectRatio, 1);

    

    GLKMatrix4 mat = self.baseEffect.transform.modelviewMatrix;

    mat = GLKMatrix4Rotate(mat, GLKMathDegreesToRadians(1), 1, 1, 0);

    self.baseEffect.transform.modelviewMatrix = mat;

}

– (void)didReceiveMemoryWarning

{

    [super didReceiveMemoryWarning];

    // Dispose of any resources that can be recreated.

}

@end