我想创建一个GLKView,我在其中添加多维数据集并绘制它们。问题是,每个立方体都是NSObject类型,并有自己的顶点和纹理缓冲区,但我想在单个上下文中绘制它们。为了做到这一点,我遵循了一些WWDC视频并创建了两个上下文,一个用于渲染,另一个用于纹理加载,我将这两个上下文放在同一个共享组中。代码方面,我在这方面做了什么,在我的GLKView中添加了一个名为renderContext的属性,我想要所有的立方体都被绘制,并且我还设置了一个loaderContext属性,我要载入纹理。然而,没有任何东西,我没有看到任何东西,有时我得到一个崩溃和GL错误0x0500。它用于工作和模型视图矩阵应正确设置和一切。引入异步加载和两个共享上下文导致问题...在OpenGL ES 2.0和iOS中的异步纹理加载和共享组
下面是代码:
这在GLKView:(含有立方体)集装箱
- (void)setupGL {
self.renderContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
self.loaderContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:self.renderContext.sharegroup];
glGenFramebuffers(1, &defaultFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFrameBuffer);
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.bounds.size.width, self.bounds.size.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
glEnable(GL_DEPTH_TEST);
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
self.opaque = NO;
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[EAGLContext setCurrentContext:self.renderContext];
for(Cube *cube in self.cubes){
[cube draw];
}
}
每个单独立方体建立这样的:
-(id)init {
self = [super init];
if(self){
self.effect = [[GLKBaseEffect alloc]init];
self.effect.transform.projectionMatrix = GLKMatrix4MakePerspective(45.0f,0.95f, 0.1f, 2.0f);
self.effect.transform.projectionMatrix = GLKMatrix4Translate(self.effect.transform.projectionMatrix, 0, 0.0, 0.0);
self.effect.transform.modelviewMatrix = GLKMatrix4Translate(self.effect.transform.modelviewMatrix,0,0,-1.3);
glGenBuffers(1, &vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexArray);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glVertexAttribPointer(GLKVertexAttribPosition,3,GL_FLOAT,GL_FALSE,0,0);
glGenBuffers(1, &texArray);
glBindBuffer(GL_ARRAY_BUFFER, texArray);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glBufferData(GL_ARRAY_BUFFER, sizeof(TexCoords), TexCoords, GL_STATIC_DRAW);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0,0);
}
return self;
}
并具有绘制方法:
-(void)draw{
[self.effect prepareToDraw];
self.effect.texture2d0.enabled = YES;
for(int i=0;i<6;i++){
if(i==0)glBindTexture(GL_TEXTURE_2D, frontTexture.name);
if(i==1)glBindTexture(GL_TEXTURE_2D, rightTexture.name);
if(i==2)glBindTexture(GL_TEXTURE_2D, backTexture.name);
if(i==3)glBindTexture(GL_TEXTURE_2D, leftTexture.name);
if(i==4)glBindTexture(GL_TEXTURE_2D, bottomTexture.name);
if(i==5)glBindTexture(GL_TEXTURE_2D, topTexture.name);
glDrawArrays(GL_TRIANGLES, i*6, 6);
}
}
这里是我尝试异步加载纹理:
注:GLKView(容器),是每一个人的立方体,它的LoaderContext我检索的父母,这是在renderContext的共享组中,所以纹理应该被正确绘制,对吗?
-(void)loadTextureForTexture:(GLKTextureInfo*)texN withView:(CubeView *)cV{
__block GLKTextureInfo *texName = texN;
EAGLContext *loaderContext = self.parent.loaderContext;
self.textureLoader = [[GLKTextureLoader alloc]initWithSharegroup:loaderContext.sharegroup];
[EAGLContext setCurrentContext:loaderContext];
NSDictionary *options = [NSDictionary dictionaryWithObject:[NSNumber numberWithBool:YES] forKey:GLKTextureLoaderOriginBottomLeft];
dispatch_queue_t loaderQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_queue_t mainQueue = dispatch_get_main_queue();
[self.textureLoader textureWithCGImage:[self imageWithView:cV].CGImage options:options queue:loaderQueue completionHandler:^(GLKTextureInfo *tex, NSError *err){
texName = tex;
if(err)
NSLog(@"%@", err);
else
NSLog(@"no error");
dispatch_async(mainQueue, ^{
[self display];
});
}];
}
非常感谢你枢轴,这非常帮助我!但是,异步绘图仍然存在问题。如果我异步调用'-display'方法,那么应用程序会崩溃,如果我同步执行它,它将起作用。 –
你如何试图触发异步显示?看起来你应该在你的视图中从主队列异步调用'setNeedsDisplay'。 – Pivot
setNeedsDisplay在GLKView中做了什么?当我打电话给我时,我确实在你的代码中看到了上面的内容。我实际上在容器(GLKView)上调用'-display',它基本上遍历所有的立方体(NSObjects),并在GLKView的委托方法中绘制它们,它是' - (void)glkView:(GLKView *)view drawInRect :(CGRect)rect' –