指定非全屏OpenGL ES视图

yoz*_*ozo 5 iphone opengl-es coordinates

任何人都知道如何创建一个不使用完整的iPhone屏幕尺寸作为绘图表面的OpenGL ES应用程序?

到目前为止我看到的所有内容都有EAGLView(或其他)绘制到0,0,320,480.

我想让我的EAGLView分别为100,100,100,100.这可能吗?看起来我需要做的就是更改glViewport()调用,但不确定... glViewport是否只是为全屏OpenGL ES视图设置剪切矩形?或者它实际上定义了原点(0,0)的位置?

这是非常令人困惑的,特别是当你试图用UIViews来思考它时,我就是这样.我想将CGRect传递给我的初始化函数,以便设置glViewport以及其他所有内容.

谢谢!

Jen*_*ult 6

您需要做的就是在启动它时使用您想要的EAGLView类调用[super initWithFrame:frame].此示例将在左上角创建透明的OpenGL视图,并将其添加到控制器视图中.

我的EAGLView类中有以下代码:

- (id)initWithFrame:(CGRect)frame {
    if (self = [super initWithFrame:frame]) {
        // get the layer
        CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
        eaglLayer.opaque = NO;
        eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                        [NSNumber numberWithBool:NO], 
                                        kEAGLDrawablePropertyRetainedBacking, 
                                        kEAGLColorFormatRGBA8, 
                                        kEAGLDrawablePropertyColorFormat, 
                                        nil];
        context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];     
        if (!context || ![EAGLContext setCurrentContext:context]) {
            [self release];
            return nil;
        }
        [EAGLContext setCurrentContext:context];
        [self destroyFramebuffer];
        [self createFramebuffer];           
    }
    return self;
}
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然后我从我的控制器创建EAGLView,如下所示:

theEAGLView = [[EAGLView alloc] initWithFrame:CGRectMake(30.0f, 30.0f, 
                                                         90.0f, 70.0f)];
theEAGLView.opaque = NO;
[self.view addSubview:theEAGLView];
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在我的EAGLView类中执行实际绘图的代码是从控制器调用的,如下所示:

- (void)render {
    glViewport(0, 0, backingWidth, backingHeight);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrthof(0.0f, backingWidth, 0.0f, backingHeight, 1000.0f, -1000.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    // this is where we draw our stuff
    // ...
    // ...

    glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
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