当我在 ipad1 上运行我的应用程序时,我看到的结果与在 ipad2 上运行相同的应用程序时不同。我对屏幕中间的书本大小感兴趣。
我的代码如下。
- (void)drawGallery{
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
ResourceManager *rm = [ResourceManager sharedInstance];
GLuint currProgram = [rm getProgram:PROGRAM_BASIC_LIGHTNING];
glUseProgram(currProgram);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, 768, 1024 + 2 * GALLERY_OFFSET_Y);
GLfloat modelviewProj[16];
for (Sheet *sh in self.interfaceManager.gallery.sheets){
if ([self.interfaceManager.gallery shouldDrawSheet:sh]){
[self MakePerspectiveMatrix:modelviewProj
OriginX:0.0
OriginY:0.0
Width:SCREEN_WIDTH
Height:SCREEN_HEIGHT
Rotation:sh.rotation
TranslationX:sh.translationX
TranslationZ:sh.translationZ
ScaleX:1.0
ScaleY:SCREEN_HEIGHT/(SCREEN_HEIGHT + 2 * GALLERY_OFFSET_Y)];
vertexDataTextured *model;
if (sh.type == SHEET_TYPE_LEFT){
model = (vertexDataTextured *)[rm getModel:MODEL_SHEET_LEFT];
} else {
model = (vertexDataTextured *)[rm getModel:MODEL_SHEET_RIGHT];
}
// update uniform values
glUniformMatrix4fv(basic_lighting_uniforms[BASIC_LIGHTING_UNIFORM_MODEL_VIEW_PROJECTION_MATRIX], 1, GL_FALSE, modelviewProj);
glUniform1f(basic_lighting_uniforms[BASIC_LIGHTING_UNIFORM_ROTATION], degreeToRadians(-sh.rotation));
glActiveTexture(GL_TEXTURE0);
GLuint texture = [rm getTexture:TEXTURE_COLORING_PICTURE Index1:self.currentBook.number Index2:sh.number];
glBindTexture (GL_TEXTURE_2D, texture);
glUniform1i(basic_lighting_uniforms[BASIC_LIGHTING_UNIFORM_TEXTURE], 0);
glVertexAttribPointer(BASIC_LIGHTING_ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(vertexDataTextured), &model[0].vertex);
glEnableVertexAttribArray(BASIC_LIGHTING_ATTRIB_VERTEX);
glVertexAttribPointer(BASIC_LIGHTING_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(vertexDataTextured), &model[0].texCoord);
glEnableVertexAttribArray(BASIC_LIGHTING_ATTRIB_TEX_COORDS);
glDrawArrays(GL_TRIANGLES, 0, 6);
if (![self validateProgram:currProgram]) {
NSLog(@"Failed to validate program: (%d)", currProgram);
}
}
}
}
顶点着色器:
uniform mat4 modelViewProjectionMatrix;
uniform float rotation;
attribute lowp vec3 position;
attribute lowp vec2 texCoords;
varying lowp vec2 fTexCoords;
varying lowp vec4 computed_color;
void main()
{
fTexCoords = texCoords;
vec4 postmp = vec4(position.xyz, 1.0);
vec4 newposition = modelViewProjectionMatrix * postmp;
gl_Position = newposition;
vec3 ambient_color = vec3(0.5, 0.5, 0.5);
vec3 norm = vec3(sin(rotation), 0.0, cos(rotation));
vec3 light_position1 = vec3(15.0, 0.0, 20.0);
vec3 light_direction1 = normalize( vec3 (0.2, 0.0, 1.0) );
vec4 light_diffuse_color1 = vec4 (0.4, 0.4, 0.4, 1.0);
float ndotl1 = max(0.0, dot(light_direction1, norm));
vec4 temp_color1 = ndotl1 * light_diffuse_color1 * 15.0 / (length(light_position1 - newposition.xyz));
vec3 light_position2 = vec3(-30.0, 0.0, 25.0);
vec3 light_direction2 = normalize( vec3(-0.2, 0.0, 1.0) );
vec4 light_diffuse_color2 = vec4 (0.5, 0.5, 0.5, 1.0);
float ndotl2 = max(0.0, dot(light_direction2, norm));
vec4 temp_color2 = ndotl2 * light_diffuse_color2 * 15.0 / (length(light_position2 - newposition.xyz));
computed_color = vec4(temp_color1.rgb + temp_color2.rgb + ambient_color, 1.0);
}
片段着色器:
precision lowp float;
uniform sampler2D texture;
varying vec2 fTexCoords;
varying lowp vec4 computed_color;
void main()
{
gl_FragColor = texture2D(texture, fTexCoords) * computed_color;
}