我们正在尝试使用 Xamarin 制作一个应用程序,该应用程序将在特定屏幕上的 GLKView 中有一个小的动画脸。我们一直在寻找渲染精灵的解决方案,而我们想出的最佳解决方案源于这里的解决方案。我们甚至无法在 GLKView 中绘制简单的图像,并且输出中的错误实际上没有意义。我们正在将其从 iOS 转换为 Xamarin C#,因此某些调用之间存在差异,但我们已尝试保持大多数部分的完整性。
以下是与此相关的代码部分:
public class Sprite : NSObject
{
public void Render()
{
Effect.Texture2d0.GLName = TextureInfo.Name;
Effect.Texture2d0.Enabled = true;
Effect.PrepareToDraw();
GL.EnableVertexAttribArray((int)GLKVertexAttrib.Position);
GL.EnableVertexAttribArray((int)GLKVertexAttrib.TexCoord0);
IntPtr ptr = Marshal.AllocHGlobal(Marshal.SizeOf(Quad));
Marshal.StructureToPtr(Quad, ptr, false);
int offset = (int)ptr;
GL.VertexAttribPointer((uint)GLKVertexAttrib.Position, 2, VertexAttribPointerType.Float, false, Marshal.SizeOf(typeof(TexturedVertex)), offset + (int)Marshal.OffsetOf(typeof(TexturedVertex), "geomertryVertex"));
GL.VertexAttribPointer((uint)GLKVertexAttrib.Position, 2, VertexAttribPointerType.Float, false, Marshal.SizeOf(typeof(TexturedVertex)), offset + (int)Marshal.OffsetOf(typeof(TexturedVertex), "textureVertex"));
GL.DrawArrays(BeginMode.TriangleStrip, 0, 4);
Marshal.FreeHGlobal(ptr);
}
}
Sprite.Render() 在此 GLKViewController 中被调用:
public class AnimationViewController : GLKViewController
{
GLKView animationView;
EAGLContext context;
Sprite player;
GLKBaseEffect effect;
public override void ViewDidLoad()
{
base.ViewDidLoad();
context = new EAGLContext(EAGLRenderingAPI.OpenGLES2);
if (context == null)
Console.WriteLine("Failed to create ES context...");
animationView = new GLKView(new RectangleF(UIScreen.MainScreen.Bounds.Width * 0.05f,
UIScreen.MainScreen.Bounds.Height * 0.05f,
UIScreen.MainScreen.Bounds.Width * 0.9f,
UIScreen.MainScreen.Bounds.Height * 0.75f), context);
EAGLContext.SetCurrentContext(context);
animationView.DrawInRect += new EventHandler<GLKViewDrawEventArgs>(animationView_DrawInRect);
View.AddSubview(animationView);
effect = new GLKBaseEffect();
Matrix4 projectionMatrix = Matrix4.CreateOrthographicOffCenter(0, animationView.Frame.Width, 0, animationView.Frame.Height, -1024, 1024);
effect.Transform.ProjectionMatrix = projectionMatrix;
player = new Sprite(@"Player.png", effect);
}
void animationView_DrawInRect(object sender, GLKViewDrawEventArgs e)
{
GL.ClearColor(0.98f, 0.98f, 0.98f, 1.0f);
//GL.Clear((uint)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
GL.Enable(EnableCap.Blend);
player.Render();
}
}
整个代码文件的链接: