假设我有一个正方形,其定义如下:
typedef struct {
float Position[3];
float Color[4];
} Vertex;
const Vertex Vertices[] = {
{{2, 0, 0}, {1, 0, 0, 1}},
{{4, 0, 0}, {1, 0, 0, 1}},
{{4, 2, 0}, {1, 0, 0, 1}},
{{2, 2, 0}, {1, 0, 0, 1}}
};
const GLubyte Indices[] = {
0, 1, 2,
2, 3, 0
};
我正在应用以下投影和模型视图矩阵:
- (void)update {
//Projection matrix.
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(_projectionAngle), aspect, 4.0f, 10.f);
self.effect.transform.projectionMatrix = projectionMatrix;
//Modelview matrix.
modelViewMatrix = GLKMatrix4MakeTranslation(_xTranslation, _yTranslation, -7.0);
self.effect.transform.modelviewMatrix = modelViewMatrix;
}
我现在想读取用户在屏幕上点击的对象的像素颜色。我正在尝试将 glkMathUnproject 与 glReadPixels 结合使用,如下所示,但是 glReadPixels 为点击点返回不正确的颜色值:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint tapLoc = [touch locationInView:self.view];
bool testResult;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
GLKVector3 nearPt = GLKMathUnproject(GLKVector3Make(tapLoc.x, (tapLoc.y-1024)*-1, 0.0), modelViewMatrix, projectionMatrix, &viewport[0] , &testResult);
GLKVector3 farPt = GLKMathUnproject(GLKVector3Make(tapLoc.x, (tapLoc.y-1024)*-1, 1.0), modelViewMatrix, projectionMatrix, &viewport[0] , &testResult);
farPt = GLKVector3Subtract(farPt, nearPt);
GLubyte pixelColor[4];
glReadPixels(farPt.v[0], farPt.v[1], 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixelColor[0]);
NSLog(@"pixelColor %u %u %u %u", pixelColor[0],pixelColor[1],pixelColor[2], pixelColor[3]);
}
谁能告诉我如何准确地获得像素颜色?