我正在使用 OpenGl 框架制作一个绘画应用程序,但我被困在 UNDO/REDO 选项中。我实现的代码是这样的:
-(void)undo_called
{
artbrushAppDelegate *app=(artbrushAppDelegate *)[[UIApplication sharedApplication]delegate];
mbrushscale=app.brushscale;
brushimage=app.brush_image;
Erase=YES;
[self playRayundo];
}
-(void)playRayundo
{
artbrushAppDelegate *app=(artbrushAppDelegate *)[[UIApplication sharedApplication]delegate];
glColor4f(app.r1g,
app.b1g,
app.g1g,
0);
NSLog(@"%f",app.r1g);
if(undo != NULL)
{
for(int l = 0; l < [undo count]; l++)
{
//replays my writRay -1 because of location point
for(int p = 0; p < [[undo objectAtIndex:l]count]-1; p ++)
{
[self drawErase:[[[undo objectAtIndex:l]objectAtIndex:p]CGPointValue] toPoint:[[[undo objectAtIndex:l]objectAtIndex:p + 1]CGPointValue]];
}
}
}
Erase=NO;
glColor4f(app.rg,
app.bg,
app.gg,
kBrushOpacity);
}
-(void) drawErase:(CGPoint)start toPoint:(CGPoint)end
{
static GLfloat* eraseBuffer = NULL;
static NSUInteger eraseMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
CGFloat scale = 1.0;//self.contentScaleFactor;
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
// Allocate vertex array buffer
if(eraseBuffer == NULL)
eraseBuffer = malloc(eraseMax * 2 * sizeof(GLfloat));
// Add points to the buffer so there are drawing points every X pixels
count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
for(i = 0; i < count; ++i)
{
if(vertexCount == eraseMax)
{
eraseMax = 2 * eraseMax;
eraseBuffer = realloc(eraseBuffer, eraseMax * 2 * sizeof(GLfloat));
}
eraseBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
eraseBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
[self ChangebrushPic:brushimage];
//the erase brush color is transparent.
glEnable(GL_POINT_SPRITE_OES);
glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glPointSize(64/mbrushscale);
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, eraseBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
// at last restore the mixed-mode
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
这段代码效率不高,而且有很多错误。看看撤消前后的图像。
之前:http: //imageshack.us/photo/my-images/577/screenshot20110714at121.png/
之后:http: //imageshack.us/photo/my-images/200/screenshot20110714at121.png/
所以我想在每次用户的触摸结束时将图像保存在缓冲区中并在 UNDO 上调用上一个图像。任何人都可以帮助我如何将图像存储在缓冲区中并在 UNDO 上检索回来吗?我试图找到它的示例代码但找不到..
谢谢..