I\'m building an ios drawing app and am having a hard time how to draw paint textures on the screen at different points. Most tutorials online refer to rendering a single te
I finally got this to work. I drew each point where the user touches as a TRIANGLE_STRIP primitive, two of which together result in a square.
GLfloat *tBuffer = malloc(4 * 2 * sizeof(GLfloat));
tBuffer[0] = 0.0;
tBuffer[1] = 1.0;
tBuffer[2] = 1.0;
tBuffer[3] = 1.0;
tBuffer[4] = 0.0;
tBuffer[5] = 0.0;
tBuffer[6] = 1.0;
tBuffer[7] = 0.0;
glTexCoordPointer(2, GL_FLOAT, 0, tBuffer);
CGFloat padding = 16;
vBuffer[0] = xCenter - padding;
vBuffer[1] = yCenter - padding;
vBuffer[2] = xCenter + padding;
vBuffer[3] = yCenter - padding;
vBuffer[4] = xCenter - padding;
vBuffer[5] = yCenter + padding;
vBuffer[6] = xCenter + padding;
vBuffer[7] = yCenter + padding;
CGFloat degrees = atan2(end.y - start.y, end.x - start.x) * 180 / M_PI;
// rotate the texture in the direction of the stroke.
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glTranslatef(0.5, 0.5, 0);
glRotatef(degrees, 0, 0, 1);
glTranslatef(-0.5, -0.5, 0);
glVertexPointer(2, GL_FLOAT, 0, vBuffer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
xCenter, yCenter is where the user touches. Padding determines the size of the primitive.
I also rotate the texture, but translate it to the center before rotating since rotation happens with the pivot at the origin otherwise.
Hope this helps!
UPDATE:
I was able to reduce the number of openGL calls by 1 by running the following set of commands for rotation instead:
Note that I was able to reduce the number of OpenGL calls by 1, by running the following set of commands for the rotation (removing push/pop matrix)
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5, 0.5, 0);
[GLManager rotateBrush:degrees];
glTranslatef(-0.5, -0.5, 0);
[GLManager drawVertexBuffer:vBuffer withVertexNumber:4];
glMatrixMode(GL_MODELVIEW);`
If i understand correct you want to draw many textures (same image) at points that the user touched the screen . For my particle system i use this:
float squarevData[12]={
-1,1,
1,1,
-1,-1,
1,1,
1,-1,
-1,-1,
};
float squarevData2[12]={
-1,1,
1,1,
-1,-1,
1,1,
1,-1,
-1,-1,
};
class BatchRenderer
{
public:
float* partVdata;
float* partCdata;
float* partTdata;
int counter1,counter2,counter3;
int count;
bool isz;
BatchRenderer(int maxTextures,bool iszi)
{
isz=iszi;
if(isz)partVdata=(float*)malloc(maxTextures*18*4);
else partVdata=(float*)malloc(maxTextures*12*4);
partCdata=(float*)malloc(maxTextures*24*4);
partTdata=(float*)malloc(maxTextures*12*4);
}
void Draw(float x,float y,float z,float scalex,float scaley,float angle,float r,float g,float b,float a)
{
angle*=0.017453f;
for(int c2=0;c2<12;c2+=2)
{
float x=squarevData[c2]*scalex;
float y=squarevData[c2+1]*scaley;
float cos1=cos(angle);
float sin1=sin(angle);
squarevData2[c2] = (cos1*x) - ( sin1*y);
squarevData2[c2+1] = (sin1*x) + ( cos1*y);
}
partVdata[counter1++]=x+squarevData2[0];
partVdata[counter1++]=y+squarevData2[1];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=0;
partTdata[counter3++]=1;
partVdata[counter1++]=x+squarevData2[2];
partVdata[counter1++]=y+squarevData2[3];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=1;
partTdata[counter3++]=1;
partVdata[counter1++]=x+squarevData2[4];
partVdata[counter1++]=y+squarevData2[5];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=0;
partTdata[counter3++]=0;
partVdata[counter1++]=x+squarevData2[6];
partVdata[counter1++]=y+squarevData2[7];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=1;
partTdata[counter3++]=1;
partVdata[counter1++]=x+squarevData2[8];
partVdata[counter1++]=y+squarevData2[9];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=1;
partTdata[counter3++]=0;
partVdata[counter1++]=x+squarevData2[10];
partVdata[counter1++]=y+squarevData2[11];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=0;
partTdata[counter3++]=0;
count++;
}
void RenderStart()
{
counter1=counter2=count=counter3=0;
}
void RenderStop(int textureid)
{
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, textureid);
glTexCoordPointer(2, GL_FLOAT, 0, partTdata);
glColorPointer(4, GL_FLOAT, 0,partCdata );
if(isz)glVertexPointer(3, GL_FLOAT, 0, partVdata);
else glVertexPointer(2, GL_FLOAT, 0, partVdata);
glDrawArrays(GL_TRIANGLES, 0, count*6);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
};
How to use it?
BatchRenderer* br=new BatchRenderer(500,false)//the max number of textures that can be drawn , and if you want z axis
void Render()
{
br->RenderStart();
for(int c=0;c<POINTS;c++)
{
br->Draw(p[c].x,p[c].y,0,p[c].scalex,p[c].scaly,p[c].angle,p[c].r,p[c].g,p[c].b,p[c].a);
}
br->RenderStop(yourtextureid);
}
You can draw more than 500 textures in 60 fps with a mid device and you can have unique scale,rotation and color for each