iOS下使用OpenGL 如果使用GLKit View 那么不用担心屏幕旋转的问题,说明如下:
If you change the size, scale factor, or drawable properties of a GLKit view, it automatically deletes and re-creates the appropriate framebuffer objects and renderbuffers the next time its contents are drawn.
GLKit view 自动设置好了 framebuffer 和 renderbuffer 对象,使用者直接设置具体的OpenGL 参数即可。但是GLKit view 在iOS10 下存在一些问题,不能使用,只能继承最简单的UIView,那么所有相关的设置都需要自己完成。
屏幕旋转时需要做的事
现在要自己处理屏幕旋转的事件。这一部分主要讲在屏幕旋转后我们需要做什么事情来让原来的图像以新的屏幕尺寸显示出来。如果参考Android的设计,解决思路就是在屏幕旋转的时候将所有的对象销毁再根据当前的屏幕状态重新创建。简单粗暴但是效率不行。我想不销毁对象的情况下,直接重新设置宽高数据让OpenGL绘制出正确的图像。于是我调用了如下的函数:
glViewport(0, 0, (GLsizei) (size.width * scale), (GLsizei) (size.height * scale));
_renderController->InitUniforms((int) (size.width * scale), (int) (size.height * scale));
首先设置viewport 然后第二行 InitUniforms
函数具体做的事情就是重新设置投影矩阵。很遗憾,这样的做法没有效果,将屏幕从竖屏旋转到横屏时,得到的结果如下:
上半部分什么也没有,下半部分扭曲严重。
问题出在 renderbuffer
Yes, the renderbuffer must be recreated when the interface is rotated, and set to the new size.
所以还需要重新创建renderbuffer,
// first DELETE buffers
glDeleteRenderbuffers(...);
glDeleteFramebuffers(...);
// recreate
glGenFramebuffers(1, &_framebuffer);
glGenRenderbuffers(1, &_renderbuffer);
// bind buffer and set framebuffer and renderbuffer...
具体代码可以参考Recreating the render buffer causes a crash on 3GS device (OpenGL ES 1.1)
在何处做上述的事情?
这一部分讲如何编码来准确监听屏幕旋转事件,来插入上面的那些代码。我们自定义我们的view(UIView),上级的view controller使用 [self.view addSubview:_subView];
来将自定义view加进来。但是当旋转的事件通知到上级的view controller时, 他没有办法去通知subview。我们要自己找个时间点去通知底下的subview.看官方文档:
Instead, rotations are treated as a change in the size of the view controller’s view and are therefore reported using the
viewWillTransitionToSize:withTransitionCoordinator:
method. When the interface orientation changes, UIKit calls this method on the window’s root view controller. That view controller then notifies its child view controllers, propagating the message throughout the view controller hierarchy.The
viewWillLayoutSubviews
method is also called after the view is resized and positioned by its parent.
如果你需要监听旋转从开始之前到结束的整个过程,推荐使用viewWillTransitionToSize:withTransitionCoordinator: 用法示例:
- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id <UIViewControllerTransitionCoordinator>)coordinator
{
[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
// Code here will execute before the rotation begins.
// Equivalent to placing it in the deprecated method -[willRotateToInterfaceOrientation:duration:]
[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// Place code here to perform animations during the rotation.
// You can pass nil or leave this block empty if not necessary.
} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// Code here will execute after the rotation has finished.
// Equivalent to placing it in the deprecated method -[didRotateFromInterfaceOrientation:]
}];
}
来自 SO What is the “right” way to handle orientation changes in iOS 8?
另外一个,旋转完成后,调用 viewWillLayoutSubviews
方法。很有意思,上面的方法的 completion 回调也是在旋转完成以后被调用的,那么用哪个更合适呢?我自己试验了一下,会早于comletion回调,这个方法其实是在上级的view将要去layoutSubview的时候调用的,还没有完成呢!而且实践表明,如果在comletion回调中做,其实是错误的图像已经显示出来了,然后又去改变他,这里的最终的旋转效果就很糟糕了。
我的代码如下:
/**
Called just after the view controller's view's layoutSubviews method is invoked.
*/
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
_subView.frame = self.view.frame;
[_subView layoutIfNeeded];
}
设置subview的frame尺寸以后,强制让他layout,会调用到subView自己的layoutSubviews
方法,在里面做具体的操作即可。
值得参考的文档,来自大神,目前还是草稿状态:【草稿】iOS OpenGL ES 3 编程 2:绘制三角形、屏幕旋转与架构设计