• 编译链接着色器程序,进行绘制



    三角形的绘制实现类。

    //
    // Created by ByteFlow on 2019/7/9.
    //

    #include "TriangleSample.h"
    #include "../util/GLUtils.h"
    #include "../util/LogUtil.h"

    TriangleSample::TriangleSample()
    {

    }

    TriangleSample::~TriangleSample()
    {
    if (m_ProgramObj)
    {
    glDeleteProgram(m_ProgramObj);
    }

    }

    void TriangleSample::Init()
    {
    char vShaderStr[] =
    "#version 300 es "
    "layout(location = 0) in vec4 vPosition; "
    "void main() "
    "{ "
    " gl_Position = vPosition; "
    "} ";

    char fShaderStr[] =
    "#version 300 es "
    "precision mediump float; "
    "out vec4 fragColor; "
    "void main() "
    "{ "
    " fragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 ); "
    "} ";

    m_ProgramObj = GLUtils::CreateProgram(vShaderStr, fShaderStr, m_VertexShader, m_FragmentShader);

    }

    void TriangleSample::Draw()
    {
    LOGCATE("TriangleSample::Draw");
    GLfloat vVertices[] = {
    0.0f, 0.5f, 0.0f,
    -0.5f, -0.5f, 0.0f,
    0.5f, -0.5f, 0.0f,
    };

    if(m_ProgramObj == 0)
    return;

    // Use the program object
    glUseProgram (m_ProgramObj);

    // Load the vertex data
    glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
    glEnableVertexAttribArray (0);

    glDrawArrays (GL_TRIANGLES, 0, 3);

    }

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    编译和链接着色器程序的类

    #include "GLUtils.h"
    #include "LogUtil.h"
    #include <stdlib.h>

    GLuint GLUtils::LoadShader(GLenum shaderType, const char *pSource)
    {
    GLuint shader = 0;
    shader = glCreateShader(shaderType);
    if (shader)
    {
    glShaderSource(shader, 1, &pSource, NULL);
    glCompileShader(shader);
    GLint compiled = 0;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
    if (!compiled)
    {
    GLint infoLen = 0;
    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
    if (infoLen)
    {
    char* buf = (char*) malloc((size_t)infoLen);
    if (buf)
    {
    glGetShaderInfoLog(shader, infoLen, NULL, buf);
    LOGCATE("GLUtils::LoadShader Could not compile shader %d: %s ", shaderType, buf);
    free(buf);
    }
    glDeleteShader(shader);
    shader = 0;
    }
    }
    }
    return shader;
    }

    GLuint GLUtils::CreateProgram(const char *pVertexShaderSource, const char *pFragShaderSource, GLuint &vertexShaderHandle, GLuint &fragShaderHandle)
    {
    GLuint program = 0;
    vertexShaderHandle = LoadShader(GL_VERTEX_SHADER, pVertexShaderSource);
    if (!vertexShaderHandle) return program;

    fragShaderHandle = LoadShader(GL_FRAGMENT_SHADER, pFragShaderSource);
    if (!fragShaderHandle) return program;

    program = glCreateProgram();
    if (program)
    {
    glAttachShader(program, vertexShaderHandle);
    CheckGLError("glAttachShader");
    glAttachShader(program, fragShaderHandle);
    CheckGLError("glAttachShader");
    glLinkProgram(program);
    GLint linkStatus = GL_FALSE;
    glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);

    glDetachShader(program, vertexShaderHandle);
    glDeleteShader(vertexShaderHandle);
    vertexShaderHandle = 0;
    glDetachShader(program, fragShaderHandle);
    glDeleteShader(fragShaderHandle);
    fragShaderHandle = 0;
    if (linkStatus != GL_TRUE)
    {
    GLint bufLength = 0;
    glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
    if (bufLength)
    {
    char* buf = (char*) malloc((size_t)bufLength);
    if (buf)
    {
    glGetProgramInfoLog(program, bufLength, NULL, buf);
    LOGCATE("GLUtils::CreateProgram Could not link program: %s ", buf);
    free(buf);
    }
    }
    glDeleteProgram(program);
    program = 0;
    }
    }
    LOGCATE("GLUtils::CreateProgram program = %d", program);
    return program;
    }

    void GLUtils::DeleteProgram(GLuint &program)
    {
    LOGCATE("GLUtils::DeleteProgram");
    if (program)
    {
    glUseProgram(0);
    glDeleteProgram(program);
    program = 0;
    }
    }

    void GLUtils::CheckGLError(const char *pGLOperation)
    {
    for (GLint error = glGetError(); error; error = glGetError())
    {
    LOGCATE("GLUtils::CheckGLError GL Operation %s() glError (0x%x) ", pGLOperation, error);
    }

    }

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    在 Init 函数中实现编译链接着色器程序 m_ProgramObj ,其中顶点着色器脚本:

    #version 300 es
    layout(location = 0) in vec4 vPosition;
    void main()
    {
    gl_Position = vPosition;
    }
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    片元着色器脚本:

    #version 300 es
    precision mediump float;
    out vec4 fragColor;
    void main(http://www.amjmh.com)
    {
    fragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 ); //填充三角形区域为红色
    }

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  • 原文地址:https://www.cnblogs.com/hyhy904/p/11460272.html
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