• OpenGL绘制一个三角形


    应该建立一个vertex shader文件和一个pixel shader文件,分别命名为shader.vsh和shader.fsh。

    shader.vsh:

    attribute vec3 position;   //入参,主程序会将数值传入
    void main()
    {
        gl_Position = vec4(position,1);  //顶点经过投影变换变换后的位置
    }

    shader.fsh:

    void main()
    {
        gl_FragColor = vec4(0.5,0.5,0.5,1);   //顶点的颜色
    }

    ViewController.m中的代码如下:

    //
    //  ViewController.m
    //  OpenGL学习Demo
    //
    //  Created by 孙建飞 on 16/7/9.
    //  Copyright © 2016年 sjf. All rights reserved.
    //
    
    #import "ViewController.h"
    
    #import <OpenGLES/ES3/gl.h>
    #import <OpenGLES/ES3/glext.h>
    
    @interface ViewController ()
    {
        EAGLContext *context; //EAGLContent是苹果在ios平台下实现的opengles渲染层,用于渲染结果在目标surface上的更新。
        GLuint program;//????????
        GLuint vertexID;
      //  GLvoid *vec;
        
    }
    @end
    
    @implementation ViewController
    
    - (void)viewDidLoad {
        [super viewDidLoad];
    
        //三点的坐标:
        GLKVector3 vec[3]={
            {0.5,0.5,0},
            {-0.5,-0.5,0},
            {0.5,-0.5,0},
            
        };
        //初始化EAGLContext时指定ES版本号OPenGLES3
        context=[[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES3];
        if (!context) {
            NSLog(@"failed to create ES context !")
            ;
        }
        //
        GLKView *view=(GLKView *)self.view;
        view.context=context;
        view.drawableDepthFormat=GLKViewDrawableDepthFormat24;
        [EAGLContext setCurrentContext:context];
        glEnable(GL_DEPTH_TEST);//开启深度测试,就是让离你近的物体可以遮挡离你远的物体
        glClearColor(0.1, 0.2, 0.3, 1); //设置surface的清除颜色,也就是渲染到屏幕上的背景色。
        //
        [self loadShaders];
        glEnable(GL_DEPTH_TEST);
        glClearColor(0.1, 0.2, 0.3, 1);
       // glGenVertexArrays(<#GLsizei n#>, <#GLuint *arrays#>)
        glGenVertexArrays(1, &vertexID);//生成一个vao对象
        glBindVertexArray(vertexID); //绑定vao
        GLuint bufferID;
        glGenBuffers(1, &bufferID);  //生成vbo
        //
        glBindBuffer(GL_ARRAY_BUFFER, bufferID);  //绑定
       // glBufferData(<#GLenum target#>, <#GLsizeiptr size#>, <#const GLvoid *data#>, <#GLenum usage#>)
        glBufferData(GL_ARRAY_BUFFER, sizeof(vec), vec, GL_STATIC_DRAW); //填充缓冲对象
        GLuint loc=glGetAttribLocation(program, "position");   //获得shader里position变量的索引
        glEnableVertexAttribArray(loc);     //启用这个索引
        glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, sizeof(GLKVector3), 0);  //设置这个索引需要填充的内容
        glBindVertexArray(0);   //释放vao
        glBindBuffer(GL_ARRAY_BUFFER, 0);  //释放vbo
    }
    //隐藏状态栏
    - (BOOL)prefersStatusBarHidden {
        return YES;
    }
    //
    -(void)glkView:(GLKView *)view drawInRect:(CGRect)rect
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  //清除surface内容,恢复至初始状态。
        glBindVertexArray(vertexID);
        glUseProgram(program);      //使用shader
        glDrawArrays(GL_TRIANGLES, 0, 3);     //绘制三角形
        glBindVertexArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    }
    - (void)didReceiveMemoryWarning {
        [super didReceiveMemoryWarning];
        // Dispose of any resources that can be recreated.
    }
    /***************************加载shader***************************/
    - (BOOL)loadShaders
    {
        GLuint vertShader, fragShader;
        NSString *vertShaderPathname, *fragShaderPathname;
        
        // Create shader program.
        program = glCreateProgram();
        
        // Create and compile vertex shader.
        vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"shader" ofType:@"vsh"];
        if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
            NSLog(@"Failed to compile vertex shader");
            return NO;
        }
        
        // Create and compile fragment shader.
        fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"shader" ofType:@"fsh"];
        if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
            NSLog(@"Failed to compile fragment shader");
            return NO;
        }
        
        // Attach vertex shader to program.
        glAttachShader(program, vertShader);
        
        // Attach fragment shader to program.
        glAttachShader(program, fragShader);
        
        // Link program.
        if (![self linkProgram:program]) {
            NSLog(@"Failed to link program: %d", program);
            
            if (vertShader) {
                glDeleteShader(vertShader);
                vertShader = 0;
            }
            if (fragShader) {
                glDeleteShader(fragShader);
                fragShader = 0;
            }
            if (program) {
                glDeleteProgram(program);
                program = 0;
            }
            
            return NO;
        }
        // Release vertex and fragment shaders.
        if (vertShader) {
            glDetachShader(program, vertShader);
            glDeleteShader(vertShader);
        }
        if (fragShader) {
            glDetachShader(program, fragShader);
            glDeleteShader(fragShader);
        }
        
        return YES;
    }
    
    - (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
    {
        GLint status;
        const GLchar *source;
        
        source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
        if (!source) {
            NSLog(@"Failed to load vertex shader");
            return NO;
        }
        
        *shader = glCreateShader(type);
        glShaderSource(*shader, 1, &source, NULL);
        glCompileShader(*shader);
        
    #if defined(DEBUG)
        GLint logLength;
        glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetShaderInfoLog(*shader, logLength, &logLength, log);
            NSLog(@"Shader compile log:
    %s", log);
            free(log);
        }
    #endif
        
        glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
        if (status == 0) {
            glDeleteShader(*shader);
            return NO;
        }
        
        return YES;
    }
    
    - (BOOL)linkProgram:(GLuint)prog
    {
        GLint status;
        glLinkProgram(prog);
        
    #if defined(DEBUG)
        GLint logLength;
        glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetProgramInfoLog(prog, logLength, &logLength, log);
            NSLog(@"Program link log:
    %s", log);
            free(log);
        }
    #endif
        
        glGetProgramiv(prog, GL_LINK_STATUS, &status);
        if (status == 0) {
            return NO;
        }
        
        return YES;
    }
    
    - (BOOL)validateProgram:(GLuint)prog
    {
        GLint logLength, status;
        
        glValidateProgram(prog);
        glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetProgramInfoLog(prog, logLength, &logLength, log);
            NSLog(@"Program validate log:
    %s", log);
            free(log);
        }
        
        glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
        if (status == 0) {
            return NO;
        }
        
        return YES;
    }
    
    @end

    运行后得到如下:

     参考文献:

                    http://blog.csdn.net/sx1989827/article/details/47974595

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  • 原文地址:https://www.cnblogs.com/sunjianfei/p/5655551.html
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