OpenGL基础探究

GLuint vertShader, fragShader;
    NSURL *vertShaderURL, *fragShaderURL;
    
    
    self.program = glCreateProgram();
    
    // Create and compile the vertex shader.
    vertShaderURL = [[NSBundle mainBundle] URLForResource:@"Shader" withExtension:@"vsh"];
    if (![self compileShader:&vertShader type:GL_VERTEX_SHADER URL:vertShaderURL]) {
        NSLog(@"Failed to compile vertex shader");
        return NO;
    }
    
    // Create and compile fragment shader.
    fragShaderURL = [[NSBundle mainBundle] URLForResource:@"Shader" withExtension:@"fsh"];
    if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER URL:fragShaderURL]) {
        NSLog(@"Failed to compile fragment shader");
        return NO;
    }
    
    // Attach vertex shader to program.
    glAttachShader(self.program, vertShader);
    
    // Attach fragment shader to program.
    glAttachShader(self.program, fragShader);
    
    // Bind attribute locations. This needs to be done prior to linking.
    glBindAttribLocation(self.program, ATTRIB_VERTEX, "position");
    glBindAttribLocation(self.program, ATTRIB_TEXCOORD, "texCoord");

首先翻译一下得出两个关键词:点、面

生成一个OpenGL程序需要两个函数

varying highp vec2 texCoordVarying;
precision mediump float;

uniform sampler2D SamplerY;
uniform sampler2D SamplerUV;
uniform mat3 colorConversionMatrix;

void main()
{
    mediump vec3 yuv;
    lowp vec3 rgb;
    
    // Subtract constants to map the video range start at 0
    yuv.x = (texture2D(SamplerY, texCoordVarying).r);// - (16.0/255.0));
    yuv.yz = (texture2D(SamplerUV, texCoordVarying).ra - vec2(0.5, 0.5));
    
    rgb = colorConversionMatrix * yuv;

    gl_FragColor = vec4(rgb,1);
//    gl_FragColor = vec4(1, 0, 0, 1);
}

shader.fsh

attribute vec4 position;
attribute vec2 texCoord;

uniform float preferredRotation;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;

varying vec2 texCoordVarying;

void main()
{
    mat4 rotationMatrix = mat4( cos(preferredRotation), -sin(preferredRotation), 0.0, 0.0,
                               sin(preferredRotation),  cos(preferredRotation), 0.0, 0.0,
                               0.0,                        0.0, 1.0, 0.0,
                               0.0,                        0.0, 0.0, 1.0);
    gl_Position = projectionMatrix * modelViewMatrix * rotationMatrix * position;// * modelViewMatrix * projectionMatrix;
    texCoordVarying = texCoord;
}

shader.vsh

 

 

这两个函数中有varying或varying标明的两个同名属性字段,测试结果是必须同名而且是两个函数之间互通使用的

 在main函数上方设定的额参数,均是后面添加设定的参数,设置方法有:

在OpenGL ES中,uniform的位置不是固定的,必须在Program link完成之后才能够获得:
/ Get uniform locations.
    uniforms[UNIFORM_Y] = glGetUniformLocation(self.program, "SamplerY");
    uniforms[UNIFORM_UV] = glGetUniformLocation(self.program, "SamplerUV");
    uniforms[UNIFORM_ROTATE] = glGetUniformLocation(self.program, "preferredRotation");
    uniforms[UNIFORM_COLOR_CONVERSION_MATRIX] = glGetUniformLocation(self.program, "colorConversionMatrix");
    uniforms[UNIFORM_PROJECTION_MARTRIX] = glGetUniformLocation(self.program, "projectionMatrix");
    uniforms[UNIFORM_MODELVIEW_MARTRIX] = glGetUniformLocation(self.program, "modelViewMatrix");


/Set uniform
glUniform1i(uniforms[UNIFORM_Y], 0);
    glUniform1i(uniforms[UNIFORM_UV], 1);
    glUniform1f(uniforms[UNIFORM_ROTATE], GLKMathDegreesToRadians(180));


// Bind attribute locations. This needs to be done prior to linking.
    glBindAttribLocation(self.program, ATTRIB_VERTEX, "position");
    glBindAttribLocation(self.program, ATTRIB_TEXCOORD, "texCoord");

 //初始化纹理数据

glGenBuffers(1, &_textureBuffer);

glBindBuffer(GL_ARRAY_BUFFER, _textureBuffer);

glBufferData(GL_ARRAY_BUFFER, sizeof(sphereTexCoords), sphereTexCoords, GL_STATIC_DRAW);

//启用纹理数据

glBindBuffer(GL_ARRAY_BUFFER, _textureBuffer);

glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, NULL);

glEnableVertexAttribArray(ATTRIB_TEXCOORD);

glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)

glVertexAttribPointer(取值纹理对象, 每次取值数目, 取值类型, GL_FALSE, 间隔大小,开始取值位置);

 

 

变量赋值

三个可以赋值给我们的变量的标签

  • Uniforms:在渲染循环里作为不变的输入值
  • Attributes:随顶点位置不同会变的输入值
  • Varyings:用来在Vertex shader和Fragment shader之间传递信息的,比如在Vertex shader中写入varying值,然后就可以在Fragment shader中读取和处理

向量

有很多种向量,但是有三种会经常看到

  • vec2:两个浮点数,适合在Fragment shader中保存X和Y坐标的情况
  • vec3:三个浮点数
  • vec4:四个浮点数,在图像处理中持续追踪每个像素的R,G,V,A这四个值。

矩阵

是浮点数组的数组。三个经常处理的矩阵对象

  • mat2:相当于保存了两个vec2对象的值或四个浮点数。
  • mat3
  • mat4


作者:星光社的戴铭
链接:https://www.jianshu.com/p/8687a040eb48

 

posted @ 2018-10-26 10:09  雨筱逸悠  阅读(222)  评论(0编辑  收藏  举报