此代码使用的Swift4
//在GLSL文件中获取投影矩阵
let projectionMatrix = glGetUniformLocation(self.myProgram, "projectionMatrix")
//初始化一个投影矩阵,并赋值单元矩阵
var _projectionMatrix : GLKMatrix4 = GLKMatrix4Identity
//设置透视投影
_projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(35), aspect, 1, 200)
//将投影矩阵中的数据传递到glUniformMatrix4fv
let count = MemoryLayout.size(ofValue: _projectionMatrix.m) / MemoryLayout.size(ofValue: _projectionMatrix.m.0)
withUnsafePointer(to: &_projectionMatrix.m) { (pointer) in
pointer.withMemoryRebound(to: GLfloat.self, capacity: count, { (pon) in
glUniformMatrix4fv((projectionMatrix), GLsizei(1), GLboolean(GL_FALSE), pon)
})
}