顶点着色器:
#version 300 es
precision highp float;
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
片段着色器:
#version 300 es
precision highp float;
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
编译链接两个着色器:
- (GLuint)compileShaders:(NSString *)shaderVertex shaderFragment:(NSString *)shaderFragment {
// 1 vertex和fragment两个shader都要编译
GLuint vertexShader = [self compileShader:shaderVertex withType:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShader:shaderFragment withType:GL_FRAGMENT_SHADER];
// 2 连接vertex和fragment shader成一个完整的program
GLuint glProgram = glCreateProgram();
glAttachShader(glProgram, vertexShader);
glAttachShader(glProgram, fragmentShader);
// link program
glLinkProgram(glProgram);
// 3 check link status
GLint linkSuccess;
glGetProgramiv(glProgram, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(glProgram, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return glProgram;
}
- (GLuint)compileShader:(NSString*)shaderName withType:(GLenum)shaderType {
// 1 查找shader文件
NSString* shaderPath = [[NSBundle mainBundle] pathForResource:shaderName ofType:nil];
NSError* error;
NSString* shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(@"Error loading shader: %@", error.localizedDescription);
exit(1);
}
// 2 创建一个代表shader的OpenGL对象, 指定vertex或fragment shader
GLuint shaderHandle = glCreateShader(shaderType);
// 3 获取shader的source
const char* shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = (int)[shaderString length];
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
// 4 编译shader
glCompileShader(shaderHandle);
// 5 查询shader对象的信息
GLint compileSuccess;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
return shaderHandle;
}
绘制三角形:
- (void)draw
{
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
//顶点数据缓存
_program = [self compileShaders:@"vertex.vsh" shaderFragment:@"fragment.fsh"];
glUseProgram(_program);
GLuint _positionSlot = glGetAttribLocation(_program, "aPos");
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(_positionSlot);
glDrawArrays(GL_TRIANGLES, 0, 3);
[_eaglContext presentRenderbuffer:GL_RENDERBUFFER];
}
glVertexAttribPointer函数倒数第二个参数指的是跨度,传0表示紧密排列。最后一个参数表示数据源。
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