1. 保存全局变量的数据结构 以下例子程序均基于Linux平台。 [cpp] view plaincopy typedef struct _escontext { void *userData; //Putyouruserdatahere... GLintwidth; //Windowwidth GLintheight; //Windowheight EGLNativeWindowTypehWnd; //Windowhandle
1. 保存全局变量的数据结构
以下例子程序均基于Linux平台。
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typedef struct _escontext
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{
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void* userData; // Put your user data here...
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GLint width; // Window width
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GLint height; // Window height
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EGLNativeWindowType hWnd; // Window handle
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EGLDisplay eglDisplay; // EGL display
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EGLContext eglContext; // EGL context
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EGLSurface eglSurface; // EGL surface
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// Callbacks
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void (ESCALLBACK *drawFunc) ( struct _escontext * );
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void (ESCALLBACK *keyFunc) ( struct _escontext *, unsigned char, int, int );
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void (ESCALLBACK *updateFunc) ( struct _escontext *, float deltaTime );
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}ESContext;
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typedef struct
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{
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// Handle to a program object
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GLuint programObject;
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// Atrribute Location
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GLint positionLoc;
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GLint textureLoc;
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// Uniform location
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GLint matrixModeLoc;
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GLint matrixViewLoc;
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GLint matrixPerspectiveLoc;
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// Sampler location
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GLint samplerLoc;
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// texture
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GLuint texture;
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} UserData;
2. 初始化EGL渲染环境和相关元素(第一步曲)
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int InitEGL(ESContext * esContext)
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{
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NativeWindowType eglWindow = NULL;
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EGLDisplay display;
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EGLContext context;
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EGLSurface surface;
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EGLConfig configs[2];
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EGLBoolean eRetStatus;
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EGLint majorVer, minorVer;
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EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
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EGLint numConfigs;
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EGLint cfg_attribs[] = {EGL_BUFFER_SIZE, EGL_DONT_CARE,
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EGL_DEPTH_SIZE, 16,
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EGL_RED_SIZE, 5,
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EGL_GREEN_SIZE, 6,
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EGL_BLUE_SIZE, 5,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE};
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// Get default display connection
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display = eglGetDisplay((EGLNativeDisplayType)EGL_DEFAULT_DISPLAY);
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if ( display == EGL_NO_DISPLAY )
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{
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return EGL_FALSE;
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}
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// Initialize EGL display connection
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eRetStatus = eglInitialize(display, &majorVer, &minorVer);
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if( eRetStatus != EGL_TRUE )
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{
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return EGL_FALSE;
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}
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//Get a list of all EGL frame buffer configurations for a display
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eRetStatus = eglGetConfigs (display, configs, 2, &numConfigs);
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if( eRetStatus != EGL_TRUE )
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{
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return EGL_FALSE;
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}
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// Get a list of EGL frame buffer configurations that match specified attributes
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eRetStatus = eglChooseConfig (display, cfg_attribs, configs, 2, &numConfigs);
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if( eRetStatus != EGL_TRUE || !numConfigs)
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{
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return EGL_FALSE;
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}
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// Create a new EGL window surface
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surface = eglCreateWindowSurface(display, configs[0], eglWindow, NULL);
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if (surface == EGL_NO_SURFACE)
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{
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return EGL_FALSE;
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}
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// Set the current rendering API (EGL_OPENGL_API, EGL_OPENGL_ES_API,EGL_OPENVG_API)
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eRetStatus = eglBindAPI(EGL_OPENGL_ES_API);
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if (eRetStatus != EGL_TRUE)
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{
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return EGL_FALSE;
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}
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// Create a new EGL rendering context
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context = eglCreateContext (display, configs[0], EGL_NO_CONTEXT, context_attribs);
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if (context == EGL_NO_CONTEXT)
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{
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return EGL_FALSE;
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}
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// Attach an EGL rendering context to EGL surfaces
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eRetStatus = eglMakeCurrent (display, surface, surface, context);
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if( eRetStatus != EGL_TRUE )
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{
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return EGL_FALSE;
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}
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//If interval is set to a value of 0, buffer swaps are not synchronized to a video frame, and the swap happens as soon as the render is complete.
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eglSwapInterval(display,0);
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// Return the context elements
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esContext->eglDisplay = display;
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esContext->eglSurface = surface;
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esContext->eglContext = context;
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return EGL_TRUE;
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}
3. 生成Program (第二步曲)
3.1 LoadShader
LoadShader主要实现以下功能:
1) 创建Shader对象
2) 装载Shader源码
3) 编译Shader
其实现参考代码如下:
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/* type specifies the Shader type: GL_VERTEX_SHADER or GL_FRAGMENT_SHADER */
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GLuint LoadShader ( GLenum type, const char *shaderSrc )
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{
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GLuint shader;
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GLint compiled;
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// Create an empty shader object, which maintain the source code strings that define a shader
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shader = glCreateShader ( type );
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if ( shader == 0 )
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return 0;
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// Replaces the source code in a shader object
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glShaderSource ( shader, 1, &shaderSrc, NULL );
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// Compile the shader object
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glCompileShader ( shader );
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// Check the shader object compile status
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glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
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if ( !compiled )
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{
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GLint infoLen = 0;
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glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
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if ( infoLen > 1 )
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{
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char* infoLog = malloc (sizeof(char) * infoLen );
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glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
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esLogMessage ( "Error compiling shader:\n%s\n", infoLog );
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free ( infoLog );
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}
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glDeleteShader ( shader );
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return 0;
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}
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return shader;
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}
1)glCreateShader
它创建一个空的shader对象,它用于维护用来定义shader的源码字符串。支持以下两种shader:
(1) GL_VERTEX_SHADER: 它运行在可编程的“顶点处理器”上,用于代替固定功能的顶点处理;
( 2) GL_FRAGMENT_SHADER: 它运行在可编程的“片断处理器”上,用于代替固定功能的片段处理;
2)glShaderSource
shader对象中原来的源码全部被新的源码所代替。
3)glCompileShader
编译存储在shader对象中的源码字符串,编译结果被当作shader对象状态的一部分被保存起来,可通过glGetShaderiv函数获取编译状态。
4)glGetShaderiv
获取shader对象参数,参数包括:GL_SHADER_TYPE, GL_DELETE_STATUS, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, GL_SHADER_SOURCE_LENGTH.
3.2 LoadProgram
其参考代码如下:
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GLuint LoadProgram ( const char *vShaderStr, const char *fShaderStr )
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{
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GLuint vertexShader;
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GLuint fragmentShader;
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GLuint programObject;
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GLint linked;
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// Load the vertex/fragment shaders
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vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
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fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );
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// Create the program object
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programObject = glCreateProgram ( );
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if ( programObject == 0 )
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return 0;
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// Attaches a shader object to a program object
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glAttachShader ( programObject, vertexShader );
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glAttachShader ( programObject, fragmentShader );
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// Bind vPosition to attribute 0
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glBindAttribLocation ( programObject, 0, "vPosition" );
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// Link the program object
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glLinkProgram ( programObject );
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// Check the link status
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glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
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if ( !linked )
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{
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GLint infoLen = 0;
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glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
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if ( infoLen > 1 )
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{
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char* infoLog = malloc (sizeof(char) * infoLen );
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glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
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esLogMessage ( "Error linking program:\n%s\n", infoLog );
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free ( infoLog );
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}
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glDeleteProgram ( programObject );
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return GL_FALSE;
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}
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// Free no longer needed shader resources
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glDeleteShader ( vertexShader );
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glDeleteShader ( fragmentShader );
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return programObject;
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}
1)glCreateProgram
建立一个空的program对象,shader对象可以被连接到program对像
2)glAttachShader
program对象提供了把需要做的事连接在一起的机制。在一个program中,在shader对象被连接在一起之前,必须先把shader连接到program上。
3)glBindAttribLocation
把program的顶点属性索引与顶点shader中的变量名进行绑定。
4)glLinkProgram
连接程序对象。如果任何类型为GL_VERTEX_SHADER的shader对象连接到program,它将产生在“可编程顶点处理器”上可执行的程序;如果任何类型为GL_FRAGMENT_SHADER的shader对象连接到program,它将产生在“可编程片断处理器”上可执行的程序。
5)glGetProgramiv
获取program对象的参数值,参数有:GL_DELETE_STATUS, GL_LINK_STATUS, GL_VALIDATE_STATUS, GL_INFO_LOG_LENGTH, GL_ATTACHED_SHADERS, GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ACTIVE_UNIFORM_MAX_LENGTH.
3.3 CreateProgram
在3.1中只实现了Shader的编译,在3.2中只实现了Program的链接,现在还缺少真正供进行编译和链接的源码,其参考代码如下:
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int CreateProgram(ESContext * esContext)
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{
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GLuint programObject;
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GLbyte vShaderStr[] =
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"attribute vec4 vPosition; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = vPosition; \n"
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"} \n";
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GLbyte fShaderStr[] =
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"precision mediump float;\n"\
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"void main() \n"
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"{ \n"
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" gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
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"} \n";
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// Create user data
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esContext->userData = malloc(sizeof(UserData));
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UserData *userData = esContext->userData;
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// Load the shaders and get a linked program object
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programObject = LoadProgram ( (const char*)vShaderStr, (const char*)fShaderStr );
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if(programObject == 0)
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{
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return GL_FALSE;
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}
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// Store the program object
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userData->programObject = programObject;
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// Get the attribute locations
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userData->positionLoc = glGetAttribLocation ( g_programObject, "v_position" );
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glClearColor ( 0.0f, 0.0f, 0.0f, 1.0f );
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return 0;
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}
4. 安装并执行Program(第三步)
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void Render ( ESContext *esContext )
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{
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UserData *userData = esContext->userData;
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GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f };
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// Set the viewport
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glViewport ( 0, 0, esContext->width, esContext->height );
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// Clear the color buffer
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glClear ( GL_COLOR_BUFFER_BIT );
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// Use the program object
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glUseProgram ( userData->programObject );
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// Load the vertex data
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glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
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glEnableVertexAttribArray ( 0 );
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glDrawArrays ( GL_TRIANGLES, 0, 3 );
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eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface);
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}
4.1 glClear
清除指定的buffer到预设值。可清除以下四类buffer:
1)GL_COLOR_BUFFER_BIT
2)GL_DEPTH_BUFFER_BIT
3)GL_ACCUM_BUFFER_BIT
4)GL_STENCIL_BUFFER_BIT
预设值通过glClearColor, glClearIndex, glClearDepth, glClearStencil, 和glClearAccum来设置。
1)gClearColor
指定color buffer的清除值,当调用glClear(GL_COLOR_BUFFER_BIT)时才真正用设定的颜色值清除color buffer。参数值的范围为:0~1。
void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
2)glClearIndex
指定color index buffer清除值。void glClearIndex( GLfloat c);
3)glClearDepth
指定depth buffer的清除值,取值范围为:0~1,默认值为1。
void glClearDepth( GLclampd depth);
4)glClearStencil
指定stencil buffer清除值的索引,初始值为0。void glClearStencil( GLint s);
5)glClearAccum
指定accumulation buffer的清除值,初始值为0,取值范围为:-1~1
void glClearAccum( GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha);
4.2 glUseProgram
安装一个program object,并把它作为当前rendering state的一部分。
1) 当一个可执行程序被安装到vertex processor,下列OpenGL固定功能将被disable:
- The modelview matrix is not applied to vertex coordinates.
- The projection matrix is not applied to vertex coordinates.
- The texture matrices are not applied to texture coordinates.
- Normals are not transformed to eye coordinates.
- Normals are not rescaled or normalized.
- Normalization of GL_AUTO_NORMAL evaluated normals is not performed.
- Texture coordinates are not generated automatically.
- Per-vertex lighting is not performed.
- Color material computations are not performed.
- Color index lighting is not performed.
- This list also applies when setting the current raster position.
2) 当一个可执行程序被安装到fragment processor,下列OpenGL固定功能将被disable:
- Texture environment and texture functions are not applied.
- Texture application is not applied.
- Color sum is not applied.
- Fog is not applied.
4.3 glVertexAttribPointer
定义一个通用顶点属性数组。当渲染时,它指定了通用顶点属性数组从索引index处开始的位置和数据格式。其定义如下:
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void glVertexAttribPointer(
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GLuint index, // 指示将被修改的通用顶点属性的索引
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GLint size, // 指点每个顶点元素个数(1~4)
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GLenum type, // 数组中每个元素的数据类型
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GLboolean normalized, //指示定点数据值是否被归一化(归一化:GL_TRUE,直接使用:GL_FALSE)
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GLsizei stride, // 连续顶点属性间的偏移量,如果为0,相邻顶点属性间紧紧相邻
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const GLvoid * pointer);//顶点数组
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:其index应该小于#define GL_MAX_VERTEX_ATTRIBS 0x8869
4.4 glEnableVertexAttribArray
Enable由索引index指定的通用顶点属性数组。
void glEnableVertexAttribArray( GLuint index);
void glDisableVertexAttribArray( GLuint index);
默认状态下,所有客户端的能力被disabled,包括所有通用顶点属性数组。如果被Enable,通用顶点属性数组中的值将被访问并被用于rendering,通过调用顶点数组命令:glDrawArrays, glDrawElements, glDrawRangeElements, glArrayElement,
glMultiDrawElements, or glMultiDrawArrays.
4.5 glDrawArrays
void glDrawArrays( GLenum mode,
GLint first,
GLsizei count);
1) mode:指明render原语,如:GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, 和 GL_POLYGON。
2) first: 指明Enable数组中起始索引。
3) count: 指明被render的原语个数。
可以预先使用单独的数据定义vertex、normal和color,然后通过一个简单的glDrawArrays构造一系列原语。当调用glDrawArrays时,它使用每个enable的数组中的count个连续的元素,来构造一系列几何原语,从第first个元素开始。
4.6 eglSwapBuffers
把EGL surface中的color buffer提交到native window进行显示。
EGLBoolean eglSwapBuffers(EGLDisplay display,EGLSurface surface)
5. 协调组织
在前面的描述中,三步曲已经完成了:
1)初始化EGL环境,为绘图做好准备
2)生成Program
3)安装并执行Program
只有这三个关键人物,还不能运行,还需要一个协调组织者。其参考代码如下:
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int main(int argc, char** argv)
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{
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ESContext esContext;
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UserData userData;
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int iFrames;
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unsigned long iStartTime,iEndTime;
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int iDeltaTime;
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memset( &esContext, 0, sizeof( ESContext) );
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esContext.userData = &userData;
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esContext.width = 1280;
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esContext.height = 720;
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// Init EGL display, surface and context
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if(!InitEGL(&esContext))
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{
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printf("Init EGL fail\n");
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return GL_FALSE;
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}
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// compile shader, link program
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if(!CreateProgram(&esContext))
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{
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printf("Create Program fail\n");
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return GL_FALSE;
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}
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iStartTime = GetCurTime();
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iFrames = 0;
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while(1)
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{ // render a frame
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Render();
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iFrames++;
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iEndTime = GetCurTime();
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iDeltaTime = iEndTime - iStartTime;
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if(iDeltaTime >= 5000)
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{
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iStartTime = iEndTime;
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float fFrame = iFrames * 1000.0 / iDeltaTime;
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iFrames = 0;
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printf("Frame: %f\n", fFrame);
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}
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}
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glDeleteProgram (esContext.userData->programObject);
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return GL_TRUE;
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}