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iOS开发——图形编程OC篇&OpenGL ES2.0编程步骤

时间:2015-06-12 00:25:45      阅读:612      评论:0      收藏:0      [点我收藏+]

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OpenGL ES2.0编程步骤

OpenGL ES (OpenGL for Embedded Systems) 是 OpenGL 三维图形 API 的子集,针对手机、PDA和游戏主机等嵌入式设备而设计。该API由Khronos集团定义推广,Khronos是一个图形软硬件行业协会,该协会主要关注图形和多媒体方面的开放标准。

1. 保存全局变量的数据结构

以下例子程序均基于Linux平台。

 1 typedef struct _escontext
 2 {
 3    void*       userData;                    // Put your user data here...
 4    GLint       width;                          // Window width
 5    GLint       height;                         // Window height
 6    EGLNativeWindowType  hWnd;  // Window handle
 7    EGLDisplay  eglDisplay;             // EGL display
 8    EGLContext  eglContext;            // EGL context
 9    EGLSurface  eglSurface;            // EGL surface
10 
11    // Callbacks
12    void (ESCALLBACK *drawFunc) ( struct _escontext * );
13    void (ESCALLBACK *keyFunc) ( struct _escontext *, unsigned char, int, int );
14    void (ESCALLBACK *updateFunc) ( struct _escontext *, float deltaTime );
15 }ESContext;

 

 1 typedef struct
 2 {
 3    // Handle to a program object
 4    GLuint programObject;
 5 
 6    // Atrribute Location
 7    GLint positionLoc;
 8    GLint textureLoc;
 9 
10    // Uniform location
11    GLint matrixModeLoc;
12    GLint matrixViewLoc;
13    GLint matrixPerspectiveLoc;
14 
15    // Sampler location
16    GLint samplerLoc;
17 
18    // texture
19    GLuint texture;
20 } UserData;

 


2. 初始化EGL渲染环境和相关元素(第一步曲)

 1 int InitEGL(ESContext * esContext)
 2 {
 3      NativeWindowType eglWindow = NULL;
 4 
 5      EGLDisplay display;
 6      EGLContext context;
 7      EGLSurface surface;
 8 
 9      EGLConfig configs[2];
10      EGLBoolean eRetStatus;
11      EGLint majorVer, minorVer;
12      EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
13 
14      EGLint numConfigs;
15      EGLint cfg_attribs[] = {EGL_BUFFER_SIZE,    EGL_DONT_CARE,
16                              EGL_DEPTH_SIZE,     16,
17                              EGL_RED_SIZE,       5,
18                              EGL_GREEN_SIZE,     6,
19                              EGL_BLUE_SIZE,      5,
20                              EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
21                              EGL_NONE};
22 
23      // Get default display connection 
24      display = eglGetDisplay((EGLNativeDisplayType)EGL_DEFAULT_DISPLAY);
25      if ( display == EGL_NO_DISPLAY )
26      {
27           return EGL_FALSE;
28      }
29 
30      // Initialize EGL display connection
31      eRetStatus = eglInitialize(display, &majorVer, &minorVer);
32      if( eRetStatus != EGL_TRUE )
33      {
34           return EGL_FALSE;
35      }
36 
37      //Get a list of all EGL frame buffer configurations for a display
38      eRetStatus = eglGetConfigs (display, configs, 2, &numConfigs);
39      if( eRetStatus != EGL_TRUE )
40      {
41           return EGL_FALSE;
42      }
43 
44      // Get a list of EGL frame buffer configurations that match specified attributes
45      eRetStatus = eglChooseConfig (display, cfg_attribs, configs, 2, &numConfigs);
46      if( eRetStatus != EGL_TRUE  || !numConfigs)
47      {
48           return EGL_FALSE;
49      }
50 
51      // Create a new EGL window surface
52      surface = eglCreateWindowSurface(display, configs[0], eglWindow, NULL);
53      if (surface == EGL_NO_SURFACE)
54      {
55           return EGL_FALSE;
56      }
57 
58      // Set the current rendering API (EGL_OPENGL_API, EGL_OPENGL_ES_API,EGL_OPENVG_API)
59      eRetStatus = eglBindAPI(EGL_OPENGL_ES_API);
60      if (eRetStatus != EGL_TRUE)
61      {
62           return EGL_FALSE;
63      }
64 
65      // Create a new EGL rendering context
66      context = eglCreateContext (display, configs[0], EGL_NO_CONTEXT, context_attribs);
67      if (context == EGL_NO_CONTEXT)
68      {
69           return EGL_FALSE;
70      }
71 
72      // Attach an EGL rendering context to EGL surfaces
73      eRetStatus = eglMakeCurrent (display, surface, surface, context);
74      if( eRetStatus != EGL_TRUE )
75      {
76           return EGL_FALSE;
77      }
78      //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.
79      eglSwapInterval(display,0);
80 
81      // Return the context elements
82      esContext->eglDisplay = display;
83      esContext->eglSurface = surface;
84      esContext->eglContext = context;
85 
86      return EGL_TRUE;
87 }

 


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:

 

 1 /* type specifies the Shader type: GL_VERTEX_SHADER or GL_FRAGMENT_SHADER */
 2 GLuint LoadShader ( GLenum type, const char *shaderSrc )
 3 {
 4    GLuint shader;
 5    GLint compiled;
 6    
 7    // Create an empty shader object, which maintain the source code strings that define a shader
 8    shader = glCreateShader ( type );
 9 
10    if ( shader == 0 )
11        return 0;
12 
13    // Replaces the source code in a shader object
14    glShaderSource ( shader, 1, &shaderSrc, NULL );
15    
16    // Compile the shader object
17    glCompileShader ( shader );
18 
19    // Check the shader object compile status
20    glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
21 
22    if ( !compiled ) 
23    {
24       GLint infoLen = 0;
25 
26       glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
27       
28       if ( infoLen > 1 )
29       {
30          char* infoLog = malloc (sizeof(char) * infoLen );
31 
32          glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
33          esLogMessage ( "Error compiling shader:\n%s\n", infoLog );            
34          
35          free ( infoLog );
36       }
37 
38       glDeleteShader ( shader );
39       return 0;
40    }
41 
42    return shader;
43 }

 

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:

 

 1 GLuint LoadProgram ( const char *vShaderStr, const char *fShaderStr )
 2 {
 3    GLuint vertexShader;
 4    GLuint fragmentShader;
 5    GLuint programObject;
 6    GLint linked;
 7 
 8    // Load the vertex/fragment shaders
 9    vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
10    fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );
11 
12    // Create the program object
13    programObject = glCreateProgram ( );
14    if ( programObject == 0 )
15       return 0;
16 
17    // Attaches a shader object to a program object
18    glAttachShader ( programObject, vertexShader );
19    glAttachShader ( programObject, fragmentShader );
20    // Bind vPosition to attribute 0   
21    glBindAttribLocation ( programObject, 0, "vPosition" );
22    // Link the program object
23    glLinkProgram ( programObject );
24 
25    // Check the link status
26    glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
27 
28    if ( !linked ) 
29    {
30       GLint infoLen = 0;
31 
32       glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
33       
34       if ( infoLen > 1 )
35       {
36          char* infoLog = malloc (sizeof(char) * infoLen );
37 
38          glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
39          esLogMessage ( "Error linking program:\n%s\n", infoLog );            
40          
41          free ( infoLog );
42       }
43 
44       glDeleteProgram ( programObject );
45       return GL_FALSE;
46    }
47  
48    // Free no longer needed shader resources
49    glDeleteShader ( vertexShader );
50    glDeleteShader ( fragmentShader );
51 
52    return programObject;
53 }

 

 

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:

 

 1 int CreateProgram(ESContext * esContext)
 2 {
 3      GLuint programObject;
 4 
 5      GLbyte vShaderStr[] =  
 6       "attribute vec4 vPosition;    \n"
 7       "void main()                  \n"
 8       "{                            \n"
 9       "   gl_Position = vPosition;  \n"
10       "}                            \n";
11    
12      GLbyte fShaderStr[] =  
13       "precision mediump float;\n"14       "void main()                                  \n"
15       "{                                            \n"
16       "  gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
17       "}                                                    \n";
18     
19     // Create user data    
20     esContext->userData = malloc(sizeof(UserData));
21     UserData *userData = esContext->userData;
22 
23     // Load the shaders and get a linked program object
24     programObject = LoadProgram ( (const char*)vShaderStr, (const char*)fShaderStr );
25     if(programObject == 0)
26     {
27     return GL_FALSE;
28     }
29 
30     // Store the program object
31     userData->programObject = programObject;
32 
33     // Get the attribute locations
34     userData->positionLoc = glGetAttribLocation ( g_programObject, "v_position" );
35     glClearColor ( 0.0f, 0.0f, 0.0f, 1.0f );
36     return 0;
37 }

 

4. 安装并执行Program(第三步) 

 1 void Render ( ESContext *esContext )
 2 {
 3    UserData *userData = esContext->userData;
 4    GLfloat vVertices[] = {  0.0f,  0.5f, 0.0f, 
 5                            -0.5f, -0.5f, 0.0f,
 6                             0.5f, -0.5f, 0.0f };
 7       
 8    // Set the viewport
 9    glViewport ( 0, 0, esContext->width, esContext->height );
10    
11    // Clear the color buffer
12    glClear ( GL_COLOR_BUFFER_BIT );
13 
14    // Use the program object
15    glUseProgram ( userData->programObject );
16 
17    // Load the vertex data
18    glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
19    glEnableVertexAttribArray ( 0 );
20    glDrawArrays ( GL_TRIANGLES, 0, 3 );
21    eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface);

 

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处开始的位置数据格式其定义如下:

 

1    void glVertexAttribPointer(
2          GLuint   index,           // 指示将被修改的通用顶点属性的索引
3           GLint   size,             // 指点每个顶点元素个数(1~4)
4          GLenum   type,            // 数组中每个元素的数据类型
5           GLboolean   normalized,   //指示定点数据值是否被归一化(归一化<[-1,1]或[0,1]>:GL_TRUE,直接使用:GL_FALSE)
6          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
7           const GLvoid *   pointer);//顶点数组
8 //注:其index应该小于#define GL_MAX_VERTEX_ATTRIBS&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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:   

 1 int main(int argc, char** argv)
 2 {
 3     ESContext esContext;
 4     UserData  userData;
 5     int iFrames; 
 6     unsigned long iStartTime,iEndTime;
 7     int iDeltaTime;
 8 
 9     memset( &esContext, 0, sizeof( ESContext) );
10     esContext.userData = &userData;
11 
12     esContext.width = 1280;
13     esContext.height = 720;
14     // Init EGL display, surface and context
15     if(!InitEGL(&esContext))
16     {
17         printf("Init EGL fail\n");
18         return GL_FALSE;
19     }
20     // compile shader, link program 
21     if(!CreateProgram(&esContext))
22     {
23         printf("Create Program fail\n");
24         return GL_FALSE;
25     }
26 
27 
28     iStartTime = GetCurTime();
29     iFrames = 0;
30 
31     while(1)
32     {    // render a frame
33          Render(&esContext);
34          iFrames++;
35         
36          iEndTime = GetCurTime();
37     iDeltaTime  = iEndTime - iStartTime;
38     if(iDeltaTime >= 5000)
39     {
40               iStartTime = iEndTime;
41         float fFrame = iFrames * 1000.0 / iDeltaTime;
42         iFrames = 0;
43 
44         printf("Frame: %f\n", fFrame);
45     }
46     }
47     glDeleteProgram (esContext.userData->programObject);
48     return GL_TRUE;
49 }

 

 

iOS开发——图形编程OC篇&OpenGL ES2.0编程步骤

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原文地址:http://www.cnblogs.com/iCocos/p/4570426.html

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