【发布时间】:2012-03-16 00:31:33
【问题描述】:
我完全是 OpenGL 的白痴,我不知道为什么我的代码不工作,只有清晰的颜色显示。我正在尝试在 iOS 上设置一些简单的渲染。请问有人可以帮我吗?
我的主要场景代码是:
//
// Scene.m
#import "Scene.h"
GLfloat vertices[] = {
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0
};
@implementation Scene
+(Class)layerClass {
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
CAEAGLLayer *glLayer = (CAEAGLLayer *)self.layer;
glLayer.opaque = YES;
glLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!context) {
NSLog(@"Failed to create 2.0 context");
exit(1);
}
[EAGLContext setCurrentContext:context];
GLuint framebuffer, colorRenderbuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:glLayer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint program = [self loadShaders:@"Test.vp" frag:@"Test.fp"];
positionIndex = glGetAttribLocation(program, "position");
mvpIndex = glGetUniformLocation(program, "mvp");
glLinkProgram(program); //added this
GLint param;
glGetProgramiv(program, GL_LINK_STATUS, ¶m);
if (param == GL_FALSE) {
NSLog(@"Failed to link the program");
exit(1);
}
glUseProgram(program);
CADisplayLink *displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(render:)];
[displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
}
return self;
}
-(void)render:(CADisplayLink *)_displayLink {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(positionIndex);
glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0);
GLfloat mvp[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
glUniformMatrix4fv(mvpIndex, 1, GL_FALSE, mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[context presentRenderbuffer:GL_RENDERBUFFER];
glDisableVertexAttribArray(positionIndex);
}
-(GLuint)loadShaders:(NSString *)vertShader frag:(NSString *)fragShader {
NSString *vertPath = [[NSBundle mainBundle] pathForResource:[vertShader stringByDeletingPathExtension] ofType:@"vp"];
NSString *fragPath = [[NSBundle mainBundle] pathForResource:[fragShader stringByDeletingPathExtension] ofType:@"fp"];
if (!vertPath || !fragPath) {
NSLog(@"Failed to find paths of shaders");
exit(1);
}
NSError *error;
const GLchar* vertSource = [[NSString stringWithContentsOfFile:vertPath encoding:NSUTF8StringEncoding error:&error] UTF8String];
const GLchar* fragSource = [[NSString stringWithContentsOfFile:fragPath encoding:NSUTF8StringEncoding error:&error] UTF8String];
if (!vertSource || !fragSource) {
NSLog(@"Faild to load shader sources\n%@", [error localizedDescription]);
exit(1);
}
GLuint vert, frag;
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
GLint length = strlen(vertSource);
glShaderSource(vert, 1, &vertSource, &length);
length = strlen(fragSource);
glShaderSource(frag, 1, &fragSource, &length);
glCompileShader(vert);
glCompileShader(frag);
GLint success;
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(vert, sizeof(messages), 0, &messages[0]);
NSLog(@"Failed to compile vertex shader\n%@", [NSString stringWithUTF8String:messages]);
exit(1);
}
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(frag, sizeof(messages), 0, &messages[0]);
NSLog(@"Failed to compile fragment shader\n%@", [NSString stringWithUTF8String:messages]);
exit(1);
}
GLuint prog = glCreateProgram();
glAttachShader(prog, vert);
glAttachShader(prog, frag);
//Removed glLinkProgram()
return prog;
}
@end
着色器代码为:
attribute vec2 position;
uniform mat4 mvp;
void main(void) {
gl_Position = mvp * vec4(position.xy, -1.0, 1.0);
}
和
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
提前谢谢你
【问题讨论】:
-
在调用 gl 函数后尝试使用
glGetError。首先你应该在glUseProgram和glDrawArrays之后尝试一下。等待结果。
标签: objective-c c ios opengl-es opengl-es-2.0