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需要有关简单OpenGL ES 2.0代码的帮助

[英]Need assistance with simple OpenGL ES 2.0 code

我是OpenGL的一个白痴,我不知道为什么我的代码无法正常工作,只能显示清晰的颜色。 我正在尝试在iOS上设置一些简单的渲染。 请有人可以帮我吗?

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, &param);
        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);
}

void main() {
    gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}

先感谢您

glEnableVertexAttribArray(positionIndex);
glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);

这行是不正确的:

glDisableVertexAttribArray(positionIndex);

使用前请勿禁用它,否则会丢失

另外,由于您在转换中使用的是vbo,因此无需执行以下操作:

glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);

只需将其切换为此:

glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);

您有一个绑定到GPU的vbo,它将使用该缓冲区进行绘制。 使用glVertexAttribPointer定义到vbo的偏移量,它将找到给定属性的第一个元素。

@kibab我对vbo的建议是正确的。

由于属性未绑定到着色器,因此他正在接收EXC_BAD_ACCESS 请参阅下面的评论。 至于MVP,您又是错误的。 MVP的意思是点转换成的坐标系-1.0, -1.0 ,以1.0, 1.0 意思是他的顶点应该显示给定的值。

参见http://flylib.com/books/2/789/1/html/2/images/03fig02.jpg

同样,更改z坐标对您无济于事。 将顶点更改为从-1.0,-1.0开始,然后将全屏框转到1.0,1.0,这样我们就可以在屏幕上看到一些东西了。

假设您没有使用任何Apple提供的gl类,则不会设置glViewPort。

尝试使用视图边界的大小

glViewport(0, 0, bouds.width, bounds.height);

另外,请将您的顶点放在0.0 z而不是-1.0上

还让我们尝试一下,只是找出出了什么问题! 尝试不使用顶点缓冲区对象,而是将其直接传递过来。 同样不要担心现在禁用属性,让我们先在屏幕上显示一些内容。

GLfloat     vertices[] = {  
            -1.0f,  -1.0f,  0.0f,
            1.0f,   -1.0f , 0.0f,
            -1.0f,  1.0f ,  0.0f,
            1.0f,   1.0f ,  0.0f,};

        glVertexAttribPointer(positionIndex,3,GL_FLOAT,0,0,vertices);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

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