前言
上篇只是簡(jiǎn)單介紹了一點(diǎn)清屏出現(xiàn)的效果,今天該講正式的渲染效果了。
正文
1、初始化
_eaglContext =[[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:_eaglContext];
_glLayer = (CAEAGLLayer*) self.layer;
// CALayer 默認(rèn)是透明的,必須將它設(shè)為不透明才能讓其可見(jiàn)
_glLayer.opaque = YES;
// 設(shè)置描繪屬性,在這里設(shè)置不維持渲染內(nèi)容以及顏色格式為 RGBA8
_glLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
kEAGLColorFormatRGBA8:使用8位來(lái)保存RGBA的值;
kEAGLDrawablePropertyRetainedBacking:設(shè)置NO不保留之前繪制的圖像以用來(lái)重用;
2、綁定渲染緩沖及幀緩沖區(qū)
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
[_eaglContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:_glLayer];
glGenFramebuffers(1,&_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER,_frameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _frameBuffer);
渲染緩存:存儲(chǔ)繪制結(jié)果的緩沖區(qū)
幀緩存:接收渲染結(jié)果的緩沖區(qū),為GPU指定存儲(chǔ)渲染結(jié)果的區(qū)域。
3、設(shè)置著色器
//shader
GLuint vertext =[self compileWithShaderName:@"Vertex" shaderType:GL_VERTEX_SHADER];
GLuint fragment =[self compileWithShaderName:@"Fragment" shaderType:GL_FRAGMENT_SHADER];
_glProgram =glCreateProgram();
glAttachShader(_glProgram, vertext);
glAttachShader(_glProgram, fragment);
//操作產(chǎn)生最后的可執(zhí)行程序,它包含最后可以在硬件上執(zhí)行的硬件指令。
glLinkProgram(_glProgram);
GLint linkSuccess = GL_TRUE;
glGetProgramiv(_glProgram, GL_LINK_STATUS,&linkSuccess);
if (linkSuccess ==GL_FALSE) {
GLchar glMessage[256];
glGetProgramInfoLog(_glProgram, sizeof(glMessage), 0, &glMessage[0]);
NSString *messageString = [NSString stringWithUTF8String:glMessage];
NSLog(@"program error %@", messageString);
exit(1);
}
//綁定著色器參數(shù)
glUseProgram(_glProgram);
_glPosition = glGetAttribLocation(_glProgram,"Position");
-(GLuint)compileWithShaderName:(NSString*)name shaderType:(GLenum)shaderType
{
//獲取著色器文件
NSString *shaderPath =[[NSBundle mainBundle]pathForResource:name ofType:@"glsl"];
NSError *error;
NSString *strShader =[NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
NSLog(@"strShader %@",strShader);
if (!strShader) {
NSLog(@"shader error %@",error.localizedDescription);
exit(1);
}
// 2 創(chuàng)建一個(gè)代表shader的OpenGL對(duì)象, 指定vertex或fragment shader
GLuint shaderHandler = glCreateShader(shaderType);
// 3 獲取shader的source
const char* shaderString = [strShader UTF8String];
int shaderStringLength = (int)[strShader length];
glShaderSource(shaderHandler, 1, &shaderString, &shaderStringLength);
// 4 編譯shader
glCompileShader(shaderHandler);
// 5 查詢shader對(duì)象的信息
GLint compileSuccess;
glGetShaderiv(shaderHandler, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandler, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
return shaderHandler;
}
著色器: 分為Vertex Shader 和Fragment Shader
-
頂點(diǎn)著色器(Vertex Shader):用于確定圖形形狀
attribute vec4 Position;
void main(void){
gl_Position = Position;
}
-
片段著色器(Fragment Shader):用于確定圖像繪制渲染的顏色
void main(void){
gl_FragColor =vec4(0,1,1,1);
}
這里推薦一個(gè)介紹GLSL語(yǔ)言的博客,講的還是比較詳細(xì)的
4、渲染繪制
-
確定頂點(diǎn)(構(gòu)成繪制區(qū)域的連接點(diǎn))
const GLfloat vertices[]={
-0.5f,-0.5f, 0, //左下
0.5f,-0.5f, 0, //右下
-0.5f, 0.5f, 0, //左上
0.5f, 0.5f, 0 //右上
};
-
繪制
//清屏
glClearColor(1.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
//設(shè)置繪制區(qū)域
glViewport(0,0,self.frame.size.width,self.frame.size.height);
/**
*void glVertexAttribPointer(GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei
* stride,const void *ptr)
* index: 著色器腳本對(duì)應(yīng)變量ID
* size : 此類型數(shù)據(jù)的個(gè)數(shù)
* type : 此類型的sizeof值
* normalized : 是否對(duì)非float類型數(shù)據(jù)轉(zhuǎn)化到float時(shí)候進(jìn)行歸一化處理
* stride : 此類型數(shù)據(jù)在數(shù)組中的重復(fù)間隔寬度,byte類型計(jì)數(shù)
* ptr : 數(shù)據(jù)指針, 這個(gè)值受到VBO的影響
*/
//傳入頂點(diǎn)參數(shù)
glVertexAttribPointer(_glPosition, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(_glPosition);
//繪制
glDrawArrays(GL_TRIANGLE_STRIP,0, 4);
[_eaglContext presentRenderbuffer:GL_RENDERBUFFER];
效果如下:

效果.png
具體代碼詳見(jiàn)OpenGLES