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OpenGL进阶之构建句柄

OpenGL进阶之构建句柄

作者: 溫順尚早 | 来源:发表于2019-03-07 20:51 被阅读0次
  • 先说明一下Opengl中的资源一般都是用一个句柄(handle)来引用,句柄一般由gl***接口返回,代表一个特定的资源。一个完整的Opengl程序需要创建定点着色器和片段着色器并将他们Link起来组成一个完整的OpenGL程序。

  • 和创建Shader相关的:glCreateShader -> glShaderSource -> glCompileShader , 通过这几个接口的调用最终返回一个Shader的句柄。

    /**
     * Helper function to compile a shader.
     *
     * @param shaderType   The shader type.
     * @param shaderSource The shader source code.
     * @return An OpenGL handle to the shader.
     */
    public static int compileShader(final int shaderType, final String shaderSource) {
      int shaderHandle = GLES20.glCreateShader(shaderType);
    
      if (shaderHandle != 0) {
        // Pass in the shader source.
        GLES20.glShaderSource(shaderHandle, shaderSource);
    
        // Compile the shader.
        GLES20.glCompileShader(shaderHandle);
    
        // Get the compilation status.
        final int[] compileStatus = new int[1];
        GLES20.glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
    
        // If the compilation failed, delete the shader.
        if (compileStatus[0] == 0) {
          Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shaderHandle));
          GLES20.glDeleteShader(shaderHandle);
          shaderHandle = 0;
        }
      }
    
      if (shaderHandle == 0) {
        throw new RuntimeException("Error creating shader.");
      }
    
      return shaderHandle;
    }
    
  • 和创建Shader程序相关的(每个shader程序都必须包含Vertex Shader 和 Fragment Shader两部分):glCreateProgram -> glAttachShader -> glLinkProgram,通过这些接口的调用最终返回个Program的句柄。

    /**
     * Helper function to compile and link a program.
     *
     * @param vertexShaderHandle   An OpenGL handle to an already-compiled vertex shader.
     * @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader.
     * @param attributes           Attributes that need to be bound to the program.
     * @return An OpenGL handle to the program.
     */
    public static int createAndLinkProgram(
        final int vertexShaderHandle,
        final int fragmentShaderHandle,
        final String[] attributes) {
    
      int programHandle = GLES20.glCreateProgram();
    
      if (programHandle != 0) {
        // Bind the vertex shader to the program.
        GLES20.glAttachShader(programHandle, vertexShaderHandle);
    
        // Bind the fragment shader to the program.
        GLES20.glAttachShader(programHandle, fragmentShaderHandle);
    
        // Bind attributes
        if (attributes != null) {
          final int size = attributes.length;
          for (int i = 0; i < size; i++) {
            GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
          }
        }
    
        // Link the two shaders together into a program.
        GLES20.glLinkProgram(programHandle);
    
        // Get the link status.
        final int[] linkStatus = new int[1];
        GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);
    
        // If the link failed, delete the program.
        if (linkStatus[0] == 0) {
          Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle));
          GLES20.glDeleteProgram(programHandle);
          programHandle = 0;
        }
      }
    
      if (programHandle == 0) {
        throw new RuntimeException("Error creating program.");
      }
    
      return programHandle;
    }
    
  • 获取Shader内部变量赋值和传递数据到gl

    • mProgram,代表glCreateProgram返回的 Shader程序句柄

    • “a_texcoord”和"tex_sampler"是 Vertex Shader和 Fragment Shader中定义的变量

    • 对于不同类型的数据使用不同的接口获取句柄,便于向这些变量中传入值:

      GLES20.glGetUniformLocation(mProgram, "tex_sampler")
      GLES20.glGetAttribLocation(mProgram, "a_texcoord")
    • glVertexAttribPointer() 获得变量的句柄之后就要向其中传值。

    • 传值之后需要使glEnableVertexAttribArray才能将数据传入到gl中,传入数据使用glDrawArrays()。

    aPositionLoc = GLES20.glGetAttribLocation(mProgramHandle, "aPosition");
    
    GLES20.glEnableVertexAttribArray(aPositionLoc);
    
    GLES20.glVertexAttribPointer(aPositionLoc, coordsPerVertex, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
    
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount);
    
  • 获取GL错误

    public static void checkGlError(String op) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
              Log.e("ES20_ERROR", op + ": glError " + error);
              if (DEBUG) {
                  throw new RuntimeException(op + ": glError " + error);
              }
        }
    }
    

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