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OpenGL ES 3.0学习汇总
Hello_Triangle
#include "esUtil.h"
typedef struct {
GLuint programObject;
}TestUserData;
int TestloadShader(GLenum type, const char *shaderSrc) {
GLuint shader;
GLuint complied;
//创建着色器对象
shader = glCreateShader(type);
if (shader == 0) {
return 0;
}
//加载着色器源程序
glShaderSource(shader, 1, &shaderSrc, NULL);
//编译着色器源程序
glCompileShader(shader);
//检查编译的状态
glGetShaderiv(shader, GL_COMPILE_STATUS, &complied);
if (!complied) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
char *infoLog = malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(shader, infoLen, NULL, &infoLog);
esLogMessage("Error compiling shader:\n%s\n", infoLog);
free(infoLog);
}
glDeleteShader(shader);
return 0;
}
return shader;
}
int TestInit(ESContext *esContext) {
TestUserData *userData = esContext->userData;
char vShaderStr[] = "#version 300 es \n"
"layout (location = 0) in vec4 vPosition; \n"
"void main() { \n"
"glPosition = vPosition; \n"
"}";
char fShaderStr[] = "#version 300 es \n"
"precision mediump float; \n"
"out vec4 fragColor; \n"
"void main() { \n"
"fragColor = vec4(1.0, 0.0, 0.0, 1.0)"
"} ";
GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLuint linked;
//加载 顶点 和 片段 着色器
vertexShader = TestloadShader(GL_VERTEX_SHADER, vShaderStr);
fragmentShader = TestloadShader(GL_FRAGMENT_SHADER, fShaderStr);
//创建程序
programObject = glCreateProgram();
if (programObject == 0) {
return 0;
}
glAttachShader(programObject, vertexShader);
glAttachShader(programObject, fragmentShader);
//链接程序
glLinkProgram(programObject);
//检查程序链接状态
glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
if (!linked) {
GLint infoLen = 0;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
char *infoLog = malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(programObject, infoLen, NULL, infoLog);
esLogMessage("Eroor linking program:\n%s\n", infoLog);
free(infoLog);
}
glDeleteProgram(programObject);
return FALSE;
}
userData->programObject = programObject;
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
return TRUE;
}
void TestDraw(ESContext *esContext) {
TestUserData *userData = esContext->userData;
GLfloat vVertices[] = {
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f
};
//设置一个窗口
glViewport(0, 0, esContext->width, esContext->height);
//清空颜色缓冲区
glClear(GL_COLOR_BUFFER_BIT);
//设置为活动程序
glUseProgram(userData->programObject);
//加载顶点坐标数据
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void TestShutdown(ESContext *esContext) {
TestUserData *userData = esContext->userData;
glDeleteProgram(userData->programObject);
}
int TestesMain(ESContext *esContext) {
esContext->userData = malloc(sizeof(TestUserData));
esCreateWindow(esContext, "Hello Triangel", 800, 800, ES_WINDOW_RGB);
if (!TestInit(esContext)) {
return GL_FALSE;
}
esRegisterShutdownFunc(esContext, TestShutdown);
esRegisterDrawFunc(esContext, TestDraw);
return GL_TRUE;
}
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