OpenGL 渲染流程
在OpenGL中,任何事物都在3D空间中,而屏幕和窗口却是2D像素数组,这导致OpenGL的大部分工作都是关于把3D坐标转变为适应你屏幕的2D像素。3D坐标转为2D坐标的处理过程是由OpenGL的图形渲染管线(Graphics Pipeline,大多译为管线,实际上指的是一堆原始图形数据途经一个输送管道,期间经过各种变化处理最终出现在屏幕的过程)管理的。
OpenGL 渲染流程如下图几个阶段:
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使用CAEAGLLayer
1.自定义一个view 并改变他的layer的类型
- (instancetype)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
_currentContext = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
_eaglLayer = [[CAEAGLLayer alloc]init];
_eaglLayer.frame = frame;
_eaglLayer.opaque = YES;
///默认透明,设置成不透明
_eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES],kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat, nil];
///kEAGLDrawablePropertyRetainedBacking表示绘图表面显示后,是否保留其内容。
///kEAGLColorFormatRGBA8:32位RGBA的颜色,4*8=32位
[EAGLContext setCurrentContext:_currentContext];
[self.layer addSublayer:_eaglLayer];
[self setupFrameBuffer];
[self setupColorBuffer];
[self setupBindFrameBuffer];
[self setupProgram];
}
return self;
}
- (Class)layerClass {
return [CAEAGLLayer class];
}
- 创建frameBuffer
- (void)setupFrameBuffer {
///生成一个frameBuffer ,1表示数量
glGenFramebuffers(1, &_frameBuffer);
///帧缓冲区与framebuffer 建立绑定关系,
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
///启用顶点数组
glEnableVertexAttribArray(GLKVertexAttribPosition);
///指定渲染的顶点数据
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, vertices);
}
GLfloat vertices[] = {
-0.5f,0.5f,0.0f,
-0.5f,-0.5f,0.0f,
0.5f,-0.5f,0.0f,
};
顶点坐标的数据应该绘制的位置如下图
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3.创建colorBuffer
- (void)setupColorBuffer {
///生成渲染缓冲区对象名称
glGenRenderbuffers(1, &_colorBuffer);
/// 绑定一个命名的渲染缓冲区对象
glBindRenderbuffer(GL_RENDERBUFFER, _colorBuffer);
///开启颜色通道
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*4, colorTexts);
}
4.绑定frameBuffer
- (void)setupBindFrameBuffer {
///将renderbuffer对象附加到framebuffer对象
/*
target
指定帧缓冲目标。 符号常量必须是GL_FRAMEBUFFER。
attachment
指定renderbuffer应附加到的附着点。 必须是以下符号常量之一:GL_COLOR_ATTACHMENT0,GL_DEPTH_ATTACHMENT或 GL_STENCIL_ATTACHMENT
renderbuffertarget
指定renderbuffer目标。 符号常量必须为GL_RENDERBUFFER。
renderbuffer
指定要附加的renderbuffer对象。
*/
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorBuffer);
[_currentContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
/// 获取渲染的width、height
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_frameWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_frameHeight);
}
4.创建着色器
- (void)setupProgram {
///加载顶点着色器
GLuint vertexShader = [self loadShaderType:GL_VERTEX_SHADER fileName:@"vertex.vsh"];
///加载片源着色器
GLuint fragmentShader = [self loadShaderType:GL_FRAGMENT_SHADER fileName:@"fragment.fsh"];
///创建program
_program = glCreateProgram();
///指定着色器对象将附加到的program对象。
glAttachShader(_program, vertexShader);
glAttachShader(_program, fragmentShader);
///链接一个程序对象。
glLinkProgram(_program);
//检查program结果
GLint linkSuccess;
glGetProgramiv(_program, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(_program, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"error message: %@", messageString);
}
///删除临时创建的顶点/片源着色器
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
- (GLuint)loadShaderType:(GLenum)type fileName:(NSString *)shaderName {
NSString *shaderPath = [[NSBundle mainBundle] pathForResource:shaderName ofType:nil];
NSError *error;
///1.获取shader 的内容
NSString *shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(@"Error loading shader: %@", error.localizedDescription);
return -1;
}
///2.创建一个shader(根据type类型)
GLuint shader = glCreateShader(type);
const char * shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = (int)[shaderString length];
//3.将着色器源码附加到着色器对象上。
//参数1:shader,要编译的着色器对象 *shader
//参数2:numOfStrings,传递的源码字符串数量 1个
//参数3:strings,着色器程序的源码(真正的着色器程序源码)
//参数4:lenOfStrings,长度,具有每个字符串长度的数组,或NULL,这意味着字符串是NULL终止的
glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
///4.把着色器源代码编译成目标代码
glCompileShader(shader);
///删除
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
///5.获取shader 的状态,如果失败,会有相应的日志
if (status == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
return -1;
}
return shader;
}
4.绘制
-(void)drawTrangles {
///确保在当前opengL 上下文
[EAGLContext setCurrentContext:_currentContext];
///设置绘制窗口的位置和宽高
glViewport(0, 0, _frameWidth, _frameHeight);
///清除上一次的缓存
glClearColor(0, 0, 0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(_program);
///开始绘制
glDrawArrays(GL_TRIANGLES, 0, 3);
///请求将绘制的内容显示到绑定的renderBuffer 上
[_currentContext presentRenderbuffer:GL_RENDERBUFFER];
}
最终效果
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