1. 程式人生 > >Opengl es2.0 學習筆記(三)shader的使用

Opengl es2.0 學習筆記(三)shader的使用

一.shader

Opengl es渲染管線中有兩處可以程式設計,一個是頂點著色器 一個是畫素著色器/片圓著色器 不清楚的可以 看看OpenGLes 渲染管線

二.API

//建立shader,返回shader Id
//param:
//GL_VERTEX_SHADER 定點shader
//GL_FRAGMENT_SHADER畫素shader
glCreateShader(GLenum type);

//設定shader來源 
//param
//shader:shader 的id
//count:數量
//string:內容
//length: 如果length為NULL,則認為每個字串都以null結尾。如果length不是NULL,則它指向包含字串的每個相應元素的字串長度的陣列。
glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length);

//編譯shader
//傳入shaderId
glCompileShader(GLuint shader)

//獲取shader狀態
//shaderId
//檢視GL_COMPILE_STATUS
//返回引數
glGetShaderiv(GLuint shader, GLenum pname, GLint* params);

//獲取shader日誌
glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);

//建立program,返回id
glCreateProgram( );

//關聯shader到program上
glAttachShader(GLuint program, GLuint shader)

//連結program
glLinkProgram(GLuint program);

//獲取program資訊
glGetProgramiv(GLuint program, GLenum pname, GLint* params);

//獲取program日誌
glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);

//使用program
glUseProgram(GLuint program);

//方式shader物件
glDeleteShader (GLuint shader);
//刪除program物件
glDeleteProgram (GLuint program);

//獲取屬性位置,這樣CPU和GPU的變數就互通了。
//我們可以傳入我們的變數
glGetAttribLocation (GLuint program, const GLchar* name)
glGetUniformLocation (GLuint program, const GLchar* name);

//Uniform 全域性變數
uniforms儲存由應用程式傳遞給著色器的只讀常量資料。在頂點著色器中,這些資料通常是變換矩陣,光照引數,顏色等。由 uniform 修飾符修飾的變數屬於全域性變數,該全域性性對頂點著色器與片元著色器均可見,也就是說,這兩個著色器如果被連線到同一個應用程式中,它們共享同一份 uniform 全域性變數集。因此如果在這兩個著色器中都聲明瞭同名的 uniform 變數,要保證這對同名變數完全相同:同名+同類型,因為它們實際是同一個變數。此外,uniform 變數儲存在常量儲存區,因此限制了 uniform 變數的個數,OpenGL ES 2.0 也規定了所有實現應該支援的最大頂點著色器 uniform 變數個數不能少於 128 個,最大的片元著色器 uniform 變數個數不能少於 16 個。

//Attribute 區域性變數
由 vertext array 提供的頂點資料,如空間位置,法向量,紋理座標以及頂點顏色,它是針對每一個頂點的資料。屬性只在頂點著色器中才有,片元著色器中沒有屬性。屬性可以理解為針對每一個頂點的輸入資料。OpenGL ES 2.0 規定了所有實現應該支援的最大屬性個數不能少於 8 個。

三.呼叫說明

1.首先需要建立視窗,可以參考之前的部落格
2.opengl es初始化
3.建立program物件,建立頂點shader,畫素shader,編譯shader,連結shader
4.使用glGetAttribLocation/glGetUniformLocation/glGetUniformLocation
關聯shader中的變數
5.把shader attach到program物件中,呼叫glUseProgram 使用program物件
6.使用glEnableVertexAttribArray 開啟陣列傳值
7.使用glUniformMatrix4fv/glUniform4f/glVertexAttribPointer 把變數的值傳入shader
8.glDrawArrays畫圖形
9.關閉傳值,關閉shader
​ glDisableVertexAttribArray(_position);
​ glUseProgram(0);
10.eglSwapBuffers 顯示到螢幕上

補充
1. 頂點shader會根據頂點個數呼叫次數
2. 畫素shader會根據繪製大小計算次數
3. demo使用,正交投影glOrtho,改函式在1.0版本有,2.0需要自己實現
4. PERSPECTIVE是透視投影
5. 視窗座標 左上開始是0,0

注意:
Uniform
Attribute

的意義

四.擼程式碼

CELLShader.hpp

#pragma once

#include <assert.h>

class    ShaderId
{
public:
    ShaderId()
    {
        _shaderId   =   -1;
    }
    int _shaderId;
};


/**
*   程式
*/
class   ProgramId
{
public:
    int         _programId;
    ShaderId    _vertex;
    ShaderId    _fragment;
public:
    ProgramId()
    {
        _programId  =   -1;
    }
public:
    /**
    *   載入函式
    */
    bool    createProgram( const char* vertex,const char* fragment )
    {
        bool        error   =   false;
        do 
        {	
			//頂點shader
            if (vertex)
            {
                _vertex._shaderId   = glCreateShader( GL_VERTEX_SHADER );
                glShaderSource( _vertex._shaderId, 1, &vertex, 0 );
                glCompileShader( _vertex._shaderId );

                GLint   compileStatus;
                glGetShaderiv( _vertex._shaderId, GL_COMPILE_STATUS, &compileStatus );
                error   =   compileStatus == GL_FALSE;
                if( error )
                {
                    GLchar messages[256];
                    glGetShaderInfoLog( _vertex._shaderId, sizeof(messages), 0,messages);
                    assert( messages && 0 != 0);
                    break;
                }
            }
			//畫素shader
            if (fragment)
            {
                _fragment._shaderId   = glCreateShader( GL_FRAGMENT_SHADER );
                glShaderSource( _fragment._shaderId, 1, &fragment, 0 );
                glCompileShader( _fragment._shaderId );

                GLint   compileStatus;
                glGetShaderiv( _fragment._shaderId, GL_COMPILE_STATUS, &compileStatus );
                error   =   compileStatus == GL_FALSE;

                if( error )
                {
                    GLchar messages[256];
                    glGetShaderInfoLog( _fragment._shaderId, sizeof(messages), 0,messages);
                    assert( messages && 0 != 0);
                    break;
                }
            }
            _programId  =   glCreateProgram( );

            if (_vertex._shaderId)
            {
                glAttachShader( _programId, _vertex._shaderId);
            }
            if (_fragment._shaderId)
            {
                glAttachShader( _programId, _fragment._shaderId);
            }

            glLinkProgram( _programId );

            GLint linkStatus;
            glGetProgramiv( _programId, GL_LINK_STATUS, &linkStatus );
            if (linkStatus == GL_FALSE)
            {
                GLchar messages[256];
                glGetProgramInfoLog( _programId, sizeof(messages), 0, messages);
                break;
            }
            glUseProgram(_programId);

        } while(false);

        if (error)
        {
            if (_fragment._shaderId)
            {
                glDeleteShader(_fragment._shaderId);
                _fragment._shaderId =   0;
            }
            if (_vertex._shaderId)
            {
                glDeleteShader(_vertex._shaderId);
                _vertex._shaderId   =   0;
            }
            if (_programId)
            {
                glDeleteProgram(_programId);
                _programId          =   0;
            }
        }
        return  true;
    }

    /**
    *   使用程式
    */
    virtual void    begin()
    {
        glUseProgram(_programId);
        
    }
    /**
    *   使用完成
    */
    virtual void    end()
    {
        glUseProgram(0);
    }
};


class   PROGRAM_P2_C4 :public ProgramId
{
public:
    typedef int attribute; 
    typedef int uniform;
public:
    attribute   _position;
    uniform     _color;
    uniform     _MVP;
public:
    PROGRAM_P2_C4()
    {
        _position   =   -1;
        _color      =   -1;
        _MVP        =   -1;
    }
    ~PROGRAM_P2_C4()
    {
    }
   
    /// 初始化函式
    virtual bool    initialize()
    {	
        const char* vs  =   
        {
            "precision lowp float; "
            "uniform   mat4 _MVP;" 
            "attribute vec2 _position;"

            "void main()"
            "{"
            "   vec4    pos =   vec4(_position,0,1);"
            "   gl_Position =   _MVP * pos;"//點乘以正交投影矩陣,等於一個位置
            "}"
        };
        const char* ps  =   
        {
            "precision  lowp float; "
            "uniform    vec4 _color;"
            "void main()"
            "{"
            "   gl_FragColor   =   _color;"
            "}"
        };
        
        bool    res =   createProgram(vs,ps);
        if(res)
        {	
			//關聯cpu與 gpu變數
            _position   =   glGetAttribLocation(_programId,"_position");
            _color      =   glGetUniformLocation(_programId,"_color");
            _MVP        =   glGetUniformLocation(_programId,"_MVP");
        }
        return  res;
    }

    /**
    *   使用程式
    */
    virtual void    begin()
    {
        glUseProgram(_programId);
        glEnableVertexAttribArray(_position);
        
    }
    /**
    *   使用完成
    */
    virtual void    end()
    {
        glDisableVertexAttribArray(_position);
        glUseProgram(0);
    }
};

CELLWinapp.hpp

#pragma once

#include <Windows.h>
#include <tchar.h>

#include <EGL/egl.h>
#include <gles2/gl2.h>

#include "CELLMath.hpp"
#include "CELLShader.hpp"

namespace   CELL
{
    class   CELLWinApp
    {
    public:
        //! 例項控制代碼
        HINSTANCE   _hInstance;
        //! 視窗控制代碼
        HWND        _hWnd;
        //! 視窗的高度
        int         _width;
        //! 視窗的寬度
        int         _height;
        /// for gles2.0
        EGLConfig   _config;
        EGLSurface  _surface;
        EGLContext  _context;
        EGLDisplay  _display;
        //! 增加shader
        PROGRAM_P2_C4   _shader;
    public:
        CELLWinApp(HINSTANCE hInstance)
            :_hInstance(hInstance)
        {
            WNDCLASSEX  winClass;
            winClass.lpszClassName  =   _T("CELLWinApp");
            winClass.cbSize         =   sizeof(winClass);
            winClass.style          =   CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
            winClass.lpfnWndProc    =   wndProc;
            winClass.hInstance      =   hInstance;
            winClass.hIcon	        =   0;
            winClass.hIconSm	    =   0;
            winClass.hCursor        =   LoadCursor(hInstance, IDC_ARROW);
            winClass.hbrBackground  =   (HBRUSH)GetStockObject(BLACK_BRUSH);
            winClass.lpszMenuName   =   NULL;
            winClass.cbClsExtra     =   0;
            winClass.cbWndExtra     =   0;
            RegisterClassEx(&winClass);
        }
        virtual ~CELLWinApp()
        {
            UnregisterClass(_T("CELLWinApp"),_hInstance);
        }

        /**
        *   初始化 OpenGLES2.0
        */
        bool    initOpenGLES20()
        {
            const EGLint attribs[] =
            {
                EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
                EGL_BLUE_SIZE, 8,
                EGL_GREEN_SIZE, 8,
                EGL_RED_SIZE, 8,
                EGL_DEPTH_SIZE,24,
                EGL_NONE
            };
            EGLint 	format(0);
            EGLint	numConfigs(0);
            EGLint  major;
            EGLint  minor;

            //! 1
            _display	    =	eglGetDisplay(EGL_DEFAULT_DISPLAY);

            //! 2init
            eglInitialize(_display, &major, &minor);

            //! 3
            eglChooseConfig(_display, attribs, &_config, 1, &numConfigs);

            eglGetConfigAttrib(_display, _config, EGL_NATIVE_VISUAL_ID, &format);
            //! 4 
            _surface	    = 	eglCreateWindowSurface(_display, _config, _hWnd, NULL);

            //! 5
            EGLint attr[]   =   { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
            _context 	    = 	eglCreateContext(_display, _config, 0, attr);
            //! 6
            if (eglMakeCurrent(_display, _surface, _surface, _context) == EGL_FALSE)
            {
                return false;
            }

            eglQuerySurface(_display, _surface, EGL_WIDTH,  &_width);
            eglQuerySurface(_display, _surface, EGL_HEIGHT, &_height);

            return  true;

        }
        /**
        *   銷燬OpenGLES2.0
        */
        void    destroyOpenGLES20()
        {
            if (_display != EGL_NO_DISPLAY)
            {
                eglMakeCurrent(_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
                if (_context != EGL_NO_CONTEXT) 
                {
                    eglDestroyContext(_display, _context);
                }
                if (_surface != EGL_NO_SURFACE) 
                {
                    eglDestroySurface(_display, _surface);
                }
                eglTerminate(_display);
            }
            _display    =   EGL_NO_DISPLAY;
            _context    =   EGL_NO_CONTEXT;
            _surface    =   EGL_NO_SURFACE;
        }
    protected:
        static  LRESULT CALLBACK wndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
        {
            
            CELLWinApp*  pThis   =   (CELLWinApp*)GetWindowLong(hWnd,GWL_USERDATA);
            if (pThis)
            {
                return  pThis->onEvent(hWnd,msg,wParam,lParam);
            }
            if (WM_CREATE == msg)
            {
                CREATESTRUCT*   pCreate =   (CREATESTRUCT*)lParam;
                SetWindowLong(hWnd,GWL_USERDATA,(DWORD_PTR)pCreate->lpCreateParams);
            }
            return  DefWindowProc( hWnd, msg, wParam, lParam );
        }
    public:
        /**
        *   事件函式
        */
        virtual LRESULT onEvent(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
        {
            switch (msg)
            {
            case WM_CLOSE:
            case WM_DESTROY:
                {
                    ::PostQuitMessage(0);
                }
                break;
            case WM_MOUSEMOVE:
                break;
            default:
                return  DefWindowProc( hWnd, msg, wParam, lParam ); 
            }
            return  S_OK;
            
        }

        virtual void    render()
        {
            //! 清空緩衝區
            glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
            //! 視口,在Windows視窗指定的位置和大小上繪製OpenGL內容
            glViewport(0,0,_width,_height);

            //! 建立一個投影矩陣
			/正交投影
            CELL::matrix4   screenProj  =   CELL::ortho<float>(0,float(_width),float(_height),0,-100.0f,100);
            _shader.begin();
            {
                float   x   =   100;
                float   y   =   100;
                float   w   =   100;
                float   h   =   100;
                
           		//頂點位置
                CELL::float2  pos[]   =   
                {
                    CELL::float2(x,y),
                    CELL::float2(x + w,y),
                    CELL::float2(y,y + h),
                    CELL::float2(x + w, y + h),
                };
                //傳入正交矩陣,uniform是定量不會被改變
                glUniformMatrix4fv(_shader._MVP, 1, false, screenProj.data());
               //傳入顏色
                glUniform4f(_shader._color,1,0,0,1);
               //傳入頂點座標,傳入的頂點座標會根據數量 決定呼叫次數
                glVertexAttribPointer(_shader._position,2,GL_FLOAT,false,sizeof(CELL::float2),pos);
                glDrawArrays(GL_TRIANGLE_STRIP,0,4);
            }
            _shader.end();

        }
        /**
        *   主函式
        */
        int     main(int width,int height)
        {
            _hWnd   =   CreateWindowEx( NULL,
                                        _T("CELLWinApp"),
                                        _T("CELLWinApp"),
                                        WS_OVERLAPPEDWINDOW,
                                        CW_USEDEFAULT,
                                        CW_USEDEFAULT,
                                        width,
                                        height, 
                                        NULL, 
                                        NULL,
                                        _hInstance, 
                                        this
                                        );

            if (_hWnd == 0)
            {
                return  -1;
            }
            UpdateWindow(_hWnd);

            ShowWindow(_hWnd,SW_SHOW);

            if (!initOpenGLES20())
            {
                return  false;
            }
            _shader.initialize();
            MSG msg =   {0};
            while(msg.message != WM_QUIT)
            {
                if (msg.message == WM_DESTROY || 
                    msg.message == WM_CLOSE)
                {
                    break;
                }
                /**
                *   有訊息,處理訊息,無訊息,則進行渲染繪製
                */
                if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
                { 
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                {
                    render();
                    eglSwapBuffers(_display,_surface);
                }
            }
            /**
            *   銷燬OpenGLES20
            */
            destroyOpenGLES20();

            return  0;
        }
    };
}

main.cpp

#include "CELLWinApp.hpp"




int APIENTRY _tWinMain(HINSTANCE hInstance,

                       HINSTANCE hPrevInstance,

                       LPTSTR    lpCmdLine,

                       int       nCmdShow)

{

    UNREFERENCED_PARAMETER(hPrevInstance);

    UNREFERENCED_PARAMETER(hInstance);

    UNREFERENCED_PARAMETER(lpCmdLine);

    UNREFERENCED_PARAMETER(nCmdShow);



    CELL::CELLWinApp  app(hInstance);

    app.main(800,600);


    return 0;

}
namespace CELL
{
//正交投影
  template <typename valType> 
    tmat4x4<valType>  ortho
                        (
                        valType left, 
                        valType right, 
                        valType bottom, 
                        valType top, 
                        valType zNear, 
                        valType zFar
                        )
    {
        tmat4x4<valType> res(1);
        res[0][0]   =   valType(2) / (right - left);
        res[1][1]   =   valType(2) / (top - bottom);
        res[2][2]   =   - valType(2) / (zFar - zNear);
        res[3][0]   =   - (right + left) / (right - left);
        res[3][1]   =   - (top + bottom) / (top - bottom);
        res[3][2]   =   - (zFar + zNear) / (zFar - zNear);
        return res;
    }
    //
  template <typename T>
    struct tvec2
    {
        typedef T               value_type;
        typedef std::size_t     size_type;
        typedef tvec2<T>        type;

        value_type  x;
        value_type  y;


        value_type & operator[](size_type i)
        {
            assert(i < this->length());
            return (&x)[i];
        }

        value_type const & operator[]( size_type i ) const
        {
            assert(i < this->length());
            return (&x)[i];
        }
        tvec2() :
            x(value_type(0)),
            y(value_type(0))
        {}
        tvec2(tvec2<T> const & v) :
            x(v.x),
            y(v.y)
        {}
        tvec2(value_type const & s) :
            x(s),
            y(s)
        {}

        tvec2(value_type const & s1, value_type const & s2) :
            x(s1),
            y(s2)
        {}

        template <typename U> 
        tvec2(U const & x) :
            x(value_type(x)),
            y(value_type(x))
        {}

        template <typename U, typename V> 
        tvec2(U const & a, V b) :
            x(value_type(a)),
            y(value_type(b))
        {}


        template <typename U> 
        tvec2(tvec2<U> const & v) :
            x(value_type(v.x)),
            y(value_type(v.y))
        {}

        tvec2<T> & operator= (tvec2<T> const & v)
        {
            this->x = v.x;
            this->y = v.y;
            return *this;
        }

        template <typename U> 
        tvec2<T> & operator= (tvec2<U> const & v)
        {
            this->x = T(v.x);
            this->y = T(v.y);
            return *this;
        }

        template <typename U> 
        tvec2<T> & operator+=(U const & s)
        {
            this->x += T(s);
            this->y += T(s);
            return *this;
        }

        template <typename U> 
        tvec2<T> & operator+=(tvec2<U> const & v)
        {
            this->x += T(v.x);
            this->y += T(v.y);
            return *this;
        }


        template <typename U> 
        tvec2<T> & operator-=(U const & s)
        {
            this->x -= T(s);
            this->y -= T(s);
            return *this;
        }
	
    	typedef tvec2<float>      float2;
        template <typename U> 
        tvec2<T> & operator-=(tvec2<U> const & v)
        {
            this->x -= T(v.x);
            this->y -= T(v.y);
            return *this;
        }

        template <typename U> 
        tvec2<T> & operator*=(U s)
        {
            this->x *= T(s);
            this->y *= T(s);
            return *this;
        }

        template <typename U> 
        tvec2<T> & operator*=(tvec2<U> const & v)
        {
            this->x *= T(v.x);
            this->y *= T(v.y);
            return *this;
        }

        template <typename U> 
        tvec2<T> & operator/=(U s)
        {
            this->x /= T(s);
            this->y /= T(s);
            return *this;
        }

        template <typename U> 
        tvec2<T> & operator/=(tvec2<U> const & v)
        {
            this->x /= T(v.x);
            this->y /= T(v.y);
            return *this;
        }

        tvec2<T> & operator++()
        {
            ++  this->x;
            ++  this->y;
            return *this;
        }
        tvec2<T> & operator--()
        {
            --this->x;
            --this->y;
            return *this;
        }
        void makeCeil( tvec2<T> cmp )
        {
            if( cmp.x > x ) x = cmp.x;
            if( cmp.y > y ) y = cmp.y;
        }
        void makeFloor( tvec2<T> cmp )
        {
            if( cmp.x < x ) x = cmp.x;
            if( cmp.y < y ) y = cmp.y;
        }
    };

}