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opengl-es - 如何将 GLSL #version 330 核心转换为 GLSL ES #version 100?

转载 作者:行者123 更新时间:2023-12-03 23:38:13 24 4
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我正在尝试制作一个使用 NDK 和 JNI 在 Android Studio 中绘制图像的应用程序,以使用 OpenGL ES 调用 C++ 代码。我已经阅读了如何在 OpenGL 中执行此操作的教程:https://learnopengl.com/#!Getting-started/Textures ,它使用 GLSL 330 核心。但是,Android 模拟器不支持 OpenGL ES 3.0(此链接中的注释:https://developer.android.com/ndk/guides/stable_apis.html)。

因此,我必须使用 GLSL ES #version 100 ,它在下面的着色器中不支持“布局”、“输入”和“输出”。我应该如何编辑它们以便它们可以在#version 100 中运行,如果我编辑它们,源代码是否有任何变化?感谢您的关注和帮助。

更新:搜索后,我发现我可以使用 glGetAttributeLocation 来获取顶点着色器中变量的位置,而不是使用 layout(location=0)。但是,GLSL ES #version 100 中没有 VAO,所以我仍然无法弄清楚没有 VAO 它是如何工作的。

我的顶点着色器:

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
gl_Position = vec4(position, 1.0f);
ourColor = color;
// We swap the y-axis by substracing our coordinates from 1. This is done because most images have the top y-axis inversed with OpenGL's top y-axis.
// TexCoord = texCoord;
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}

片段着色器:
#version 330 core
in vec3 ourColor;
in vec2 TexCoord;

out vec4 color;

// Texture samplers
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;

void main()
{
// Linearly interpolate between both textures (second texture is only slightly combined)
color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);
}

初始化 VAO,VBO,:
    // Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
// Positions // Colors // Texture Coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
GLuint indices[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
GLuint VBO, VAO, ;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &);

glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, );
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// TexCoord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);

glBindVertexArray(0); // Unbind VAO

绘制图像:
        // Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

// Activate shader
ourShader.Use();

// Bind Textures using texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);

// Draw container
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);

最佳答案

最后,我设法解决了它。在 GLSL ES 100 中,没有 in outlayout(location=0)正如我上面提到的。因此,我必须更换它们:
in => attributeout => varying
并彻底删除layout(location=0)因为据我所知,在 GLSL ES 100 中没有这样的事情做同样的事情。

因为删除了layout(location=0) ,我们必须告诉程序我们的顶点数据的位置,即位置 , 颜色 文本坐标 在这种情况下。与 layout(location=0) ,我们可以简单地将位置 0 放在

glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);

没有它,我们首先需要获取顶点属性的位置:
GLint mPosition= glGetAttributeLocation(ourProgram,"position")

然后用我预定义的 mPosition 替换常数 0,1 或 2 :
glVertexAttribPointer(mPosition,3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(mPosition);;
color 上也是如此和 textCoord .

下面是我编辑的顶点着色器、片段着色器以及如何初始化 VBO 并传入我们的数据:

已编辑 vertex shader对于 GLSL ES 100:
auto gVertexShader =
"attribute vec3 position;\n"
"attribute vec3 color;\n"
"attribute vec2 texCoord;\n"

"varying vec3 ourColor;\n"
"varying vec2 TexCoord;\n"

"void main()\n"
"{\n"
"gl_Position = vec4(position,1.0); // Add the xOffset to the x position of the vertex position\n"
"ourColor = color;\n"
"TexCoord= vec2(texCoord.x,1.0-texCoord.y);\n"
"}\n";

已编辑 fragment shader对于 GLSL ES 100:
static const char FRAGMENT_SHADER[] =
"#version 100\n"
"precision mediump float;\n"
"varying vec4 vColor;\n"
"void main() {\n"
" gl_FragColor = vColor;\n"
"}\n";

我的 InitBuffer功能:
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
// Positions // Colors // Texture Coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
GLuint indices[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
void initBuffers()
{
GLint mPosition,mCorlor,mTextCoord;
GLuint VBOs[2]; // Initialize an buffer to store all the verticles and transfer them to the GPU

glGenBuffers(2, VBOs); // Generate VBO


glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);//Bind verticles array for OpenGL to use
glBufferData(GL_ARRAY_BUFFER, sizeof(recVertices), recVertices, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VBOs[1]);//Bind the indices for information about drawing sequence
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// 1. set the vertex attributes pointers
// Position Attribute
mPosition=glGetAttributeLocation(Program, "position");
glVertexAttribPointer(mPosition, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(mPosition);
// Color Attribute

mColor=glGetAttributeLocation(Program, "color");
glVertexAttribPointer(mColor, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(mColor);
//Texture Coordinate Attribute

mTextCoord=glGetAttributeLocation(Program, "textCoord")'
glVertexAttribPointer(mTextCoord, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(mTextCoord);


}

然后我们用 initBuffer() 的调用替换我们绘制函数中的 VAO 绑定(bind)。功能
    // Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

// Activate shader
ourShader.Use();

// Bind Textures using texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);

// Draw container
initBuffers();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);

希望这对和我有同样问题的人有所帮助。如果您有任何问题,请随时问我:)。

关于opengl-es - 如何将 GLSL #version 330 核心转换为 GLSL ES #version 100?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/42231698/

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