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OpenGLShader 编程系列-属性变量,一致变量的传递

int Init ( ESContext *esContext )
{
   esContext->userData = http://www.mamicode.com/malloc(sizeof(UserData));
    
   UserData *userData = http://www.mamicode.com/esContext->userData;
   GLbyte vShaderStr[] =  
      "uniform mat4 u_mvpMatrix;                   \n"
      "attribute vec4 a_position;                  \n"
      "void main()                                 \n"
      "{                                           \n"
      "   gl_Position = u_mvpMatrix * a_position;  \n"
      "}                                           \n";
   
   GLbyte fShaderStr[] =  
      "precision mediump float;                            \n"
      "void main()                                         \n"
      "{                                                   \n"
      "  gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );        \n"
      "}                                                   \n";

   // Load the shaders and get a linked program object
   userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );

   // Get the attribute locations
   userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );

   // Get the uniform locations
   userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" );
   
   // Generate the vertex data
   userData->numIndices = esGenCube( 1.0, &userData->vertices,
                                     NULL, NULL, &userData->indices );
   
   // Starting rotation angle for the cube
   userData->angle = 45.0f;

   glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
   return GL_TRUE;
}

void Draw ( ESContext *esContext )
{
   UserData *userData = http://www.mamicode.com/esContext->userData;
   
   // Set the viewport
   glViewport ( 0, 0, esContext->width, esContext->height );
   
   
   // Clear the color buffer
   glClear ( GL_COLOR_BUFFER_BIT );

   // Use the program object
   glUseProgram ( userData->programObject );

   // Load the vertex position
   glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
                           GL_FALSE, 3 * sizeof(GLfloat), userData->vertices );
   
   glEnableVertexAttribArray ( userData->positionLoc );
   
   
   // Load the MVP matrix
   glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE, (GLfloat*) &userData->mvpMatrix.m[0][0] );
   
   // Draw the cube
   glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_SHORT, userData->indices );
}


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注意: glGetAttribLocation 及 glVertexAttribPointer;

注意: glGetUniformLocation 及 glUniformMatrix4fv;





OpenGLShader 编程系列-属性变量,一致变量的传递