GLPRogram是GPUImage中代表openGL ES 中的program,具有glprogram功能。
属性
@property(readwrite, nonatomic) BOOL initialized
作用:该属性用于指示program的初始化工作是否成功,成功返回YES,反之返回NO
@property(readwrite, copy, nonatomic) NSString *vertexShaderLog
作用:该属性用于设置或获取顶点着色器的日志。
@property(readwrite, copy, nonatomic) NSString *fragmentShaderLog
作用:该属性用于设置或获取片段着色器的日志。
@property(readwrite, copy, nonatomic) NSString *programLog
作用:该属性用于设置或获取program的日志。
方法
- (id)initWithVertexShaderString:(NSString *)vShaderString fragmentShaderString:(NSString *)fShaderString
说明:使用一个顶点着色字符串和一个片段着色字符串创建一个GLProgram对象
参数:顶点着色字符串,片段着色字符串
返回:GLProgram对象
相似方法:- (id)initWithVertexShaderString:(NSString *)vShaderString fragmentShaderFilename:(NSString *)fShaderFilename;
- (id)initWithVertexShaderFilename:(NSString *)vShaderFilename fragmentShaderFilename:(NSString *)fShaderFilename(从文件中读取内容)
实现
- (id)initWithVertexShaderString:(NSString *)vShaderString fragmentShaderString:(NSString *)fShaderString; { if ((self = [super init])) { _initialized = NO; attributes = [[NSMutableArray alloc] init]; uniforms = [[NSMutableArray alloc] init]; program = glCreateProgram(); if (![self compileShader:&vertShader type:GL_VERTEX_SHADER string:vShaderString]) { NSLog(@"Failed to compile vertex shader"); } // Create and compile fragment shader if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER string:fShaderString]) { NSLog(@"Failed to compile fragment shader"); } glAttachShader(program, vertShader); glAttachShader(program, fragShader); } return self; }
详解:1.使用glCreateProgram()函数创建一个program
2.编译着色器
3.附加着色器。glAttachShader(program, fragShader)
- (void)addAttribute:(NSString *)attributeName
说明:该方法用于向一个program对象中添加属性
参数:需要添加的属性名称
返回:void
实现:
- (void)addAttribute:(NSString *)attributeName { if (![attributes containsObject:attributeName]) { [attributes addObject:attributeName]; glBindAttribLocation(program, (GLuint)[attributes indexOfObject:attributeName], [attributeName UTF8String]); } }
详解:void glBindAttribLocation( GLuint program, GLuint index,const GLchar *name)函数用来将属性绑定到具体位置。program是使用的program对象,index是位置索引,*name是需要绑定的属性名
- (GLuint)attributeIndex:(NSString *)attributeName
说明:返回具体属性名的索引
参数:指定的属性名
返回:指定属性名的索引
- (GLuint)uniformIndex:(NSString *)uniformName
说明:返回Uniform的索引
参数:指定的Uniform名
返回:指定Uniform的索引
- (BOOL)link
说明:判断program是否link成功
返回:YES说明link成功,反之失败
实现:
- (BOOL)link { GLint status; glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &status); if (status == GL_FALSE) return NO; if (vertShader) { glDeleteShader(vertShader); vertShader = 0; } if (fragShader) { glDeleteShader(fragShader); fragShader = 0; } self.initialized = YES; return YES; }
详解:glLinkProgram(program)函数link一个创建好的program对象,glGetProgramiv(program, GL_LINK_STATUS, &status)用来查询link结果。
- (void)use
说明:使用program
- (void)validate
说明:program对象是否有效
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type string:(NSString *)shaderString
说明:编译着色器
参数:shader是着色器 type为着色器类型(顶点和片段) shaderString为着色器内容字符串。
实现
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type string:(NSString *)shaderString { // CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent(); GLint status; const GLchar *source; source = (GLchar *)[shaderString UTF8String]; if (!source) { NSLog(@"Failed to load vertex shader"); return NO; } *shader = glCreateShader(type); glShaderSource(*shader, 1, &source, NULL); glCompileShader(*shader); glGetShaderiv(*shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { GLint logLength; glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar *)malloc(logLength); glGetShaderInfoLog(*shader, logLength, &logLength, log); if (shader == &vertShader) { self.vertexShaderLog = [NSString stringWithFormat:@"%s", log]; } else { self.fragmentShaderLog = [NSString stringWithFormat:@"%s", log]; } free(log); } } // CFAbsoluteTime linkTime = (CFAbsoluteTimeGetCurrent() - startTime); // NSLog(@"Compiled in %f ms", linkTime * 1000.0); return status == GL_TRUE; }
#import <Foundation/Foundation.h> #if TARGET_ipHONE_SIMULATOR || TARGET_OS_IPHONE #import <OpenGLES/ES2/gl.h> #import <OpenGLES/ES2/glext.h> #else #import <OpenGL/OpenGL.h> #import <OpenGL/gl.h> #endif @interface GLProgram : NSObject { NSMutableArray *attributes; NSMutableArray *uniforms; GLuint program, vertShader, fragShader; } @property(readwrite, nonatomic) BOOL initialized; @property(readwrite, copy, nonatomic) NSString *vertexShaderLog; @property(readwrite, copy, nonatomic) NSString *fragmentShaderLog; @property(readwrite, copy, nonatomic) NSString *programLog; - (id)initWithVertexShaderString:(NSString *)vShaderString fragmentShaderString:(NSString *)fShaderString; - (id)initWithVertexShaderString:(NSString *)vShaderString fragmentShaderFilename:(NSString *)fShaderFilename; - (id)initWithVertexShaderFilename:(NSString *)vShaderFilename fragmentShaderFilename:(NSString *)fShaderFilename; - (void)addAttribute:(NSString *)attributeName; - (GLuint)attributeIndex:(NSString *)attributeName; - (GLuint)uniformIndex:(NSString *)uniformName; - (BOOL)link; - (void)use; - (void)validate; @end
#import "GLProgram.h" // START:typedefs #pragma mark Function Pointer Definitions typedef void (*GLInfoFunction)(GLuint program, GLenum pname, GLint* params); typedef void (*GLLogFunction) (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); // END:typedefs #pragma mark - #pragma mark Private Extension Method Declaration // START:extension @interface GLProgram() - (BOOL)compileShader:(GLuint *)shader type:(GLenum)type string:(NSString *)shaderString; @end // END:extension #pragma mark - @implementation GLProgram // START:init @synthesize initialized = _initialized; - (id)initWithVertexShaderString:(NSString *)vShaderString fragmentShaderString:(NSString *)fShaderString; { if ((self = [super init])) { _initialized = NO; attributes = [[NSMutableArray alloc] init]; uniforms = [[NSMutableArray alloc] init]; program = glCreateProgram(); if (![self compileShader:&vertShader type:GL_VERTEX_SHADER string:vShaderString]) { NSLog(@"Failed to compile vertex shader"); } // Create and compile fragment shader if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER string:fShaderString]) { NSLog(@"Failed to compile fragment shader"); } glAttachShader(program, vertShader); glAttachShader(program, fragShader); } return self; } - (id)initWithVertexShaderString:(NSString *)vShaderString fragmentShaderFilename:(NSString *)fShaderFilename; { NSString *fragShaderPathname = [[NSBundle mainBundle] pathForResource:fShaderFilename ofType:@"fsh"]; NSString *fragmentShaderString = [NSString stringWithContentsOfFile:fragShaderPathname encoding:NSUTF8StringEncoding error:nil]; if ((self = [self initWithVertexShaderString:vShaderString fragmentShaderString:fragmentShaderString])) { } return self; } - (id)initWithVertexShaderFilename:(NSString *)vShaderFilename fragmentShaderFilename:(NSString *)fShaderFilename; { NSString *vertShaderPathname = [[NSBundle mainBundle] pathForResource:vShaderFilename ofType:@"vsh"]; NSString *vertexShaderString = [NSString stringWithContentsOfFile:vertShaderPathname encoding:NSUTF8StringEncoding error:nil]; NSString *fragShaderPathname = [[NSBundle mainBundle] pathForResource:fShaderFilename ofType:@"fsh"]; NSString *fragmentShaderString = [NSString stringWithContentsOfFile:fragShaderPathname encoding:NSUTF8StringEncoding error:nil]; if ((self = [self initWithVertexShaderString:vertexShaderString fragmentShaderString:fragmentShaderString])) { } return self; } // END:init // START:compile - (BOOL)compileShader:(GLuint *)shader type:(GLenum)type string:(NSString *)shaderString { // CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent(); GLint status; const GLchar *source; source = (GLchar *)[shaderString UTF8String]; if (!source) { NSLog(@"Failed to load vertex shader"); return NO; } *shader = glCreateShader(type); glShaderSource(*shader, 1, &source, NULL); glCompileShader(*shader); glGetShaderiv(*shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { GLint logLength; glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar *)malloc(logLength); glGetShaderInfoLog(*shader, logLength, &logLength, log); if (shader == &vertShader) { self.vertexShaderLog = [NSString stringWithFormat:@"%s", log]; } else { self.fragmentShaderLog = [NSString stringWithFormat:@"%s", log]; } free(log); } } // CFAbsoluteTime linkTime = (CFAbsoluteTimeGetCurrent() - startTime); // NSLog(@"Compiled in %f ms", linkTime * 1000.0); return status == GL_TRUE; } // END:compile #pragma mark - // START:addattribute - (void)addAttribute:(NSString *)attributeName { if (![attributes containsObject:attributeName]) { [attributes addObject:attributeName]; glBindAttribLocation(program, (GLuint)[attributes indexOfObject:attributeName], [attributeName UTF8String]); } } // END:addattribute // START:indexmethods - (GLuint)attributeIndex:(NSString *)attributeName { return (GLuint)[attributes indexOfObject:attributeName]; } - (GLuint)uniformIndex:(NSString *)uniformName { return glGetUniformLocation(program, [uniformName UTF8String]); } // END:indexmethods #pragma mark - // START:link - (BOOL)link { // CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent(); GLint status; glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &status); if (status == GL_FALSE) return NO; if (vertShader) { glDeleteShader(vertShader); vertShader = 0; } if (fragShader) { glDeleteShader(fragShader); fragShader = 0; } self.initialized = YES; // CFAbsoluteTime linkTime = (CFAbsoluteTimeGetCurrent() - startTime); // NSLog(@"Linked in %f ms", linkTime * 1000.0); return YES; } // END:link // START:use - (void)use { glUseProgram(program); } // END:use #pragma mark - - (void)validate; { GLint logLength; glValidateProgram(program); glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar *)malloc(logLength); glGetProgramInfoLog(program, logLength, &logLength, log); self.programLog = [NSString stringWithFormat:@"%s", log]; free(log); } } #pragma mark - // START:dealloc - (void)dealloc { if (vertShader) glDeleteShader(vertShader); if (fragShader) glDeleteShader(fragShader); if (program) glDeleteProgram(program); } // END:dealloc @end