有谁知道如何在GLKit中使用自定义着色器?不使用GLBaseEffect。
最诚挚的问候,
答案 0 :(得分:3)
据我所知,您可以像在非GLKit OpenGL ES 2.0应用程序中一样设置和使用着色器程序。我目前更喜欢使用他提供的Jeff LaMarche的GLProgram包装类作为this tutorial的一部分(代码应该链接在该页面的顶部),而不是每次都重写所有用于编译和链接着色器的样板代码
我在this answer中展示了一些标准用法。您仍然需要设置属性和制服,但是一旦这样做,您只需使用该程序并在GLKView中绘制几何体。
GLKit基本效果似乎以类似的方式作为包装提供给某些标准着色器程序。
答案 1 :(得分:1)
不是我的代码,但我发现这非常有帮助。它甚至可以打印着色器的错误。
func compileShader(shaderName: String?, shaderType: GLenum) -> GLuint {
let shaderPath = NSBundle.mainBundle().pathForResource(shaderName!, ofType: "glsl")
var error: NSError? = nil
var shaderString: NSString?
do {
shaderString = try NSString(contentsOfFile: shaderPath!, encoding: NSUTF8StringEncoding)
} catch let error1 as NSError {
error = error1
shaderString = nil
}
var shaderS = shaderString! as String
shaderS += "\n"
shaderString = shaderS as NSString
if shaderString == nil {
print("Failed to set contents shader of shader file!")
}
let shaderHandle: GLuint = glCreateShader(shaderType)
//var shaderStringUTF8 = shaderString!.utf8
var shaderStringUTF8 = shaderString!.UTF8String
//var shaderStringLength: GLint = GLint() // LOL
var shaderStringLength: GLint = GLint(shaderString!.length)
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength)
//the 2 is number of uniforms
glCompileShader(shaderHandle)
var compileSuccess: GLint = GLint()
glGetShaderiv(shaderHandle, GLenum(GL_COMPILE_STATUS), &compileSuccess)
if compileSuccess == GL_FALSE {
print("Failed to compile shader \(shaderName!)!")
var value: GLint = 0
glGetShaderiv(shaderHandle, GLenum(GL_INFO_LOG_LENGTH), &value)
var infoLog: [GLchar] = [GLchar](count: Int(value), repeatedValue: 0)
var infoLogLength: GLsizei = 0
glGetShaderInfoLog(shaderHandle, value, &infoLogLength, &infoLog)
let s = NSString(bytes: infoLog, length: Int(infoLogLength), encoding: NSASCIIStringEncoding)
print(s)
exit(1)
}
return shaderHandle
}
// function compiles vertex and fragment shaders into program. Returns program handle
func compileShaders() -> GLuint {
let vertexShader: GLuint = self.compileShader("SimpleVertex", shaderType: GLenum(GL_VERTEX_SHADER))
let fragmentShader: GLuint = self.compileShader("SimpleFragment", shaderType: GLenum(GL_FRAGMENT_SHADER))
let programHandle: GLuint = glCreateProgram()
glAttachShader(programHandle, vertexShader)
glAttachShader(programHandle, fragmentShader)
glLinkProgram(programHandle)
var linkSuccess: GLint = GLint()
glGetProgramiv(programHandle, GLenum(GL_LINK_STATUS), &linkSuccess)
if linkSuccess == GL_FALSE {
print("Failed to create shader program!")
var value: GLint = 0
glGetProgramiv(programHandle, GLenum(GL_INFO_LOG_LENGTH), &value)
var infoLog: [GLchar] = [GLchar](count: Int(value), repeatedValue: 0)
var infoLogLength: GLsizei = 0
glGetProgramInfoLog(programHandle, value, &infoLogLength, &infoLog)
let s = NSString(bytes: infoLog, length: Int(infoLogLength), encoding: NSASCIIStringEncoding)
print(s)
exit(1)
}
glUseProgram(programHandle)
self.positionSlot = GLuint(glGetAttribLocation(programHandle, "aVertexPosition"))
//self.colorSlot = GLuint(glGetAttribLocation(programHandle, "SourceColor"))
self.normalSlot = GLuint(glGetAttribLocation(programHandle, "aVertexNormal"))
glEnableVertexAttribArray(self.positionSlot)
// glEnableVertexAttribArray(self.colorSlot)
glEnableVertexAttribArray(self.normalSlot)
return programHandle
}