您的位置:首页 > 移动开发 > Cocos引擎

通过cocos2d-x的CCGLProgram和CCShaderCache的实现来分析OpenGL ES中的Shader编程

2013-07-31 13:45 253 查看
在OpenGL ES中,Shader是着色器,包括两种:顶点着色器(Vertex Shader)和片元着色器(Fragment Shader)。每个program对象有且仅有一个Vertex Shader对象和一个Fragment Shader对象连接到它。

Shader和Program编程步骤:

1. 创建Shader

1)编写Vertex Shader和Fragment Shader源码。

2)创建两个shader 实例:GLuint glCreateShader(GLenum type);

3)给Shader实例指定源码。 glShaderSource

4)在线编译shaer源码 void glCompileShader(GLuint shader)

2. 创建Program

1)创建program GLuint glCreateProgram(void)

2)绑定shader到program 。 void glAttachShader(GLuint program, GLuint shader)。每个program必须绑定一个Vertex Shader 和一个Fragment Shader。

3)链接program 。 void glLinkProgram(GLuint program)

4)使用porgram 。 void glUseProgram(GLuint program)

在cocos2d-x中使用两个类CCGLProgram和CCShaderCache来完成这些操作,其中CCGLProgram类是基本类,封装了对OpenGL ES接口的调用,而CCShaderCache通过CCGLProgram来完成对shaders的缓存和管理。

bool CCGLProgram::initWithVertexShaderByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
{
m_uProgram = glCreateProgram(); //创建一个Program,id为m_uProgram
CHECK_GL_ERROR_DEBUG();

m_uVertShader = m_uFragShader = 0;

if (vShaderByteArray)
{
//创建顶点着色器并编译,id为m_uVertShader,vShaderByteArray是顶点着色器的源码
if (!compileShader(&m_uVertShader, GL_VERTEX_SHADER, vShaderByteArray))
{
CCLOG("cocos2d: ERROR: Failed to compile vertex shader");
}
}

// Create and compile fragment shader
if (fShaderByteArray)
{
//创建片元着色器并编译,id为m_uFragShader,fShaderByteArray是片元着色器的源码。
if (!compileShader(&m_uFragShader, GL_FRAGMENT_SHADER, fShaderByteArray))
{
CCLOG("cocos2d: ERROR: Failed to compile fragment shader");
}
}

if (m_uVertShader)
{
//绑定顶点着色器
glAttachShader(m_uProgram, m_uVertShader);
}
CHECK_GL_ERROR_DEBUG();

if (m_uFragShader)
{
//绑定片元着色器
glAttachShader(m_uProgram, m_uFragShader);
}
m_pHashForUniforms = NULL;

CHECK_GL_ERROR_DEBUG();

return true;
}

bool CCGLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source)
{
GLint status;

if (!source)
{
return false;
}

const GLchar *sources[] = {
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
(type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),
#endif
"uniform mat4 CC_PMatrix;\n"
"uniform mat4 CC_MVMatrix;\n"
"uniform mat4 CC_MVPMatrix;\n"
"uniform vec4 CC_Time;\n"
"uniform vec4 CC_SinTime;\n"
"uniform vec4 CC_CosTime;\n"
"uniform vec4 CC_Random01;\n"
"//CC INCLUDES END\n\n",
source,
};

*shader = glCreateShader(type); //创建shader
glShaderSource(*shader, sizeof(sources)/sizeof(*sources), sources, NULL);  //指定源码
glCompileShader(*shader); //编译shader

glGetShaderiv(*shader, GL_COMPILE_STATUS, &status); //获得shader编译的结果

if (! status)  //编译失败打印log
{
GLsizei length;
glGetShaderiv(*shader, GL_SHADER_SOURCE_LENGTH, &length);
GLchar* src = (GLchar *)malloc(sizeof(GLchar) * length);

glGetShaderSource(*shader, length, NULL, src);
CCLOG("cocos2d: ERROR: Failed to compile shader:\n%s", src);

if (type == GL_VERTEX_SHADER)
{
CCLOG("cocos2d: %s", vertexShaderLog());
}
else
{
CCLOG("cocos2d: %s", fragmentShaderLog());
}
free(src);

abort();
}
return (status == GL_TRUE);
}


下面是初始化Shader的过程,通过CCShaderCache::loadDefaultShaders来完成。

void CCShaderCache::loadDefaultShaders()
{
// Position Texture Color shader
CCGLProgram *p = new CCGLProgram(); //创建CCGLProgram对象来操作OpenGL的shader
loadDefaultShader(p, kCCShaderType_PositionTextureColor); //完成该CCGLProgram对象的初始化,如shaders的创建,编译和绑定
//此处创建的是顶点纹理颜色的program.

m_pPrograms->setObject(p, kCCShader_PositionTextureColor); //存入字典,key为kCCShader_PositionTextureColor
p->release();

// Position Texture Color alpha test
p = new CCGLProgram();
loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);

m_pPrograms->setObject(p, kCCShader_PositionTextureColorAlphaTest);
p->release();

//
// Position, Color shader
//
p = new CCGLProgram();
loadDefaultShader(p, kCCShaderType_PositionColor);  //此处创建的是顶点颜色的program.

m_pPrograms->setObject(p, kCCShader_PositionColor);
p->release();

//
// Position Texture shader
//
p = new CCGLProgram();
loadDefaultShader(p, kCCShaderType_PositionTexture);  //此处创建的是顶点纹理的program.

m_pPrograms->setObject(p, kCCShader_PositionTexture);
p->release();

//
// Position, Texture attribs, 1 Color as uniform shader
//
p = new CCGLProgram();
loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);

m_pPrograms->setObject(p ,kCCShader_PositionTexture_uColor);
p->release();

//
// Position Texture A8 Color shader
//
p = new CCGLProgram();
loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);

m_pPrograms->setObject(p, kCCShader_PositionTextureA8Color);
p->release();

//
// Position and 1 color passed as a uniform (to simulate glColor4ub )
//
p = new CCGLProgram();
loadDefaultShader(p, kCCShaderType_Position_uColor);

m_pPrograms->setObject(p, kCCShader_Position_uColor);
p->release();

//
// Position, Legth(TexCoords, Color (used by Draw Node basically )
//
p = new CCGLProgram();
loadDefaultShader(p, kCCShaderType_PositionLengthTexureColor);

m_pPrograms->setObject(p, kCCShader_PositionLengthTexureColor);
p->release();
}

void CCShaderCache::loadDefaultShader(CCGLProgram *p, int type)
{
switch (type) {
case kCCShaderType_PositionTextureColor:
//shaders的创建,编译和绑定,不同的program的顶点着色源码和片元着色源码不同。
p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColor_frag);

//绑定属性名称和索引,属性名称在shader源码中已经定义。
p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

break;
case kCCShaderType_PositionTextureColorAlphaTest:
p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColorAlphaTest_frag);

p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

break;
case kCCShaderType_PositionColor:
p->initWithVertexShaderByteArray(ccPositionColor_vert ,ccPositionColor_frag);

p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);

break;
case kCCShaderType_PositionTexture:
p->initWithVertexShaderByteArray(ccPositionTexture_vert ,ccPositionTexture_frag);

p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

break;
case kCCShaderType_PositionTexture_uColor:
p->initWithVertexShaderByteArray(ccPositionTexture_uColor_vert, ccPositionTexture_uColor_frag);

p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

break;
case kCCShaderType_PositionTextureA8Color:
p->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, ccPositionTextureA8Color_frag);

p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

break;
case kCCShaderType_Position_uColor:
p->initWithVertexShaderByteArray(ccPosition_uColor_vert, ccPosition_uColor_frag);

p->addAttribute("aVertex", kCCVertexAttrib_Position);

break;
case kCCShaderType_PositionLengthTexureColor:
p->initWithVertexShaderByteArray(ccPositionColorLengthTexture_vert, ccPositionColorLengthTexture_frag);

p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);

break;
default:
CCLOG("cocos2d: %s:%d, error shader type", __FUNCTION__, __LINE__);
return;
}

p->link(); //调用glLinkProgram链接
p->updateUniforms();

CHECK_GL_ERROR_DEBUG();
}

上面创建的几种类型的program说明如下:
enum {
kCCShaderType_PositionTextureColor, //顶点格式为位置+纹理UV+材质色
kCCShaderType_PositionTextureColorAlphaTest, //顶点格式为顶点格式为位置+纹理UV+材质色+用于AlphaTest的ALPHA值

kCCShaderType_PositionColor, // 顶点格式为位置+材质色

kCCShaderType_PositionTexture, //顶点格式为位置+纹理UV

kCCShaderType_PositionTexture_uColor, //顶点格式为位置+纹理UV+材质色

kCCShaderType_PositionTextureA8Color, //顶点格式为位置+纹理UV+灰度

kCCShaderType_Position_uColor, //顶点格式为位置+材质色

kCCShaderType_MAX,  //枚举结束值
};


以类型为kCCShaderType_PositionTextureColor的program为例,它的顶点着色源码和片元着色源码分别为ccShader_PositionTextureColor_vert.h和

ccShader_PositionTextureColor_frag.h。

ccShader_PositionTextureColor_vert.h内容为:

"                                                   \n\
attribute vec4 a_position;                          \n\
attribute vec2 a_texCoord;                          \n\
attribute vec4 a_color;                             \n\
\n\
#ifdef GL_ES                                        \n\
varying lowp vec4 v_fragmentColor;                  \n\
varying mediump vec2 v_texCoord;                    \n\
#else                                               \n\
varying vec4 v_fragmentColor;                       \n\
varying vec2 v_texCoord;                            \n\
#endif                                              \n\
\n\
void main()                                         \n\
{                                                   \n\
gl_Position = CC_MVPMatrix * a_position;        \n\
v_fragmentColor = a_color;                      \n\
v_texCoord = a_texCoord;                        \n\
}                                                   \n\
";


ccShader_PositionTextureColor_frag.h内容为:

"                                           \n\
#ifdef GL_ES                                \n\
precision lowp float;                       \n\
#endif                                      \n\
\n\
varying vec4 v_fragmentColor;               \n\
varying vec2 v_texCoord;                    \n\
uniform sampler2D CC_Texture0;              \n\
\n\
void main()                                 \n\
{                                           \n\
gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);            \n\
}                                           \n\
";
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: