如何将 GLSL #version 330 核心转换为 GLSL ES #version 100?
How to Convert GLSL #version 330 core to GLSL ES #version 100?
我正在尝试制作一个在 Android Studio 中使用 NDK 和 JNI 绘制图像的应用程序,以使用 OpenGL ES 调用 C++ 代码。我已经完成了如何在 OpenGL 中执行此操作的教程:https://learnopengl.com/#!Getting-started/Textures, which use GLSL 330 core. However, OpenGL ES 3.0 isn't supported on the Android emulator (Note in this link :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 "layout"、"in" 和 "out"。我应该如何编辑它们才能在#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:四处搜索后,我发现我可以使用 glGetAttributeLocation 来获取变量在顶点着色器中的位置,而不是使用布局(位置=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);
终于,我设法解决了。在 GLSL ES 100 中,没有我上面提到的 in
out
和 layout(location=0)
。因此,我必须更换它们:
in
=> attribute
out
=> varying
并完全删除 layout(location=0)
因为据我所知,在 GLSL ES 100 中没有这样的东西做同样的事情。
因为去掉了layout(location=0)
,所以我们要告诉程序我们顶点数据的位置,分别是position,color 和 textCoord 在这种情况下。使用 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
和 textCoord
相同。
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 和传入我们的数据:
为 GLSL ES 100 编辑 vertex shader
:
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";
为 GLSL ES 100 编辑 fragment shader
:
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
函数:
// 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()
函数的调用替换绘图函数中的 VAO 绑定
// 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:)。
我正在尝试制作一个在 Android Studio 中使用 NDK 和 JNI 绘制图像的应用程序,以使用 OpenGL ES 调用 C++ 代码。我已经完成了如何在 OpenGL 中执行此操作的教程:https://learnopengl.com/#!Getting-started/Textures, which use GLSL 330 core. However, OpenGL ES 3.0 isn't supported on the Android emulator (Note in this link :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 "layout"、"in" 和 "out"。我应该如何编辑它们才能在#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:四处搜索后,我发现我可以使用 glGetAttributeLocation 来获取变量在顶点着色器中的位置,而不是使用布局(位置=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);
终于,我设法解决了。在 GLSL ES 100 中,没有我上面提到的 in
out
和 layout(location=0)
。因此,我必须更换它们:
in
=> attribute
out
=> varying
并完全删除 layout(location=0)
因为据我所知,在 GLSL ES 100 中没有这样的东西做同样的事情。
因为去掉了layout(location=0)
,所以我们要告诉程序我们顶点数据的位置,分别是position,color 和 textCoord 在这种情况下。使用 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
和 textCoord
相同。
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 和传入我们的数据:
为 GLSL ES 100 编辑 vertex shader
:
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";
为 GLSL ES 100 编辑 fragment shader
:
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
函数:
// 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()
函数的调用替换绘图函数中的 VAO 绑定
// 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:)。