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 outlayout(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,colortextCoord 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);;

colortextCoord 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:)。