SDL OpenGL ES 2.0 >> C/C++

Shader


參考資訊:
1. docs
2. OpenGL_ES_2-0_ProgrammingGuide
3. learning-to-learn-opengl-es-2-0

OpenGL ES的Shader包含:Vertex、Fragment兩類,分別用來描述頂點和顏色,使用的程式語言則是Shader Language,Attribute是用來描述Vertex頂點的資料,而Uniform則是傳入給Shader的資料,由於是傳入的資料,因此是Read Only屬性,無法在Shader裡面做任意修改,另外還有一個叫Varying,它是用來在Vertex和Fragment之間傳遞使用

Vertex Shader會將Attribute資料轉換成對應的Varying資料,Varying資料就是要帶給Fragment Shader的資料,gl_Position是一個內建的Varying變數,需要將轉換後的資料傳入gl_Position


Fragment Shader會將Varying資料轉換成對應的顏色,gl_FragColor是一個內建的顏色變數,需要將轉換後的顏色傳入gl_FragColor


main.c

#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <GLES2/gl2.h>
 
const char *vShaderSrc = 
    "attribute vec4 vPosition;    \n"
    "void main(void)              \n"
    "{                            \n"
    "    gl_Position = vPosition; \n"
    "}";

const char *fShaderSrc =
    "#ifdef GL_ES               \n"
    "precision mediump float;   \n"
    "#endif                     \n"
    "uniform vec4 vColor;       \n"
    "void main(void)            \n"
    "{                          \n"
    "    gl_FragColor = vColor; \n"
    "}";
 
int main(int argc, char **argv)
{
    SDL_Window *window = NULL;
    SDL_Renderer *render = NULL;
    SDL_GLContext context = {0};
 
    SDL_Init(SDL_INIT_VIDEO);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
 
    window = SDL_CreateWindow("main", 0, 0, 320, 240, SDL_WINDOW_OPENGL);
    render = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    context = SDL_GL_CreateContext(window);
 
    GLuint vShader = 0;
    GLuint fShader = 0;
    GLuint pObject = 0;
 
    vShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vShader, 1, &vShaderSrc, NULL);
    glCompileShader(vShader);
 
    fShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fShader, 1, &fShaderSrc, NULL);
    glCompileShader(fShader);
 
    pObject = glCreateProgram();
    glAttachShader(pObject, vShader);
    glAttachShader(pObject, fShader);
    glLinkProgram(pObject);
    glUseProgram(pObject);
     
    GLfloat v[] = {
         0.0f,  0.5f, 0.0f,
        -0.5f, -0.5f, 0.0f,
         0.5f, -0.5f, 0.0f
    };

    GLuint vp = glGetAttribLocation(pObject, "vPosition");
    glVertexAttribPointer(vp, 3, GL_FLOAT, GL_FALSE, 0, v);
    glEnableVertexAttribArray(vp);

    GLuint vc = glGetUniformLocation(pObject, "vColor");
    glUniform4f(vc, 1.0f, 0.0f, 0.0f, 1.0f);

    glViewport(0, 0, 320, 240);
    glClear(GL_COLOR_BUFFER_BIT);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    SDL_GL_SwapWindow(window);
    SDL_Delay(3000);
 
    SDL_DestroyWindow(window);
    SDL_DestroyRenderer(render);
    SDL_GL_DeleteContext(context);
    SDL_Quit();
    return 0;
}

vShaderSrc:宣告一個Attribute vPosition,vPosition會直接把Vertex頂點資料傳給gl_Position
fShaderSrc:宣告一個Uniform vColor,vColor會直接把顏色資料傳遞給gl_FragColor
LN59~61:取得vPosition位置並且設定三角形的頂點資料
LN63~64:取得vColor位置並且設定顏色為紅色

完成


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