uniform 块

  • 1、原因:
    如果你的程序中包含了多个着色器,而且这些着色器使用了相同的Uniform变量,你就不得不为每个着色器分别管理这些变量。Uniform变量的location是在程序链接的时候产生的,因此Uniform变量的location会随着着色器的不同而发生变化。因此,这些Uniform变量的数据必须重新产生,然后应用到新的location上。
    而Uniform Block正是为了使在着色器间共享Uniform数据变得更加容易而设计的。有了Uniform Block,我们可以创建一个缓冲区对象来存储这些Uniform变量的值,然后将缓冲区对象绑定到Uniform Block。当着色器程序改变的时候,只需要将同样的缓冲区对重新绑定到在新的着色器中与之相关的Block即可。

  • 2、定义:

uniform projViewM{
    mat4 projection;
    mat4 viewMatrix;
    vec4 color2; 
 float radius1; 
};
  • 3、填充:
    对于每一个uniform块,都有一个“索引值”(index),这个索引值我们可以在OpenGL ES中获得,并把它与一个具体的UBO关联起来。
GLint blockIndex = glGetUniformBlockIndex(nProgramHandler, "BlobSettings"); 
GLint nBlockDataSize = 0; 
glGetActiveUniformBlockiv(nProgramHandler, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &nBlockDataSize);
glGenBuffers(1, &m_nUBO);
glBindBuffer(GL_UNIFORM_BUFFER, m_nUBO);
glBufferData(GL_UNIFORM_BUFFER, nBlockDataSize, NULL, GL_DYNAMIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_nUBO, 0, nBlockDataSize);
glUniformBlockBinding(nProgramHandler, blockIndex, 0);
glBindBuffer(GL_UNIFORM_BUFFER, NULL);

示例程序:

//顶点着色器A
attribute vec3 aPos;

uniform projViewM{
    mat4 projection;
    mat4 viewMatrix;
};

uniform mat4 modelMatrix;

void main(){
    gl_Position = projection * viewMatrix * modelMatrix * vec4(aPos,1.0);
}
//片段着色器A
void main(){
    gl_FragColor = vec4(0,1,0,1.0);
}

//顶点着色器B

attribute vec3 aPos;

uniform projViewM{
    mat4 projection;
    mat4 viewMatrix;
};

uniform mat4 modelMatrix;

void main(){
    gl_Position = projection * viewMatrix * modelMatrix * vec4(aPos,1.0);
}
//片段着色器B
void main(){
    gl_FragColor = vec4(0,0,1,1.0);
}

从上实力着色器程序中,可以看到有相同的projection和viewMatrix,并且值是相同的,所以可以定义成uniform块。 使用unifrom块定义变量后,可以在着色器间共享uniform变量。

  • 3、着色器程序数据填充
- (void)setUpUniformBlock{
    //获取索引块 在着色z器中的位置值索引 对应所有的着色器程序都需要定位,因为不同着色器可能值不一样
    GLuint skyBoxID = glGetUniformBlockIndex(self.skyBoxProgram, "projViewM");
    GLuint blackBoxID = glGetUniformBlockIndex(self.myProgram, "projViewM");
    
    //a将uniform块绑定到一个特定的绑定点中
    glUniformBlockBinding(self.skyBoxProgram, skyBoxID, 0);
    glUniformBlockBinding(self.myProgram, blackBoxID, 0);
    
    GLuint projViewM;
    glGenBuffers(1, &projViewM);
    glBindBuffer(GL_UNIFORM_BUFFER, projViewM);
    
//获取uniform块的尺寸大小 
    GLint blockSize ;
    glGetActiveUniformBlockiv(self.skyBoxProgram, skyBoxID, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize);
    
    KSMatrix4 identify;
    ksMatrixLoadIdentity(&identify);
    glBufferData(GL_UNIFORM_BUFFER, blockSize, NULL, GL_DYNAMIC_DRAW);
    
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
    //b绑定Uniform缓冲对象到相同的绑定点上 (与a对应)
    //目标、 绑定索引点 、uniform缓冲对象、偏移量、大小参数  可以绑定uniform对象的特定部分到绑定点
    glBindBufferRange(GL_UNIFORM_BUFFER, 0, projViewM, 0, blockSize);
    
    //或者 下面的函数
    //目标、 绑定索引点 、uniform缓冲对象
    //glBindBufferBase(GL_UNIFORM_BUFFER, 0, projViewM);
    
    ksPerspective(&identify, 45, (_viewWidth*1.0)/(_viewHeight*1.0), 0.1, 100);
    glBindBuffer(GL_UNIFORM_BUFFER, projViewM);
    
    //更新缓冲数据
    glBufferSubData(GL_UNIFORM_BUFFER, 0, blockSize/2, &identify.m[0][0]);
    
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
    
  //更新剩余部分缓冲 
    KSMatrix4 viewM;
    ksMatrixLoadIdentity(&viewM);
    glBindBuffer(GL_UNIFORM_BUFFER, projViewM);
    glBufferSubData(GL_UNIFORM_BUFFER, blockSize/2, blockSize/2, &viewM.m[0][0]);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
  • 4、绘制

- (void)draw{
    glBindFramebuffer(GL_FRAMEBUFFER, _myColorFrameBuffer);
    
    glViewport(0, 0, _viewWidth,_viewHeight);
    
    glUseProgram(self.myProgram);
    
    GLuint modelMID = glGetUniformLocation(self.myProgram, "modelMatrix");
    KSMatrix4 modeMatrix;
    ksMatrixLoadIdentity(&modeMatrix);
    ksTranslate(&modeMatrix,1, 0, -10);
    ksRotate(&modeMatrix, 30, 1, 1, 0);
    glUniformMatrix4fv(modelMID, 1, GL_FALSE, &modeMatrix.m[0][0]);
    glBindVertexArray(self.blackBoxVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
    [ZKLodaShader glCheckError];
    
    glUseProgram(self.skyBoxProgram);
    GLuint skyModelMID = glGetUniformLocation(self.skyBoxProgram, "modelMatrix");
    KSMatrix4 skymodeMatrix;
    ksMatrixLoadIdentity(&skymodeMatrix);
    ksTranslate(&skymodeMatrix, -1, 0, -10);
    ksRotate(&skymodeMatrix, 30, 1, 1, 0);
    glUniformMatrix4fv(skyModelMID, 1, GL_FALSE, &skymodeMatrix.m[0][0]);
    
    glBindVertexArray(self.VAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
    [ZKLodaShader glCheckError];
    
    if (_myColorRenderBuffer) {
        glBindRenderbuffer(GL_RENDERBUFFER, _myColorRenderBuffer);
    }
    //绘制
    [self.myContext presentRenderbuffer:GL_RENDERBUFFER];
    
    glDeleteVertexArrays(1,&_VAO);
    glDeleteVertexArrays(1, &_blackBoxVAO);
}
  • 5、效果如下:


    Snip20200322_7.png

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