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 };
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\ ";
" \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\ ";