我正在使用 OpenGL ES 2.0 和 GLKit 编写 2D 游戏。我的架构基于 Ian Terrel 的 Games 教程。
我最近发现 GLKBaseEffect(提供简单的着色器 mgmt)泄漏并且有时使我的应用程序崩溃。我现在正在使用我自己的着色器文件(基于 Ray Wenderlich 教程),但此时,我刚刚成功显示了 openGl 背景颜色。我的形状颜色和纹理不再显示。
重要提示:我错误地设置了当前上下文,现在 openGL 说无效的 Drawable。
这是我的 shape.m 代码的一部分:
@implementation P3Shape
const GLushort indices[] = {
    0,1,2,3
};
typedef struct {
    float Position[2];
    float Color[4];
    float TexCoord[2];
} Vertex;
//testing
const Vertex Vertices[] = {
    // Front
    {{10, -15}, {1, 0, 0, 1}, {1, 0}},
    {{10, 15}, {0, 1, 0, 1}, {1, 0}},
    {{-10, 10}, {0, 0, 1, 1}, {0, 0}},
    {{-10, -1}, {0, 0, 0, 1}, {0, 1}},
};
- (id)initWithLayer:(CAEAGLLayer *)layer {
    self = [super init];
    if (self) {
        [...]
        _currentContext = [P3SessionState currentContext];
        _eaglLayer = layer;
        _eaglLayer.opaque = YES;
        [self setupRenderBuffer];        
        [self setupFrameBuffer]; 
        [self addToProgram];
        [self createBuffers];
    }
    return self;
}
- (int)numVertices {
    return 0;
}
- (void) addToProgram {
    // setted before in the gamemanager
    GLuint programHandle = [P3SessionState programHandle];
    _positionSlot = glGetAttribLocation(programHandle, "Position");
    _colorSlot = glGetAttribLocation(programHandle, "SourceColor");
    _projectionUniform = glGetUniformLocation(programHandle, "Projection");
    _modelViewUniform = glGetUniformLocation(programHandle, "Modelview");
    _texCoordSlot = glGetAttribLocation(programHandle, "TexCoordIn");
    _textureUniform = glGetUniformLocation(programHandle, "Texture");
}
- (void)setupRenderBuffer {
    glGenRenderbuffers(1, &_colorRenderBuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);        
    [_currentContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];    
}
- (void)setupFrameBuffer {    
    GLuint framebuffer;
    glGenFramebuffers(1, &framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);   
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
}
- (void)createBuffers {
    // Static index data
    glGenBuffers(1, &indexBuffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
// initialize the vertex data
- (GLKVector2 *)vertices {
    if (vertexData == nil) {
        vertexData = [NSMutableData dataWithLength:sizeof(GLKVector2)*self.numVertices];
    }
    return [vertexData mutableBytes];
}
// set a textureImage, allocate a glname and enable the GL_TEXTURE_2D and all
- (void)setTextureImage:(UIImage *)image {
    CGImageRef spriteImage = image.CGImage;
    if (!spriteImage) {
        NSLog(@"Failed to load image %@", image);
        exit(1);
    }
    size_t width = CGImageGetWidth(spriteImage);
    size_t height = CGImageGetHeight(spriteImage);
    GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
    CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);    
    CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
    CGContextRelease(spriteContext);
    GLuint texName;
    glGenTextures(1, &texName);
    glBindTexture(GL_TEXTURE_2D, texName);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
    free(spriteData);        
    _imageTexture = texName;
}    
- (GLKVector2 *)textureCoordinates {
    if (textureCoordinateData == nil)
        textureCoordinateData = [NSMutableData dataWithLength:sizeof(GLKVector2)*self.numVertices];
    return [textureCoordinateData mutableBytes];
}
- (void)render {
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glClearColor(0, 104.0/255.0, 55.0/255.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glUniformMatrix4fv(_modelViewUniform, 1, 0, modelview.m);
    glUniformMatrix4fv(_projectionUniform, 1, 0, projectionMatrix.m);
    glEnableVertexAttribArray(_positionSlot);
    glEnableVertexAttribArray(_colorSlot);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
    glVertexAttribPointer(_positionSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
    glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
    if(texture != nil) {
        glEnableVertexAttribArray(_texCoordSlot);
        glActiveTexture(GL_TEXTURE0); // unneccc in practice
        glBindTexture(GL_TEXTURE_2D, _imageTexture);
        glUniform1i(_textureUniform, 0); // unnecc in practice
        glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
    }
        glDrawElements(GL_TRIANGLE_FAN, sizeof(indices)/sizeof(GLushort), GL_UNSIGNED_SHORT, (void*)0);
    }
    //is cleanup code that tells the shader that we’re done using vertex position data.
    glDisableVertexAttribArray(GLKVertexAttribPosition);
    if (texture != nil)
        glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
    [_currentContext presentRenderbuffer:GL_RENDERBUFFER];
    glDisable(GL_BLEND);
}
// draw the shape in the selected scene
- (void)renderInScene:(P3Scene *)theScene {
    projectionMatrix = [theScene projectionMatrix];
    modelview = GLKMatrix4Multiply(GLKMatrix4MakeTranslation(0, 0, 0), GLKMatrix4MakeRotation(0, 0, 0, 1));
    modelview = GLKMatrix4Multiply(modelview, GLKMatrix4MakeScale(scale.x, scale.y, 1));
    [self render];
}
-(void)update:(NSTimeInterval)dt {
    if(self.toDraw)
        [spriteAnimation update:dt];
}
@end
如您所见,我正在使用 Vertices 数组和基本颜色进行测试,但没有区别。OpenGL 似乎设置正确,因为glClearColor(0, 104.0/255.0, 55.0/255.0, 1.0);我的视图是绿色的 在渲染函数中。
这里是 pastebin 上的文件:
以及创建 ogl 程序的经理
有任何想法吗 ?
编辑:也许我的着色器有问题?
顶点:
attribute vec4 Position; 
attribute vec4 SourceColor; 
varying vec4 DestinationColor; 
uniform mat4 Projection;
uniform mat4 Modelview;
attribute vec2 TexCoordIn; // New
varying vec2 TexCoordOut; // New
void main(void) { 
    DestinationColor = SourceColor; 
    gl_Position = Projection * Modelview * Position;
    TexCoordOut = TexCoordIn; // New
}
和片段:
varying lowp vec4 DestinationColor;
varying lowp vec2 TexCoordOut; // New
uniform sampler2D Texture; // New
void main(void) {
    gl_FragColor = DestinationColor * texture2D(Texture, TexCoordOut); // New
}