我正在尝试制作一个使用 NDK 和 JNI 在 Android Studio 中绘制图像的应用程序,以使用 OpenGL ES 调用 C++ 代码。我已经阅读了如何在 OpenGL 中执行此操作的教程:https ://learnopengl.com/#!Getting-started/ Textures,它使用 GLSL 330 核心。但是,Android 模拟器不支持 OpenGL ES 3.0(请注意此链接: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“布局”、“输入”和“输出”。我应该如何编辑它们以便它们可以在#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 来获取顶点着色器中变量的位置,而不是使用 layout(location=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);