我正在尝试在iPhone上的OpenGL ES 2.0中使用顶点缓冲区对象和自定义着色器.我试图交错来自以下类型的一系列自定义结构的顶点数据:
typedef struct {
    float x,y; // Position.
    float radius;
    float colR,colG,colB,colA; // Color rgba components.
} VType; 
 位置,半径和颜色字节分别考虑顶点位置,点大小和颜色.这些的ID已初始化:
ID_ATT_Pos = 0; ID_ATT_Radius = 1; ID_ATT_Color = 2; // Note: I have also tried values of 1,2,3 but no difference.
这些的步幅在每个glVertexAttribPointer调用中指定.
意图是每个顶点在其x,y位置绘制,具有指定的颜色和半径的点数.与每个上述属性相关联的是顶点着色器属性,它们是“a_position”,“a_color”和“a_radius”.以下是顶点和片段着色器:
VertexShader.txt
attribute vec2 a_position;      
attribute vec4 a_color;     
attribute float a_radius;       
varying vec4 v_color;
void main()
{
    gl_Position = vec4(a_position,0.0,1.0);
    gl_PointSize = a_radius;
    v_color = a_color;
} 
 FragmentShader.txt
#ifdef GL_FRAGMENT_PRECISION_HIGH
    precision highp float;
#else
    precision mediump float;
#endif
void main()
{
    gl_FragColor = vec4(1.0,1.0);
} 
 我想知道顶点着色器中是否需要投影矩阵?我创建的所有点都是iPhone屏幕尺寸的2D,正如您所看到的,它们每个都在上面的顶点着色器中附加’z,w’作为’0.0,1.0′.
下面列出了使用glDrawElements设置VBO和渲染的剩余核心代码.当运行此代码时,很明显glClear已经成功,并且NSLog打印确实确认了这一点,但是视口中没有通过下面列出的DrawFrame代码绘制VType顶点.顶点坐标完全在屏幕尺寸内,例如x,y:(92,454).
请注意,以下代码中的任何未声明的变量都是类属性,并且具有适当的类型,例如’vao’是gluint,’vbos’是gluint [2],’program’是gluint程序句柄.我还遗漏了样板OpenGL设置代码,该代码已经过不同代码内部测试并显示可以工作.
加载着色器代码
-(gluint)loadShaderType:(GLenum)type From:(Nsstring*)shaderFile {
    gluint shader;
    GLint compiled;
    // Create and compile vertex shader.
    Nsstring *filepath = [[NSBundle mainBundle] pathForResource:shaderFile ofType:@"txt"];
    const GLchar *shaderSrc = (GLchar *)[[Nsstring stringWithContentsOfFile:filepath encoding:NSUTF8StringEncoding error:nil] UTF8String];
    if (!shaderSrc) {
        NSLog(@"Failed to load vertex shader");
        return 0;
    }
    // Create shader object.
    shader = glCreateShader(type);
    if (shader == 0) return 0;
    // Load shader source.
    glShaderSource(shader,1,&shaderSrc,NULL);
    // Compile shader.
    glCompileShader(shader);
    // Check compile status.
    glGetShaderiv(shader,GL_COMPILE_STATUS,&compiled);
    if (!compiled) {
        GLint infoLen = 0;
        glGetShaderiv(shader,GL_INFO_LOG_LENGTH,&infoLen);
        if (infoLen > 1) {
            char * infoLog = (char*)malloc(sizeof(char)*infoLen);
            glGetShaderInfoLog(shader,infoLen,NULL,infoLog);
            NSLog(@"Error compiling shader:\n%s\n",infoLog);
            free(infoLog);
        }
        glDeleteShader(shader);
        return 0;
    }
    return shader;
} 
 初始化代码
GLfloat screenHeight = [[UIScreen mainScreen] bounds].size.height;
GLfloat screenWidth = [[UIScreen mainScreen] bounds].size.width;
glViewport(0,screenWidth,screenHeight);
glGenVertexArraysOES(1,&vao);
glBindVertexArrayOES(vao);
// Generate buffer,bind to use Now,set initial data.
glGenBuffers(2,vbos);
glBindBuffer(GL_ARRAY_BUFFER,vbos[0]);
glBufferData(GL_ARRAY_BUFFER,vxBufSize,squidVxs,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbos[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,ixBufSize,squidIxs,GL_STATIC_DRAW);
glEnabLevertexAttribArray(ID_ATT_Pos); // Pos   
glVertexAttribPointer(ID_ATT_Pos,GL_FLOAT,GL_FALSE,sizeof(VType),BUFFER_OFFSET(0));
glEnabLevertexAttribArray(ID_ATT_Radius);// Radius
glVertexAttribPointer(ID_ATT_Radius,BUFFER_OFFSET(sizeof(float)*2));
glEnabLevertexAttribArray(ID_ATT_Color);// Color
glVertexAttribPointer(ID_ATT_Color,4,BUFFER_OFFSET(sizeof(float)*3));
gluint shaders[2];
shaders[0] = [self loadShaderType:GL_VERTEX_SHADER From:@"VertexShader"];
shaders[1] = [self loadShaderType:GL_FRAGMENT_SHADER From:@"FragmentShader"];
program = glCreateProgram();
glAttachShader(program,shaders[0]);
glAttachShader(program,shaders[1]);
glBindAttribLocation(program,ID_ATT_Pos,"a_position");
glBindAttribLocation(program,ID_ATT_Radius,"a_radius");
glBindAttribLocation(program,ID_ATT_Color,"a_color");
glLinkProgram(program);
GLint linked;
glGetProgramiv(program,GL_LINK_STATUS,&linked);
if (!linked) {
    GLint infoLen = 0;
    glGetProgramiv(program,&infoLen);
    if (infoLen > 1) {
        char* infoLog = (char*)malloc(sizeof(char)*infoLen);
        glGetProgramInfoLog(program,infoLog);
        NSLog(@"Error linking program:\n%s\n",infoLog);
        free(infoLog);
    }
    glDeleteProgram(program);
} 
 DrawFrame代码
// Note: Framebuffer swapping is taken care of before/after these // lines,and has been shown to work. glClearColor(0.33f,0.0f,0.33f,1.0f); glClear(GL_COLOR_BUFFER_BIT); gluseProgram(program); glDrawElements(GL_POINTS,numPoints,GL_UNSIGNED_SHORT,BUFFER_OFFSET(0));
如果需要任何其他信息,请告诉我,谢谢你的时间.
解决方法
编辑:我不知道OpenGL ES如何处理这个问题,但是在桌面GL(至少高达2.1)中你需要为顶点着色器调用glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)以便能够控制点大小.