OS X中如何使用OpenGL 3.2 Core Profile

时间:2021-09-12 18:35:33

从OS X Lion(10.7)开始,Apple支持了对OpenGL 3.2 Core Profile的支持。不过Core Profile与Compatible相比有比较大幅度的改变。从主机端的API到OpenGL接口,再到GLSL(OpenGL Shading Language),这些方面都有些变化。

在主机端接口方面,首先,必须用<OpenGL/gl3.h>来代替原来的<OpenGL/gl.h>,这点很重要!

其次,在NSOpenGLPixelFormatAttribute对象中必须增加NSOpenGLPFAOpenGLProfile以及NSOpenGLProfileVersion3_2Core这两个属性。

在最后完成绘制后,需要调用CGL库的CGLFlushDrawable接口将所渲染的图形结果显示到视图或窗口上。

在OpenGL接口使用方面,必须使用VAO和VBO来存放顶点数据。然后,所有与固定功能流水线相关的接口都被移出,无法使用。因此这些被移除的功能只能通过Shader来实现。

在GLSL方面,必须显式地加上GLSL的版本号,并且至少为140(表示1.40),在基于Sandy Bridge的Intel HD Graphics 3000上默认为150(1.50)。然后,in、out代替了原来的attribute和varying关键字。在Fragment shader中,gl_FragColor内建变量被取消,你可以自己定义一个out变量作为最后像素的输出。

下面给出一个比较基本、简洁的代码样例:

//
// MyGLView.h
// OpenGLShaderBasic
//
// Created by Zenny Chen on 10/4/10.
// Copyright 2010 GreenGames Studio. All rights reserved.
//

#import <Cocoa/Cocoa.h>


@interface MyGLView : NSOpenGLView
{
GLuint program;

GLuint vbo, vao;
}

- (void)render;

@end
//
// MyGLView.m
// OpenGLShaderBasic
//
// Created by Zenny Chen on 10/4/10.
// Copyright 2010 GreenGames Studio. All rights reserved.
//

#import "MyGLView.h"

// 这里必须注意!<gl3.h>头文件必须被包含并取代<gl.h>,否则VAO接口会调用不正常,从而无法正确显示图形!
#import <OpenGL/gl3.h>

#define MY_PIXEL_WIDTH 128
#define MY_PIXEL_HEIGHT 128

@implementation MyGLView

// attribute index
enum
{
ATTRIB_VERTEX,

NUM_ATTRIBUTES
};


- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
GLint status;
const GLchar *source;

source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
if (!source)
{
NSLog(@"Failed to load vertex shader");
return FALSE;
}

*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);

GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
NSLog(@"Shader compile log:\n%s", log);
free(log);
}

glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0)
{
glDeleteShader(*shader);
return FALSE;
}

return TRUE;
}

- (BOOL)linkProgram:(GLuint)prog
{
GLint status;

glLinkProgram(prog);

GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}

glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0)
return FALSE;

return TRUE;
}

- (BOOL)validateProgram:(GLuint)prog
{
GLint logLength, status;

glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}

glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0)
return FALSE;

return TRUE;
}

- (BOOL)loadShaders
{
GLuint vertShader, fragShader;
NSString *vertShaderPathname, *fragShaderPathname;

// create shader program
program = glCreateProgram();

// bind attribute locations
// this needs to be done prior to linking
glBindAttribLocation(program, ATTRIB_VERTEX, "inPos");

// create and compile vertex shader
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname])
{
NSLog(@"Failed to compile vertex shader");
return FALSE;
}

// create and compile fragment shader
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname])
{
NSLog(@"Failed to compile fragment shader");
return FALSE;
}

// attach vertex shader to program
glAttachShader(program, vertShader);

// attach fragment shader to program
glAttachShader(program, fragShader);

//glBindFragDataLocationEXT(program, 0, "myOutput");

// link program
if (![self linkProgram:program])
{
NSLog(@"Failed to link program: %d", program);
return FALSE;
}

// release vertex and fragment shaders
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);

return TRUE;
}

- (id)initWithFrame:(NSRect)frameRect
{
self = [super initWithFrame:frameRect];

NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer, // 可选地,可以使用双缓冲
NSOpenGLPFAOpenGLProfile, // Must specify the 3.2 Core Profile to use OpenGL 3.2
NSOpenGLProfileVersion3_2Core,
0
};

NSOpenGLPixelFormat *pf = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];

if (!pf)
{
NSLog(@"No OpenGL pixel format");
}

NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pf shareContext:nil];

[self setPixelFormat:pf];
[pf release];

[self setOpenGLContext:context];
[context release];

return self;
}

- (void)dealloc
{
if(vbo != 0)
glDeleteFramebuffers(1, &vbo);
if(vao != 0)
glDeleteRenderbuffers(1, &vao);

[super dealloc];
}

- (void)prepareOpenGL
{
[super prepareOpenGL];

[[self openGLContext] makeCurrentContext];

// Synchronize buffer swaps with vertical refresh rate
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];

// Drawing code here.
static const GLfloat squareVertices[] = {
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f
};

// In OpenGL 3.2 core profile, vertex buffer object and vertex array object must be used!
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);

glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertices), squareVertices, GL_STATIC_DRAW);

// Update attribute values
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_VERTEX, 4, GL_FLOAT, 0, 0, (const GLvoid*)0);

// Load shaders and build the program
if(![self loadShaders])
return;

// Use shader program
glUseProgram(program);

glViewport(0, 0, MY_PIXEL_WIDTH, MY_PIXEL_HEIGHT);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
}


- (void)render
{
// render
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFlush();

CGLFlushDrawable([[self openGLContext] CGLContextObj]);
}

@end

以上两个文件是主要的使用OpenGL接口的样例头文件和源文件。在这个例子中,OpenGL的上下文基于一个视图(NSOpenGLView的子类)。

下面将给出Shader源代码:

//
// Shader.fsh
// GLSLTest
//
// Created by Zenny Chen on 4/11/10.
// Copyright GreenGames Studio 2010. All rights reserved.
//

// 在OpenGL3.2 Core Profile中,版本号必须显式地给出
#version 150

out vec4 myOutput;

void main()
{
//gl_FragColor = vec4(0.1, 0.8, 0.5, 1.0);
myOutput = vec4(0.1, 0.8, 0.5, 1.0);
}

 

//
// Shader.vsh
// GLSLTest
//
// Created by Zenny Chen on 4/11/10.
// Copyright GreenGames Studio 2010. All rights reserved.
//

// 在OpenGL3.2 Core Profile中,版本号必须显式地给出
#version 150

in vec4 inPos;

void main()
{
gl_Position = inPos;
}

下面给出AppDelegate中对MyGLView对象的具体调用。

//
// AppDelegate.h
// OpenGL4Compute
//
// Created by zenny_chen on 12-12-9.
// Copyright (c) 2012年 zenny_chen. All rights reserved.
//

#import <Cocoa/Cocoa.h>

@class MyGLView;

@interface AppDelegate : NSObject <NSApplicationDelegate>
{
MyGLView *glComputeObj;
}

@property (assign) IBOutlet NSWindow *window;

@end
//
// AppDelegate.m
// OpenGL4Compute
//
// Created by zenny_chen on 12-12-9.
// Copyright (c) 2012年 zenny_chen. All rights reserved.
//

#import "AppDelegate.h"
#import "MyGLView.h"

@implementation AppDelegate

- (void)dealloc
{
[super dealloc];
}

- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Insert code here to initialize your application
NSView *baseView = self.window.contentView;
CGSize viewSize = baseView.frame.size;

NSButton *button = [[NSButton alloc] initWithFrame:CGRectMake(20.0f, viewSize.height - 60.0f, 60.0f, 30.0f)];
[button setButtonType:NSMomentaryPushInButton];
[button setBezelStyle:NSRoundedBezelStyle];
[button setTitle:@"Show"];
[button setTarget:self];
[button setAction:@selector(computeButtonTouched:)];
[baseView addSubview:button];
[button release];

NSLog(@"The view is: %@", [self.window.contentView class]);
}

- (void)computeButtonTouched:(id)sender
{
if(glComputeObj == nil)
{
NSView *baseView = self.window.contentView;
CGSize viewSize = baseView.frame.size;
glComputeObj = [[MyGLView alloc] initWithFrame:CGRectMake((viewSize.width - 128.0f) * 0.5f, (viewSize.height - 128.0f) * 0.5f, 128.0f, 128.0f)];
[baseView addSubview:glComputeObj];
[glComputeObj release];
}

[glComputeObj performSelector:@selector(render) withObject:nil afterDelay:0.1];
}

@end


工程代码可以在以下地址获取:

http://www.cocoachina.com/bbs/read.php?tid=35895&page=1&toread=1#tpc

OpenGL3_2.zip