前言

glGetActiveUniform()函数看了官方的解释,也看了别人的一些帖子,但是基本上都没有实际的代码,没有实操总觉得隔了一层,雾里看花理解不了。下面亲自写段代码验证下这个函数。

官方文档

官方文档解释

Name

glGetActiveUniform — Returns information about an active uniform variable for the specified program object

C Specification

void glGetActiveUniform( GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);

Parameters

program

Specifies the program object to be queried.

index

Specifies the index of the uniform variable to be queried.

bufSize

Specifies the maximum number of characters OpenGL is allowed to write in the character buffer indicated by name.

length

Returns the number of characters actually written by OpenGL in the string indicated by name (excluding the null terminator) if a value other than NULL is passed.

size

Returns the size of the uniform variable.

type

Returns the data type of the uniform variable.

name

Returns a null terminated string containing the name of the uniform variable.

Description

glGetActiveUniform returns information about an active uniform variable in the program object specified by program. The number of active uniform variables can be obtained by calling glGetProgramiv with the value GL_ACTIVE_UNIFORMS. A value of zero for index selects the first active uniform variable. Permissible values for index range from zero to the number of active uniform variables minus one.

Shaders may use either built-in uniform variables, user-defined uniform variables, or both. Built-in uniform variables have a prefix of "gl_" and reference existing OpenGL state or values derived from such state (e.g., gl_DepthRange, see the OpenGL Shading Language specification for a complete list.) User-defined uniform variables have arbitrary names and obtain their values from the application through calls to glUniform. A uniform variable (either built-in or user-defined) is considered active if it is determined during the link operation that it may be accessed during program execution. Therefore, program should have previously been the target of a call to glLinkProgram, but it is not necessary for it to have been linked successfully.

The size of the character buffer required to store the longest uniform variable name in program can be obtained by calling glGetProgramiv with the value GL_ACTIVE_UNIFORM_MAX_LENGTH. This value should be used to allocate a buffer of sufficient size to store the returned uniform variable name. The size of this character buffer is passed in bufSize, and a pointer to this character buffer is passed in name.

glGetActiveUniform returns the name of the uniform variable indicated by index, storing it in the character buffer specified by name. The string returned will be null terminated. The actual number of characters written into this buffer is returned in length, and this count does not include the null termination character. If the length of the returned string is not required, a value of NULL can be passed in the length argument.

The type argument will return a pointer to the uniform variable's data type. The symbolic constants returned for uniform types are shown in the table below.

Returned Symbolic Contant Shader Uniform Type
GL_FLOAT float
GL_FLOAT_VEC2 vec2
GL_FLOAT_VEC3 vec3
GL_FLOAT_VEC4 vec4
GL_INT int
GL_INT_VEC2 ivec2
GL_INT_VEC3 ivec3
GL_INT_VEC4 ivec4
GL_UNSIGNED_INT unsigned int
GL_UNSIGNED_INT_VEC2 uvec2
GL_UNSIGNED_INT_VEC3 uvec3
GL_UNSIGNED_INT_VEC4 uvec4
GL_BOOL bool
GL_BOOL_VEC2 bvec2
GL_BOOL_VEC3 bvec3
GL_BOOL_VEC4 bvec4
GL_FLOAT_MAT2 mat2
GL_FLOAT_MAT3 mat3
GL_FLOAT_MAT4 mat4
GL_FLOAT_MAT2x3 mat2x3
GL_FLOAT_MAT2x4 mat2x4
GL_FLOAT_MAT3x2 mat3x2
GL_FLOAT_MAT3x4 mat3x4
GL_FLOAT_MAT4x2 mat4x2
GL_FLOAT_MAT4x3 mat4x3
GL_SAMPLER_2D sampler2D
GL_SAMPLER_3D sampler3D
GL_SAMPLER_CUBE samplerCube
GL_SAMPLER_2D_SHADOW sampler2DShadow
GL_SAMPLER_2D_ARRAY sampler2DArray
GL_SAMPLER_2D_ARRAY_SHADOW sampler2DArrayShadow
GL_SAMPLER_2D_MULTISAMPLE sampler2DMS
GL_SAMPLER_2D_MULTISAMPLE_ARRAY sampler2DMSArray
GL_SAMPLER_CUBE_SHADOW samplerCubeShadow
GL_SAMPLER_CUBE_MAP_ARRAY samplerCubeArray
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW samplerCubeArrayShadow
GL_SAMPLER_BUFFER samplerBuffer
GL_INT_SAMPLER_2D isampler2D
GL_INT_SAMPLER_3D isampler3D
GL_INT_SAMPLER_CUBE isamplerCube
GL_INT_SAMPLER_2D_ARRAY isampler2DArray
GL_INT_SAMPLER_2D_MULTISAMPLE isampler2DMS
GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY isampler2DMSArray
GL_INT_SAMPLER_CUBE_MAP_ARRAY isamplerCubeArray
GL_INT_SAMPLER_BUFFER isamplerBuffer
GL_UNSIGNED_INT_SAMPLER_2D usampler2D
GL_UNSIGNED_INT_SAMPLER_3D usampler3D
GL_UNSIGNED_INT_SAMPLER_CUBE usamplerCube
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY usampler2DArray
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE usampler2DMS
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY usampler2DMSArray
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY usamplerCubeArray
GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer
GL_IMAGE_2D image2D
GL_IMAGE_3D image3D
GL_IMAGE_CUBE imageCube
GL_IMAGE_2D_ARRAY image2DArray
GL_IMAGE_CUBE_MAP_ARRAY imageCubeArray
GL_IMAGE_BUFFER imageBuffer
GL_INT_IMAGE_2D iimage2D
GL_INT_IMAGE_3D iimage3D
GL_INT_IMAGE_CUBE iimageCube
GL_INT_IMAGE_2D_ARRAY iimage2DArray
GL_INT_IMAGE_CUBE_MAP_ARRAY iimageCubeArray
GL_INT_IMAGE_BUFFER iimageBuffer
GL_UNSIGNED_INT_IMAGE_2D uimage2D
GL_UNSIGNED_INT_IMAGE_3D uimage3D
GL_UNSIGNED_INT_IMAGE_CUBE uimageCube
GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray
GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY uimageCubeArray
GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer
GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint

If one or more elements of an array are active, the name of the array is returned in name, the type is returned in type, and the size parameter returns the highest array element index used, plus one, as determined by the compiler and/or linker. Only one active uniform variable will be reported for a uniform array. If the active uniform is an array, the uniform name returned in name will always be the name of the uniform array appended with "[0]".

Uniform variables that are declared as structures or arrays of structures will not be returned directly by this function. Instead, each of these uniform variables will be reduced to its fundamental components containing the "." and "[]" operators such that each of the names is valid as an argument to glGetUniformLocation. Each of these reduced uniform variables is counted as one active uniform variable and is assigned an index. A valid name cannot be a structure, an array of structures, or a subcomponent of a vector or matrix.

The size of the uniform variable will be returned in size. Uniform variables other than arrays will have a size of 1. Structures and arrays of structures will be reduced as described earlier, such that each of the names returned will be a data type in the earlier list. If this reduction results in an array, the size returned will be as described for uniform arrays; otherwise, the size returned will be 1.

The list of active uniform variables may include both built-in uniform variables (which begin with the prefix "gl_") as well as user-defined uniform variable names.

This function will return as much information as it can about the specified active uniform variable. If no information is available, length will be 0, and name will be an empty string. This situation could occur if this function is called after a link operation that failed. If an error occurs, the return values lengthsizetype, and name will be unmodified.

Errors

GL_INVALID_VALUE is generated if program is not a value generated by OpenGL.

GL_INVALID_OPERATION is generated if program is not a program object.

GL_INVALID_VALUE is generated if index is greater than or equal to the number of active uniform variables in program.

GL_INVALID_VALUE is generated if bufSize is less than 0.

Associated Gets

glGet with argument GL_MAX_VERTEX_UNIFORM_COMPONENTSGL_MAX_FRAGMENT_UNIFORM_COMPONENTSGL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, or GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS.

glGetProgramiv with argument GL_ACTIVE_UNIFORMS or GL_ACTIVE_UNIFORM_MAX_LENGTH.

glIsProgram

API Version Support

OpenGL ES API Version
Function Name 2.0 3.0 3.1 3.2
glGetActiveUniform

See Also

glGetUniform, glGetUniformLocation, glLinkProgram, glUniform, glUseProgram

Copyright

Copyright © 2003-2005 3Dlabs Inc. Ltd. Copyright © 2010-2015 Khronos Group This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.

中文翻译

这里感谢

flycatdeng

flycatdeng的翻译

名称

glGetActiveUniform - 返回有关活动统一变量的信息

C规范

void glGetActiveUniform(GLuint program,

GLuint index,

GLsizei bufSize,

GLsizei *length,

GLint *size,

GLenum *type,

GLchar *name);

参数

program

指定要查询的程序对象。

index

指定要查询的统一变量的索引。

bufSize

指定允许OpenGL在由name指示的字符缓冲区中写入的最大字符数。

length

如果传递NULL以外的值,则返回由name指示的字符串中的OpenGL实际写入的字符数(不包括空终止符)。

size

返回统一变量的大小。

type

返回统一变量的数据类型。

name

返回包含统一变量名称的以null结尾的字符串。

描述

glGetActiveUniform返回有关程序指定的程序对象中的活动统一变量的信息。可以通过使用值GL_ACTIVE_UNIFORMS调用glGetProgramiv来获得活动的统一变量的数量。索引的值为0的是选择第一个活动的统一变量。索引的允许值范围从0到活动统一变量的数量减1。

着色器可以使用内置的统一变量,用户定义的统一变量或两者。内置的统一变量具有前缀“gl_”并且引用现有的OpenGL状态或从这种状态导出的值(例如,gl_DepthRange)。用户定义的统一变量具有任意名称,并通过调用glUniform从应用程序获取它们的值。如果在链接操作期间确定可以在程序执行期间访问它,则统一变量(内置或用户定义)被认为是活动的。因此,程序之前应该是调用glLinkProgram的目标,但它没有必要成功链接。

在程序中存储最长的统一变量名所需的字符缓冲区的大小可以通过调用值为GL_ACTIVE_UNIFORM_MAX_LENGTH的glGetProgramiv来获得。此值应用于分配足够大小的缓冲区来存储返回的统一变量名称。该字符缓冲区的大小在bufSize中传递,并且在该名称中传递指向该字符缓冲区的指针。

glGetActiveUniform返回由index指示的统一变量的名称,将其存储在name指定的字符缓冲区中。返回的字符串将以null结尾。写入此缓冲区的实际字符数以长度形式返回,并且此计数不包括空终止字符。如果不需要返回字符串的长度,则可以在length参数中传递NULL值。

type参数将返回指向统一变量数据类型的指针。可以返回符号常数GL_FLOATGL_FLOAT_VEC2GL_FLOAT_VEC3GL_FLOAT_VEC4GL_INT_GLEC_VEC2GL_INT_VEC3GL_INT_VEC4GL_BOOLGL_BOOL_VEC2GL_BOOL_VEC3GL_BOOL_VEC4GL_FLOAT_MAT2GL_FLOAT_MAT3GL_FLOAT_MAT4GL_SAMPLER_2DGL_SAMPLER_CUBE

如果数组的一个或多个元素处于活动状态,则在name中返回数组的名称,类型以type返回,并且size参数返回使用的最高数组元素索引加上1,具体由编译器确定和/或链接器。对于统一阵列,仅报告一个活动的统一变量。

声明为结构或结构数组的统一变量不会由此函数直接返回。相反,这些统一变量中的每一个都将被简化为包含“.”和“[]”运算符的基本组成部分,使得每个名称作为glGetUniformLocation的参数有效。

统一变量的大小将以size返回。除数组之外的统一变量将具有1的维度大小。结构和结构数组将如前所述减少,使得返回的每个名称将是先前列表中的数据类型。

活动统一变量列表可以包括内置的统一变量(以前缀“gl_”开头)以及用户定义的统一变量名称。

此函数将返回尽可能多的有关指定的活动统一变量的信息。如果没有可用信息,则length为0,name为空字符串(如果在失败的链接操作后调用此函数,则可能发生这种情况)。如果发生错误,则返回值lengthsizetypename将不会被修改。

错误

GL_INVALID_VALUEprogram不是OpenGL生成的值。

GL_INVALID_OPERATIONprogram不是程序对象。

GL_INVALID_VALUEindex>=程序中活动统一变量的数量。

GL_INVALID_VALUEbufSize<0

相关Gets

glGet 参数GL_MAX_VERTEX_UNIFORM_VECTORSGL_MAX_FRAGMENT_UNIFORM_VECTORS

glGetProgramiv 参数GL_ACTIVE_UNIFORMSGL_ACTIVE_UNIFORM_MAX_LENGTH

glIsProgram

另见

glGetActiveAttrib,glGetUniform,glGetUniformLocation,glLinkProgram,glUniform,glUseProgram

版权

https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glGetActiveUniform.xml

https://blog.csdn.net/flycatdeng

Copyright © 1991-2006 Silicon Graphics, Inc.本文档的许可是根据SGI Free Software B License.详见http://oss.sgi.com/projects/FreeB/.

代码

//
//    Demonstrates drawing multiple objects in a single draw call with
//    geometry instancing
//#include "esUtil.h"
#include <stdlib.h>
#include <math.h>//随机种子
#ifdef _WIN32
#define srandom srand
#define random  rand
#endif//函数功能:找到uniform统一变量的位置
//glGetUniformLocation()//函数功能:加载uniform统一变量值
//glUniform1f()
//glUniformMatrix4fv()#define NUM_INSTANCES                 100
#define POSITION_LOC                    0
#define COLOR_LOC                       1
#define MVP_LOC                         2typedef struct
{// Handle to a program objectGLuint programObject;// VBOsGLuint positionVBO;GLuint colorVBO;GLuint mvpVBO;GLuint indicesIBO;// Number of indicesint    numIndices;// Rotation angleGLfloat angle[NUM_INSTANCES];
}UserData;void test(ESContext* esContext)
{UserData* userData = esContext->userData;GLint maxUniformLen;GLint numUniforms;char* uniformName;GLint index;glGetProgramiv(userData->programObject, GL_ACTIVE_UNIFORMS, &numUniforms);glGetProgramiv(userData->programObject, GL_ACTIVE_UNIFORM_MAX_LENGTH,&maxUniformLen);uniformName = malloc(sizeof(char) * maxUniformLen);for (index = 0; index < numUniforms; index++){GLint size;GLenum type;GLint location;// Get the uniform infoglGetActiveUniform(userData->programObject, index, maxUniformLen, NULL,&size, &type, uniformName);// Get the uniform locationlocation = glGetUniformLocation(userData->programObject, uniformName);switch (type){case GL_FLOAT://break;case GL_FLOAT_VEC2://break;case GL_FLOAT_VEC3://break;case GL_FLOAT_VEC4://break;case GL_INT://break;// ... Check for all the types ...default:// Unknown typebreak;}}
}// 打印日志信息
void PrintLogMessage(ESContext* esContext, const char* msg)
{UserData* userData = esContext->userData;//GLint infoLen = GL_INFO_LOG_LENGTH;GLint infoLen = 512;char* infoLog = malloc(sizeof(char) * 512);glGetProgramInfoLog(userData->programObject, infoLen, &infoLen, infoLog);GLint headLen = strlen("Invoke ");strcpy_s(infoLog, headLen + 3, "Invoke ");  //这里长度必须+1,要覆盖'\0',否则越界,vs2019边界检查更严格/********* (1)src和dest所指内存区域不可以重叠且dest必须有足够的空间来容纳src的字符串。/*********(2)strcat返回值有什么作用? 链式传递:strcat(a, strcat(b, c));/********* 最重要的是,strcat函数不检查这些。*********///strcat(infoLog, "Invoke ");//strcat_s(infoLog, msg, strlen(msg)+1);int strMsgSize = strlen(msg);int strInfoSize = strlen(infoLog);//注意!!!strcat_s()第二个参数的大小是 src+des+1总和大小,+1是'\0'的大小int retStatue = strcat_s(infoLog, strMsgSize + strInfoSize + 1, msg);esLogMessage(" failed:Error message:%s\n", infoLog);free(infoLog);
}///
// Initialize the shader and program object
//
int Init(ESContext* esContext)
{GLfloat* positions = NULL;GLuint* indices = NULL;UserData* userData = esContext->userData;const char vShaderStr[] ="#version 300 es                             \n""layout(location = 0) in vec4 a_position;    \n""layout(location = 1) in vec4 a_color;       \n""layout(location = 2) in mat4 a_mvpMatrix;   \n""out vec4 v_color;                           \n""void main()                                 \n""{                                           \n""   v_color = a_color;                       \n""   gl_Position = a_mvpMatrix * a_position;  \n""}                                           \n";const char fShaderStr[] ="#version 300 es                                \n""precision mediump float;                       \n""in vec4 v_color;                               \n""layout(location = 0) out vec4 outColor;        \n""void main()                                    \n""{                                              \n""  outColor = v_color;                          \n""}                                              \n";// Load the shaders and get a linked program objectuserData->programObject = esLoadProgram(vShaderStr, fShaderStr);// Generate the vertex data//这里暂时没有用到法线和纹理坐标这2个参数:所以第一个normal是NULL,第二个texCoords是NULLuserData->numIndices = esGenCube(0.1f, &positions, NULL, NULL, &indices);// Index buffer objectglGenBuffers(1, &userData->indicesIBO);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, userData->indicesIBO);//glGetActiveUniform(userData->programObject, 0, NULL, NULL, )/****** 功能:更新/修改uniform统一变量缓冲区中的统一变量数据* **************/glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * userData->numIndices,indices, GL_STATIC_DRAW);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);//这里为什么要释放局部指针变量,函数调用完成会释放2次?free(indices);// Position VBO for cube modelglGenBuffers(1, &userData->positionVBO);glBindBuffer(GL_ARRAY_BUFFER, userData->positionVBO);//立方体是6个面,每个面4个顶点,所以是6*4=24,为什么还要*3 ????glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat) * 3, positions, GL_STATIC_DRAW);//这里没有恢复到默认绑定状态//glBindBuffer(GL_ARRAY_BUFFER, 0);free(positions);// Random color for each instance{GLubyte colors[NUM_INSTANCES][4];int instance;srandom(0);for (instance = 0; instance < NUM_INSTANCES; instance++){colors[instance][0] = random() % 255;//colors[NUM_INSTANCES][0] = random() % 255;colors[instance][1] = random() % 255;//colors[NUM_INSTANCES][1] = random() % 255;colors[instance][2] = random() % 255;//colors[NUM_INSTANCES][2] = random() % 255;//最后一个alpha值colors[instance][3] = 0;//colors[instance][3] = 0;//colors[NUM_INSTANCES][3] = random() % 255;}glGenBuffers(1, &userData->colorVBO);glBindBuffer(GL_ARRAY_BUFFER, userData->colorVBO);//glBufferData(GL_ARRAY_BUFFER, sizeof(GLubyte) * NUM_INSTANCES * 4, colors, GL_STATIC_DRAW);GLint gluByteSize = sizeof(GLubyte);glBufferData(GL_ARRAY_BUFFER, sizeof(GLubyte) * NUM_INSTANCES * 4, colors, GL_STATIC_DRAW);}// Allocate storage to store MVP per instance{int instance;// Random angle for each instance, compute the MVP laterfor (instance = 0; instance < NUM_INSTANCES; instance++){userData->angle[instance] = (float)(random() % 32768) / 32767.0f * 360;}glGenBuffers(1, &userData->mvpVBO);glBindBuffer(GL_ARRAY_BUFFER, userData->mvpVBO);//这里参数为什么是NULL:为实例化存储数据到存储区的指针,如果为NULL,说明不需要拷贝数据glBufferData(GL_ARRAY_BUFFER, sizeof(ESMatrix) * NUM_INSTANCES, NULL, GL_DYNAMIC_DRAW);}//恢复到默认绑定状态glBindBuffer(GL_ARRAY_BUFFER, 0);glClearColor(1.0f, 0.0f, 1.0f, 1.0f);return GL_TRUE;
}///
// Update MVP matrix based on time
//
void Updata(ESContext* esContext, float deltaTime)
{UserData* userData = esContext->userData;ESMatrix* matrixBuf;ESMatrix  perspective;float     aspect;int          instance = 0;int       numRows = 0;int        numColumns = 0;// Compute the window aspect ratioaspect = (GLfloat)esContext->width / (float)esContext->height;// Generate a perspective matrix with a 60 degree FOV//esMatrixLoadIdentity(matrixBuf);esMatrixLoadIdentity(&perspective);esPerspective(&perspective, 45.0f, aspect, 1.0f, 20.0f);glBindBuffer(GL_ARRAY_BUFFER, userData->mvpVBO);/****** 功能:将缓冲区对象数据存储映射到应用程序的地址空间,这个指针供应用程序使用,/****** 以读取和更新缓冲区对象的内容。他可以代替**************//****** glBufferData或者glBufferSubData函数,以减少程序内存占用     ********//****** 返回值:返回请求的缓冲区数据存储范围的指针    ********//****** GL_MAP_READ_BIT:表示返回的指针可用于读取缓冲区对象数据。*       如果指针用于查询排除此标志的映射,则不会产生GL错误,*       但结果是未定义的,并且可能发生系统错误(可能包括程序终止)。/****** GL_MAP_WRITE_BIT:表示返回的指针可用于修改缓冲区对象数据。/*      如果指针用于修改一个排除此标志的映射,则不会产生GL错误,/*      但结果是未定义的,并且可能发生系统错误(可能包括程序终止)。* ********/matrixBuf = glMapBufferRange(GL_ARRAY_BUFFER, 0,sizeof(ESMatrix) * NUM_INSTANCES,GL_MAP_WRITE_BIT);// Compute a per-instance MVP that translates and rotates each instance differentlynumRows = (int)sqrtf(NUM_INSTANCES);numColumns = numRows;for (instance = 0; instance < NUM_INSTANCES; instance++){ESMatrix modelView;float translateX = ((float)(instance % numRows) / (float)(numRows)) * 2.0f - 1.0f;float translateY = ((float)(instance / numColumns) / (float)(numColumns)) * 2.0f - 1.0f;// Generate a model view matrix to rotate/translate the cubeesMatrixLoadIdentity(&modelView);// Per-instance translationesTranslate(&modelView, translateX, translateY, -2.0f);// Compute a rotation angle based on time to rotate the cubeuserData->angle[instance] += (deltaTime * 40.0f);if (userData->angle[instance] >= 360.0f){userData->angle[instance] -= 360.0f;}// Rotate the cubeesRotate(&modelView, userData->angle[instance], 1.0f, 0.0f, 1.0f);// Compute the final MVP by multiplying the// modeler's and perspective matrices together//matrixBuf[instance]:乘积,modelView:被乘数,perspective:乘数esMatrixMultiply(&matrixBuf[instance], &modelView, &perspective);}// 指示更新已经完成和释放映射的指针glUnmapBuffer(GL_ARRAY_BUFFER);
}///
// Draw a triangle using the shader pair created in Init()
//
void Draw(ESContext* esContext)
{UserData* userData = esContext->userData;GLfloat* indices;// Set the viewportglViewport(0, 0, esContext->width, esContext->height);// Clear the color bufferglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Use the program objectglUseProgram(userData->programObject);// Load the vertex positionglBindBuffer(GL_ARRAY_BUFFER, userData->positionVBO);glVertexAttribPointer(POSITION_LOC, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat),(GLvoid*)NULL);glEnableVertexAttribArray(POSITION_LOC);// Load the instance color bufferglBindBuffer(GL_ARRAY_BUFFER, userData->colorVBO);//为什么不用glBufferData(),因为在Init()初始化时调用过了//glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(GLfloat) * NUM_INSTANCES, indices, GL_DYNAMIC_DRAW);//把最后一个参数变成(GLvoid*)(3 * sizeof(GLint)颜色更好看glVertexAttribPointer(COLOR_LOC, 4, GL_UNSIGNED_BYTE, GL_TRUE,4 * sizeof(GLubyte),(GLvoid*)(3 * sizeof(GLint)));//最后一个参数为什么是NULL/*glVertexAttribPointer(COLOR_LOC, 4, GL_UNSIGNED_BYTE, GL_FLOAT, GL_FALSE,4 * sizeof(GLubyte), (GLvoid*)(NULL));*/glEnableVertexAttribArray(COLOR_LOC);/****** 功能:访问每个实例的颜色数据/****** 参数:COLOR_LOC:指定顶点颜色属性索引/****** 参数:1:指定COLOR_LOC索引位置的通用颜色属性更新之间传递的是实例数量*       如果divisor=0:默认情况下,如果没有指定,或者顶点属性的divisor等于0,*       对每个顶点将读取一次顶点属性;*       如果divisor=1:则每个图元实例颜色属性读取一次顶点属性******/glVertexAttribDivisor(COLOR_LOC, 1);// Load the instance MVP bufferglBindBuffer(GL_ARRAY_BUFFER, userData->mvpVBO);// Load each matrix row of the MVP.  Each row gets an increasing attribute location.glVertexAttribPointer(MVP_LOC + 0, 4, GL_FLOAT, GL_FALSE,sizeof(ESMatrix), (GLvoid*)NULL);glVertexAttribPointer(MVP_LOC + 1, 4, GL_FLOAT, GL_FALSE,sizeof(ESMatrix), (GLvoid*)(4 * sizeof(GLfloat)));glVertexAttribPointer(MVP_LOC + 2, 4, GL_FLOAT, GL_FALSE,sizeof(ESMatrix), (GLvoid*)(8 * sizeof(float)));glVertexAttribPointer(MVP_LOC + 3, 4, GL_FLOAT, GL_FALSE,sizeof(ESMatrix), (GLvoid*)(12 * sizeof(GLfloat)));glEnableVertexAttribArray(MVP_LOC + 0);glEnableVertexAttribArray(MVP_LOC + 1);glEnableVertexAttribArray(MVP_LOC + 2);glEnableVertexAttribArray(MVP_LOC + 3);/****** 功能:访问每个实例的颜色数据/****** 参数:MVP_LOC:指定模型视图投影矩阵(modelViewProjectionMatrix)位置属性索引/****** 参数:1:指定MVP_LOC索引位置的通用颜色属性更新之间传递的是实例数量*       如果divisor=0:默认情况下,如果没有指定,或者顶点属性的divisor等于0,*       对每个顶点将读取一次顶点属性;*       如果divisor=1:则每个图元实例颜色属性读取一次顶点属性*       One MVP per instance******/glVertexAttribDivisor(MVP_LOC + 0, 1);glVertexAttribDivisor(MVP_LOC + 1, 1);glVertexAttribDivisor(MVP_LOC + 2, 1);glVertexAttribDivisor(MVP_LOC + 3, 1);// Bind the index buffer  索引缓冲区对象glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, userData->indicesIBO);// Draw the cubesglDrawElementsInstanced(GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_INT,NULL, NUM_INSTANCES);
}///
// Cleanup
//
void Shutdown(ESContext* esContext)
{UserData* userData = esContext->userData;glDeleteBuffers(1, &userData->positionVBO);glDeleteBuffers(1, &userData->colorVBO);glDeleteBuffers(1, &userData->mvpVBO);glDeleteBuffers(1, &userData->indicesIBO);// Delete program objectglDeleteProgram(userData->programObject);
}int esMain(ESContext* esContext)
{esContext->userData = malloc(sizeof(UserData));GLboolean createWindowStatue = esCreateWindow(esContext, "openGLESExample_7_Instancing", 800, 600, ES_WINDOW_RGB);if (GL_FALSE == createWindowStatue){PrintLogMessage(esContext, "esCreateWindow");return GL_FALSE;}if (!Init(esContext)){PrintLogMessage(esContext, "Init");return GL_FALSE;}esRegisterShutdownFunc(esContext, Shutdown);esRegisterUpdateFunc(esContext, Updata);esRegisterDrawFunc(esContext, Draw);return GL_TRUE;
}

程序运行效果

稍微修改202行的代码,让透明度也随机

运行效果如下

工程源码下载

GLES3.0中文API-glGetActiveUniform详解相关推荐

  1. openGL API glUniformMatrix4fv详解

    openGL API glUniformMatrix4fv详解 文章目录 openGL API glUniformMatrix4fv详解 官网 翻译 1.函数原型 2.参数列表: 3.描述: 4.描述 ...

  2. openGL API glProgramUniform详解

    openGL API glProgramUniform详解 前言 一.官方文档 二.翻译 例子 运行结果 代码下载 前言 openGL API 之glProgramUniform详解 一.官方文档 g ...

  3. python中文编码-python中文编码与json中文输出问题详解

    前言 python2.x版本的字符编码有时让人很头疼,遇到问题,网上方法可以解决错误,但对原理还是一知半解,本文主要介绍 python 中字符串处理的原理,附带解决 json 文件输出时,显示中文而非 ...

  4. 最全的jquery datatables api 使用详解

    https://www.cnblogs.com/amoniyibeizi/p/4548111.html 最全的jquery datatables api 使用详解 学习可参考:http://www.g ...

  5. android ble蓝牙接收不到数据_Android蓝牙4.0 Ble读写数据详解 -2

    Android蓝牙4.0 Ble读写数据详解 -2 上一篇说了如何扫描与链接蓝牙 这篇文章讲讲与蓝牙的数据传输,与一些踩到的坑. 先介绍一款调试工具,专门调试Ble蓝牙的app.名字叫:nRF-Con ...

  6. ETCD v3 restful api 使用详解

    ETCD v3 restful api 使用详解 网上已经有很多关于v2接口的使用了,类型下面的请求方式,本文就主要讲解v3版本的restful api的使用方式. //V2版本curl http:/ ...

  7. mysql压缩包安装教程8.0.19,win10安装zip版MySQL8.0.19的教程详解

    win10安装zip版MySQL8.0.19的教程详解 一. 下载后解压到想安装的目录 二. 在安装目录中添加配置文件my.ini [mysqld] # 设置3306端口 port=3306 # 设置 ...

  8. android Camera2 API使用详解

    原文:android Camera2 API使用详解 由于最近需要使用相机拍照等功能,鉴于老旧的相机API问题多多,而且新的设备都是基于安卓5.0以上的,于是本人决定研究一下安卓5.0新引入的Came ...

  9. marlin2.0.5.4配置详解——个人记录

    marlin2.0.5.4配置详解--个人记录 串口波特率 主板类型 挤出机数量 混色打印 温度传感器 最大温度 挤出机保护 双轴联动结构 限位开关上拉 限位开关信号 电机使能信号 禁用电机 电机运动 ...

  10. c 语言获取系统时间并打印机,C获取打印机状态API函数详解.docx

    C获取打印机状态API函数详解 using System;using System.Collections.Generic;using System.ComponentModel;using Syst ...

最新文章

  1. sixth week:third work
  2. 安装bashee-1-1.2.1.tar.bz2多媒体播放器时的出错问题
  3. 《白日梦想家》观后感
  4. FCKeidtor的toolbarset的设置
  5. 阻塞和非阻塞队列下两种生产者消费者实现
  6. matlab gui教程 计算器,matlab gui编写的计算器程序
  7. MVC数据验证原理及自定义ModelValidatorProvider实现无编译修改验证规则和错误信息...
  8. Mac下的winscp替代者 FileZilla
  9. 联想大数据“双拳”出击另有深意
  10. Ubuntu 显卡风扇调节问题 Unable to locate/open X configuration file. No package ‘xorg-server‘ found
  11. 这里是Python爬虫的起点,抢占资源啦(Python学习教程)
  12. elementUI表格无数据设置
  13. UE4-第一课:开关门基础
  14. 营在微博:企业微博营销实战宝典
  15. STM32F103RCT6 基于STM32Cube_FW_F1_V1.8.0库建立工程模板
  16. 世界历史———俄国历史
  17. 如何快速构建PLC数据采集系统,为您的设备装一个“黑匣子”?
  18. mysql 全盘扫描_mysql explain 正常,但是实际上是全盘扫描
  19. 4.3 C语言的高级用法以及易错点
  20. java随机yujie_植物大战僵尸简单版教程java版

热门文章

  1. 6.18当前,品牌商一定要监测好这些价格
  2. 特斯拉背后的电池系统Megapack
  3. 离散化(保序 / 非保序)
  4. pku1222(高斯消元1)
  5. Flutter学习资料集合(开发必备)
  6. log4j2日志滚动和定期清理
  7. 2022高压电工考试题库及在线模拟考试
  8. php积极心理学交流学习网站 毕业设计源码100623
  9. 学习笔记:【VALSE短教程】《Adversarial Attack and Defense》
  10. java 利用反映射_Java-反射的理解与使用-(原创)