使用步骤:
1:初始化GlPrograme的vert和frag [ 两种方式:createWithFilenames(一般扩展用)和createWithByteArrays(内置的可以采用)]
2:link和updateUniforms
3:GlPrograme加入到GLProgramCache缓存中
4:用program生成GLProgramState并加入缓存中
方式:GLProgramState* GLProgramStateCache::getGLProgramState(GLProgram* glprogram)
5:GLProgramState设置unifroms值
5:GLProgramState apply()
假设现在有shader_A.vert和shader_A.flag两个shader文件,用这个shader来渲染sprite控件
<span style="font-family:KaiTi_GB2312;font-size:14px;"><pre name="code" class="html"><span style="font-family:KaiTi_GB2312;font-size:18px;">local glprogram = _gLProgramCache:getGLProgram(key); if glprogram == nil then glprogram = _glProgram:createWithFilenames(shader_A.vert,shader_A.frag); glprogram:link(); glprogram:updateUniforms(); _gLProgramCache:addGLProgram(glprogram,key); end local glProgramState = _glProgramState:getOrCreateWithGLProgram(glprogram); local param1 = gl.getUniformLocation(glprogram,"color_r"); glProgramState:setUniformFloat(param1,r); local param2 = gl.getUniformLocation(glprogram,"color_g"); glProgramState:setUniformFloat(param2,g); local param3 = gl.getUniformLocation(glprogram,"color_b"); glProgramState:setUniformFloat(param3,b); sprite:setGLProgramState(glProgramState)</span></span>原文链接:https://www.f2er.com/cocos2dx/339802.html