¡Esta es una revisión vieja del documento!
glDrawArrays is basically “draw this contiguous range of vertices, using the data I gave you earlier”.
With glDrawElements, you pass in buffer containing the indices of the vertices you want to draw.
and integers
You can address components in a vec4 type in the following ways:
represent points or normals.
represent colors.
represent texture coordinates.
vec3 position; position.x = 1.0f; vec4 color; color.r = 1.0f; vec2 texcoord; texcoord.s = 1.0f;
There are these operators:
++ -- + - ! * / < > <= >= == !== && ^^ || = += -= *= /=
And the next flow control statements:
for(Initial counter value;
Expression to be evaluated;
Counter increment/decrement value)
if (Expression to evaluate)
{
// Statement to execute if expression is true
}
else
{
// Statement to execute if expression is false
}
while( Expression to evaluate )
{
// Statement to be executed
}
if (Expression to evaluate )
{
// Statements to execute
}
==== Built-in functions ====
* **float radians(float degrees)**: Converts degrees to radians and returns radians
* **float degrees(float radians)**: Converts radians to degrees and returns degrees
* **float sin(float angle)**: Returns the sine of an angle measured in radians
* **float cos(float angle)**: Returns the cosine of an angle measured in radians
* **float tan(float angle)**: Returns the tangent of an angle measured in radians
* **float asin(float x)**: Returns the angle whose sine is x
* **float acos(float x)**: Returns the angle whose cosine is x
* **float atan(float y, float x)**: Returns the angle whose tangent is specified by the slope y/x
* **float atan(float slope)**: Returns the angle whose tangent is slope
* **float abs(float x)**: Returns the absolute value of x
* **float length(vec3 x)**: Returns the length of vector x
* **float distance(vec3 point0, vec3 point1)**: Returns the distance between point0 and point1
* **float dot(vec3 x, vec3 y)**: Returns the dot product between two vectors x and y
* **vec3 cross(vec3 x, vec3 y)**: Returns the cross product of two vectors x and y
* **vec3 normalize(vec3 x)**: Normalizes the vector to a length of 1 and then returns it
* **float pow(float x, float y)**: Calculates x to the power of y and return it
* **float min(float x, float y)**: Returns the minimum value between x and y
* **float max(float x, float y)**: Returns the maximum value between x and y
==== Storage qualifiers ====
* Const: The const qualifier specifies a compile time constant or a read-only function parameter.
* Attribute: The attribute qualifier specifies a linkage between a vertex shader and the main OpenGL ES 2.0 program for per-vertex data. Some examples of the types of variables where the attribute qualifier can be used are vertex position, vertex textures, and vertex normal.
* Uniform: The uniform qualifier specifies that the value does not change across the primitive being processed. Uniform variables form the linkage between a vertex or fragment shader and the main OpenGL ES 2.0 application. Some examples of variables where the uniform qualifier would be appropriate are lighting values, material values, and matrices.
* Varying: The varying qualifier specifies a variable that occurs both in the vertex shader and fragment shader. This creates the linkage between a vertex shader and fragment shader for interpolated data. These are usually values for the diffuse and the specular lighting that will be passed from the vertex shader to the fragment shader. Texture coordinates, if present, are also varying. The values of the diffuse and specular lighting, as well as textures, are interpolated or “varying” across the object the shader is rendering. Some examples of varying variables are the vertex texture coordinate, the diffuse color of the vertex, and the specular color of the vertex.
<code>
Const int NumberLights = 3;
attribute vec3 aPosition;
attribute vec2 aTextureCoord;
attribute vec3 aNormal;
uniform vec3 uLightAmbient;
uniform vec3 uLightDiffuse;
uniform vec3 uLightSpecular;
varying vec2 vTextureCoord;
varying float vDiffuse;
varying float vSpecular;
gl_PointSize = 10.0;
gl_FragColor = vec4(1,0,0,1);