我是OpenGL新手,我想用我的着色器在屏幕上绘制一个简单的三角形。我设置了缓冲区并编写了一个着色器,但是它似乎不起作用。它显示白色屏幕,我尝试使用glGenBuffer更改glCreateBuffer并将屏幕切换为黑屏。我想在一个名为createAndCompileShader(...)的函数中创建和编译着色器,缓冲区是在main函数中定义的。

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <iostream>

static unsigned int createAndCompileShader(const char* vertexShader, const char* fragmentShader) {

    unsigned int fragmentShaderr = glCreateShader(GL_FRAGMENT_SHADER);
    unsigned int vertexShaderr = glCreateShader(GL_VERTEX_SHADER);

    glShaderSource(vertexShaderr, 1, &vertexShader, NULL);
    glShaderSource(fragmentShaderr, 1, &fragmentShader, NULL);

    glCompileShader(vertexShaderr);
    glCompileShader(fragmentShaderr);

    unsigned int program = glCreateProgram();

    glAttachShader(program, vertexShaderr);
    glAttachShader(program, fragmentShaderr);
    glLinkProgram(program);


    return program;
}


int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    float vertexPositions[6] = {
             -0.5, -0.5,
             0.0, 0.5,
             0.5, -0.5
    };


    const char* vertexShader = "#version 330 core\n"
        "layout(location = 0) in vec4 position;\n"
        "void main()\n"
        "{\n"
        "gl_Position = position;\n"
        "}\n";

    const char* fragementShader = "#version 330 core\n"
        "layout(location = 0) in vec4 position;\n"
        "void main()\n"
        "{\n"
        "color = vec4(1.0, 0.0, 0.0, 1.0);\n"
        "}\n";

    unsigned int program = createAndCompileShader(vertexShader, fragementShader);

    glUseProgram(program);

    unsigned int buffer;

    glGenBuffers(1, &buffer);
    //glCreateBuffers(1, &buffer);
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertexPositions, GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2 , 0);


    //std::string vertexShader;
    //std::string fragmentShader;

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);


        glDrawArrays(GL_TRIANGLES, 0 ,3);

        /*glBegin(GL_TRIANGLES);
        glVertex2f(-0.5, -0.5);
        glVertex2f( 0.0, 0.5);
        glVertex2f( 0.5, -0.5);
        glEnd();*/

        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    glDeleteProgram(program);

    glfwTerminate();
    return 0;
}


最佳答案

GLSL 3.30中未提供片段着色器输入布局位置限定符。您必须切换到GLSL 4.10或删除片段着色器中的布局位置:layout(location = 0) in vec4 position;

in vec4 position;
此外,您错过了片段着色器输出color的规范。
#version 330 core
in vec4 position;
out vec4 color;
void main()
{
    color = vec4(1.0, 0.0, 0.0, 1.0);
}
我建议使用Raw string liters:
const char* fragementShader = R"(#version 330 core
in vec4 position;
out vec4 color;
void main()
{
    color = vec4(1.0, 0.0, 0.0, 1.0);
})";
检查着色器编译是否成功以及程序对象是否成功链接。
如果可以成功通过着色器 glGetShaderiv 和参数GL_COMPILE_STATUS检查着色器的编译。
如果程序链接成功,可以通过 glGetProgramiv 和参数GL_LINK_STATUS进行检查。
(请参阅this问题的答案。)

如果使用核心配置文件OpenGL上下文,则默认的Vertex Array Object无效。创建一个命名的VAO:
unsigned int VAO;
glCreateVertexArrays(1, &VAO);
glBindVertexArray(VAO);

unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertexPositions, GL_STATIC_DRAW);

glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2 , 0);

GLEW必须由glewInit()初始化。参见Initializing GLEW:
glfwMakeContextCurrent(window);
glewInit();

关于c++ - 白屏(OpenGL),我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/64514393/

10-11 22:36
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