我正在尝试使用我写的着色器使用OpenGL绘制一个立方体,我可以看到形状但没有颜色。
#define EDGE_LENGTH 0.6
enum VertexAttrib
{
ATTRIB_VERTEX = 0, ATTRIB_COLOR
};
int main()
{
GLfloat cubeAttribs[] =
{
-EDGE_LENGTH / 2, EDGE_LENGTH / 2, -EDGE_LENGTH / 2, // 0 front left top vertex
1.0f, 0.0f, 0.0f, // red
-EDGE_LENGTH / 2, -EDGE_LENGTH / 2, -EDGE_LENGTH / 2, // 1 front left bottom vertex
1.0f, 1.0f, 0.0f, // yellow
EDGE_LENGTH / 2, -EDGE_LENGTH / 2, -EDGE_LENGTH / 2, // 2 front right bottom vertex
0.0f, 1.0f, 0.0f, // green
EDGE_LENGTH / 2, EDGE_LENGTH / 2, -EDGE_LENGTH / 2, // 3 front right top vertex
0.0f, 0.0f, 1.0f, // blue
EDGE_LENGTH / 2, EDGE_LENGTH / 2, EDGE_LENGTH / 2, // 4 back right top vertex
1.0f, 0.0f, 1.0f, // purple
EDGE_LENGTH / 2, -EDGE_LENGTH / 2, EDGE_LENGTH / 2, // 5 back right bottom vertex
1.0f, 0.5f, 0.2f, // orange
-EDGE_LENGTH / 2, -EDGE_LENGTH / 2, EDGE_LENGTH / 2, // 6 back left bottom vertex
1.0f, 1.0f, 1.0f, // white
-EDGE_LENGTH / 2, EDGE_LENGTH / 2, EDGE_LENGTH / 2, // 7 back left top vertex
0.0f, 1.0f, 1.0f // cyan
};
GLushort cubeIndices[] =
{
0, 1, 2, 3, // front face
3, 2, 5, 4, // right face
4, 5, 6, 7, // back face
7, 6, 1, 0, // left face
0, 3, 4, 7, // top face
6, 5, 2, 1 // bottom face
};
/* create window and make GL contex */
... ...
/* create shader program and use the program */
... ...
GLuint vertexArrayObject;
GLuint vertexBufferObject;
GLuint indexBuffer;
/* create vertex array object and bind to it */
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
/* create vertex buffer object */
glGenBuffers(1, &vertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
/* enable Attributes */
glEnableVertexAttribArray(ATTRIB_VERTEX);
glEnableVertexAttribArray(ATTRIB_COLOR);
/* send vertex position and color data to graphic card memory */
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeAttribs), cubeAttribs, GL_STREAM_DRAW);
glVertexAttribPointer( ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (const GLvoid *)0 );
glVertexAttribPointer( ATTRIB_COLOR, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (const GLvoid *) ( 3 * sizeof(GLfloat) ) );
/* create index buffer object */
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
/* send index data to graphic card memory */
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STREAM_DRAW);
/* bind to the VAO */
glBindVertexArray(vertexArrayObject);
while ( !glfwWindowShouldClose(window) )
{
glClearColor(0.0f, 0.5f, 1.0f, 1.0f); CHECK_GL_ERROR
glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR
/* draw the cube */
glDrawElements(GL_QUADS, 4 * 6, GL_UNSIGNED_SHORT, (const GLvoid *)0); CHECK_GL_ERROR
glFlush();
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
着色器相当简单。
顶点着色器:
#version 440
layout(location = 0) in vec4 vertexPos;
layout(location = 1) in vec3 vertexColor;
smooth out vec3 vColor;
void main()
{
gl_Position = vertexPos;
vColor = vertexColor;
}
片段着色器:
#version 440
smooth in vec3 vColor;
out vec3 outColor;
void main()
{
outColor = vColor;
}
程序编译并运行,我看到蓝色背景和后方,但没有颜色。我错过了什么?
以前我写过我的“第一个三角形”,它不是基于索引的渲染,它使用glDrawArrays进行渲染,颜色看起来很完美。着色器和程序结构几乎相同,我试图找到差异,但不知道。
答案 0 :(得分:1)
您正在使用自定义片段输出,您已告诉OpenGL。如果没有它,如果使用兼容性配置文件,它希望片段颜色通过特殊的内置变量gl_FragColor
发出。但是使用核心配置文件,您需要使用glBindFragDataLocation将片段着色器输出与renderbuffer目标相关联。在大多数情况下,您只有一个渲染目标0
。所以在你的情况下创建程序对象后调用
glBindFragDataLocation(program, 0, "outColor");