如何使用GLFW修复黑屏

时间:2014-05-09 13:52:42

标签: c++ opengl

我正在使用GLEW和GLFW。我的程序成功构建,但是当它运行时,我得到的只是一个黑屏。我知道这不是着色器代码的问题,因为我已经在QT中测试了installShaders函数并且它工作得很好,所以我假设我错误地使用了GLFW。

#include <stdio.h>
#include <stdlib.h>
#include <GL\glew.h>
#include <GLFW\glfw3.h>

GLFWwindow* window;

extern const char* vertexShaderCode;
extern const char* fragmentShaderCode;

void sendDataToOpenGL()
{
    GLfloat verts[] = 
{
    +0.0f, +1.0f,
    +1.0f, +0.0f, +0.0f, 
    -1.0f, -1.0f,
    +1.0f, +0.0f, +0.0f,
    +1.0f, -1.0f,
    +1.0f, +0.0f, +0.0f,
};
GLuint vertexBufferID;
glGenBuffers(1, &vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (char*)(sizeof(float) * 2));

GLushort indices[] = { 0,1,2 };
GLuint indexBufferID;
glGenBuffers(1, &indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}

void installShaders()
{
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

const char* adapter[1]; 
adapter[0] = vertexShaderCode;
glShaderSource(vertexShaderID, 1, adapter, 0);
adapter[0] = fragmentShaderCode;
glShaderSource(fragmentShaderID, 1, adapter, 0);

glCompileShader(vertexShaderID);
glCompileShader(fragmentShaderID);

GLuint programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);

glUseProgram(programID);
}

int main( void )
{
if( !glfwInit() )
{
    fprintf( stderr, "Failed to initialize GLFW\n" );
    return -1;
}

glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

window = glfwCreateWindow( 1024, 768, "OpenGL Graphics", NULL, NULL);
if( window == NULL ){
    fprintf( stderr, "Failed to open GLFW window.\n" );
    glfwTerminate();
    return -1;
}
glfwMakeContextCurrent(window);

glewExperimental = true; 
if (glewInit() != GLEW_OK) {
    fprintf(stderr, "Failed to initialize GLEW\n");
    return -1;
}

glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);

sendDataToOpenGL();
installShaders();

do{
    glClear( GL_COLOR_BUFFER_BIT );

    glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);

    glfwSwapBuffers(window);
    glfwPollEvents();

} 
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
       glfwWindowShouldClose(window) == 0 );

glfwTerminate();

return 0;
}

1 个答案:

答案 0 :(得分:3)

您在启动代码(glfwWindowHint调用)中指定了OpenGL 3.3核心配置文件。您的代码与核心配置文件不兼容。不推荐使用顶点缓冲区和不使用顶点数组对象(VAO)绘图。在3.3规范的“E.2.2删除的功能”部分下:

  

也不推荐使用默认的顶点数组对象(名称为零)。在没有绑定缓冲区对象或没有绑定顶点数组对象时调用VertexAttribPointer将生成INVALID_OPERATION错误,在没有绑定顶点数组对象时调用任何数组绘制命令。

当你没有输出时我会经常做的第一件事是在图纸的末尾添加一个glGetError()调用。在这种情况下,您应该看到错误返回,然后可以添加其他glGetError()调用来本地化哪个OpenGL调用触发了错误。

要验证这是否是代码中的唯一问题,您可以暂时删除GLFW_OPENGL_CORE_PROFILE标记。