我正在使用GLEW用于现代OpenGL功能,而GLFW用于窗口。我正在尝试绘制一个三角形,但是编译和运行有些错误,但是没有绘制三角形,我只看到黑屏和鼠标。 这是我的代码:
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <glew.h>
#include <GLFW\glfw3.h>
#include <glm\glm.hpp>
const GLchar* vertexSource =
"#version 150 core\n"
"in ver2 position;"
"void main(){"
" gl_Position = vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource =
"#version 150 core\n"
"out vec4 outColor;"
"void main(){"
" outColor = vec4(1.0, 1.0, 1.0, 1.0);"
"}";
int main(){
//GLFW init:
if (!glfwInit()){
fprintf(stderr, "Failed to init GLFW");
glfwTerminate();
}
//Hints:
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
//Creating window:
GLFWwindow* window = glfwCreateWindow(800, 600, "Engine", glfwGetPrimaryMonitor(), nullptr);
glfwMakeContextCurrent(window);
//Glew initialize:
glewExperimental = GL_TRUE;
glewInit();
//Create vertex array object:
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//Create vertex buffer object:
GLuint vbo;
glGenBuffers(1, &vbo);
//Our triangle data:
GLfloat vertices[] = {
0.0f, 0.5f, //Vertex 1 (X, Y)
0.5f, -0.5f, //Vertex 2 (X, Y)
-0.5f, -0.5f //Vertex 3 (X, Y)
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//Create and compile the vertex shader:
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
//Create and compile the fragment shader:
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
//Creating shaders program:
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
//The loop:
while (!glfwWindowShouldClose(window)){
//Escape key:
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS){
glfwSetWindowShouldClose(window, GL_TRUE);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
答案 0 :(得分:3)
"in ver2 position;"
^^^^
ver2
是什么?我怀疑你的GLSL编译器是否也知道。
尝试vec2
并检查着色器编译/链接状态/日志:
struct Program
{
static GLuint Load( const char* vert, const char* geom, const char* frag )
{
GLuint prog = glCreateProgram();
if( vert ) AttachShader( prog, GL_VERTEX_SHADER, vert );
if( geom ) AttachShader( prog, GL_GEOMETRY_SHADER, geom );
if( frag ) AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 15 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
exit( -1 );
}
static void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};
答案 1 :(得分:0)
您不需要使用glBindFragDataLocation
,而是在片段着色器中写入gl_FragColor
:
const GLchar* fragmentSource =
"#version 150 core\n"
"void main(){"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);"
"}";
否则您需要使用glDrawBuffers