确定。我正在进入opengl 2.1(没有固定功能的东西)而且我遇到着色器问题。我在我的着色器上声明了我的统一变量,在我的程序中,我获得了统一的位置,并为其赋予了一个gluniform值,但它似乎不起作用。
这些是我的着色器
片段着色器: #version 120
varying float color;
void
main ()
{
gl_FragColor = vec4(color, 0, 0, 1);
}
和我的顶点着色器: #version 120
attribute vec2 position;
varying float color;
uniform float pr_color;
void
main ()
{
color = pr_color;
gl_Position = vec4(position, 0.0, 1.0);
}
这就是我将数据传递给着色器的方式:
void
display ()
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(g_program);
pos_loc = glGetAttribLocation(g_program, "position");
col_loc = glGetUniformLocation(g_program, "pr_color");
glUniform1f(col_loc, 1.0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(pos_loc);
glVertexAttribPointer(pos_loc, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, 3);
glutPostRedisplay();
glutSwapBuffers();
}
我不认为这是必需的,但无论如何,我的initgl函数
void
init ()
{
// Set clear color to black
glClearColor(0.0,0.0,0.0,0.0);
vshader = createShader(GL_VERTEX_SHADER, "vertex.glsl");
fshader = createShader(GL_FRAGMENT_SHADER, "fragment.glsl");
g_program = createProgram(vshader, fshader);
// Create vbo and send it the vertex data
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
事实是,我的着色器正在工作,如果我将颜色硬编码到片段sahder中,则绘制三角形,但如果我将颜色传递给顶点着色器,则它不起作用,三角形被绘制为黑色,这很奇怪,因为我的位置属性有效,但我的颜色均匀设置为0.正如你所看到的,我在传递统一值之前设置了useprogram()。
编辑:我将gluniform1i(col_loc,1)更改为glUniformif(col_loc,1.0)。仍然无法正常工作
编辑:我将添加我的着色器加载函数以确保问题不在着色器中
GLuint
createShader (GLenum type, char* filename)
{
GLuint shader;
// Load file
FILE* file;
file = fopen(filename, "r");
if (file == NULL)
{
printf("Error reading file \n");
}
// Get Length
fseek(file, 0, SEEK_END);
long length = ftell(file);
fseek(file, 0, SEEK_SET);
// Get source
char* source;
source = malloc( (size_t) length + 1);
if (source == NULL)
{
printf("Error alocating space for shader\n");
}
// Read file
fread(source, 1, length, file);
// Close file
fclose(file);
source[length] = '\n';
// Create shader, attach it's source and compile it
shader = glCreateShader(type);
glShaderSource(shader, 1, (const GLchar*)&source, &length);
free(source); // Free shader source, once it's attached
glCompileShader(shader);
// Check for errors
GLint shader_status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_status);
if (!shader_status) {
fprintf(stderr, "Failed to compile %s:\n", filename);
GLint log_length;
char *log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
log = malloc(log_length);
glGetShaderInfoLog(shader, log_length, NULL, log);
fprintf(stderr, "%s", log);
free(log);
glDeleteShader(shader);
return 0;
}
return shader;
}
当着色器出现错误时,程序实际上会输出错误日志,所以我不认为错误在这里,但无论如何,这里是。
编辑:程序链接器代码
GLuint
createProgram (GLuint vertexs, GLuint fragments)
{
GLint program_ok;
// Create program and attach to shaders
GLuint program = glCreateProgram();
glAttachShader(program, vertexs);
glAttachShader(program, fragments);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
if (!program_ok) {
fprintf(stderr, "Failed to link shader program:\n");
GLint log_length;
char *log;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
log = malloc(log_length);
glGetProgramInfoLog(program, log_length, NULL, log);
fprintf(stderr, "%s", log);
free(log);
glDeleteProgram(program);
return 0;
}
return program;
}
请告诉我,如果我的着色器/程序有什么问题,我刚刚开始获得可编程管道的基础知识,现在我甚至无法渲染三角形
答案 0 :(得分:1)
您正在使用
glUniform1i(col_loc, 1);
设置
的值uniform float pr_color;
1i代表1 int。使用1f进行1次浮动。
glUniform1f(col_loc, 1.0f);
答案 1 :(得分:0)
好的,我使用了glUnifrom4fv()。我现在将vec4传递给着色器的颜色变量,它可以工作!