我已经有了一个可以绘制纹理对象的程序。我想绘制调试行,所以我尝试复制我用于精灵绘制线的相同类型的绘制过程。我制作了一个新的片段和顶点着色器,因为线条不会被纹理化,并且具有不同的调试着色器可能很有用。
如果我尝试绘制一条线,我的系统会继续工作,但线条不会绘制。我试着为我的精灵编写类似于工作代码的代码,但很明显我错过了一些东西或犯了错误。
顶点着色器:
#version 330 core
layout (location = 0) in vec2 position;
uniform mat4 uniformView;
uniform mat4 uniformProjection;
void main()
{
gl_Position = uniformProjection * uniformView * vec4(position, 0.0f, 1.0f);
}
Fragment Shader:
#version 330 core
out vec4 color;
uniform vec4 uniformColor;
void main()
{
color = uniformColor;
}
绘图代码:
void debugDrawLine(glm::vec3 startPoint, glm::vec3 endPoint, glm::vec3 color, Shader debugShader)
{
GLint transformLocation, colorLocation;
GLfloat lineCoordinates[] = { startPoint.x, startPoint.y,
endPoint.x, endPoint.y};
GLuint vertexArray, vertexBuffer;
glLineWidth(5.0f);
glGenVertexArrays(1, &vertexArray);
glGenBuffers(1, &vertexBuffer);
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
debugShader.Use();
//Copies the Vertex data into the buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(lineCoordinates), lineCoordinates, GL_STATIC_DRAW);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
2*sizeof(GL_FLOAT), // stride
(GLvoid*)0 // array buffer offset
);
//Sends the sprite's color information in the the shader
colorLocation = glGetUniformLocation(debugShader.Program, "uniformColor");
glUniform4f(colorLocation, 1.0f, color.x, color.y, color.z);
//Activates Vertex Position Information
glEnableVertexAttribArray(0);
// Draw the line
glDrawArrays(GL_LINES, 0, 2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
答案 0 :(得分:0)
核心配置文件中不允许使用大于1的线宽。如果将大小设置为1
,是否会渲染线条