我正在编写我的程序,用纹理绘制四边形。这是我的代码:
#include <stdio.h>
#include <stdlib.h>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <SOIL.h>
#include <math.h>
extern const char* VertexShaderCode;
extern const char* FragmentShaderCode;
int main()
{
glfwInit();
glewInit();
//initialize glew
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
int width = 1920, height = 1080;
glViewport(0, 0, width, height);
GLFWwindow* window = glfwCreateWindow(width, height, "Opengl program", NULL, NULL);
glfwGetFramebufferSize(window, &width, &height);
if (!window)
{
printf("Someting is wrong with window");
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
printf("Something is wrong with glew");
}
/*GLfloat vertecies[] = {
0.75f, 0.75f, 0.0f, //0
0.75f, -0.75f, 0.0f, //1
-0.75f, -0.75f, 0.0f, //2
-0.75f, 0.75f, 0.0f, //3
0.5f, 0.5f, 0.0f, //0
0.5f, -0.5f, 0.0f, //1
-0.5f, -0.5f, 0.0f, //2
-0.5f, 0.5f, 0.0f, //3
};
GLuint index[] =
{
0,4,1,
4,1,5,
5,1,2,
6,2,5,
2,6,3,
6,7,3,
3,7,4,
3,4,0
};*/
GLfloat vertecies[] = {
//vertices colors
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
GLuint index[] =
{
0,1,3,
1,2,3
};
GLfloat texCoords[] = {
0.0f, 0.0f, // Lower-left corner
1.0f, 0.0f, // Lower-right corner
0.5f, 1.0f // Top-center corner
};
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int widthText, heightText;
unsigned char* image = SOIL_load_image("container.jpg", &widthText, &heightText, 0, SOIL_LOAD_RGB);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, widthText, heightText, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GLuint EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(index), index, GL_STATIC_DRAW);
GLuint VAO;
glGenVertexArrays(1, &VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertecies), vertecies, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(index), index, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
const char* adapter[1];
GLuint vertexShaderID;
vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
adapter[0] = VertexShaderCode;
glShaderSource(vertexShaderID, 1, adapter, 0);
glCompileShader(vertexShaderID);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShaderID, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED %s\n", infoLog);
}
//declare fragment shader
GLuint fragmentShaderID;
//create fragment shader
fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
//set fragment shader source
adapter[0] = FragmentShaderCode;
glShaderSource(fragmentShaderID, 1, adapter, 0);
//compile fragment shader
glCompileShader(fragmentShaderID);
//declare a shader program
GLuint shaderProgram;
shaderProgram = glCreateProgram();
//attach haders to the program
glAttachShader(shaderProgram, vertexShaderID);
glAttachShader(shaderProgram, fragmentShaderID);
//link program
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
//rendering
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
//glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//glDisableClientState(GL_VERTEX_ARRAY);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
顶点属性数组未将纹理顶点输入设置为我的第三个输入。任何人都可以看到,为什么我做错了?哦,这是我的着色器代码:
const char* VertexShaderCode =
"#version 330 core\r\n"
""
"layout(location=0) in vec3 position;"
"layout(location=1) in vec3 color;"
"layout(location=2) in vec2 textCoord;"
""
"out vec2 TextCoord;"
""
""
"out vec3 theColor;"
""
"void main()"
"{"
" gl_Position = vec4(position, 1.0);"
" theColor = color;"
" TextCoord = textCoord;"
"}";
const char* FragmentShaderCode =
"#version 330 core\r\n"
""
"in vec3 theColor;"
"in vec2 TexCoord;"
""
"uniform sampler2D ourTexture;"
""
""
""
"out vec4 color;"
""
"void main()"
"{"
" color = texture(ourTexture, TexCoord);"
"}";
帮助。
答案 0 :(得分:2)
变量在顶点着色器中称为out vec2 TextCoord
,但在片段着色器中称为in vec2 TexCoord;
(请注意顶点着色器中的附加t)。
您只检查顶点着色器的编译状态,但不检查片段着色器的编译状态或程序的链接状态。