我写了一个简单的openGL程序在屏幕上绘制一个三角形。我已经使用 glGetError()进行了调试,现在代码中没有错误,但是当我尝试运行它时,只出现黑屏。
这是我的代码。我正在使用GLFW创建窗口。
#include<glew.h>
#include<glfw3.h>
#include<stdio.h>
int main(int argc, char ** argv)
{
glfwInit();
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);
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
float vertices[] = {
0.0f, 0.5f,
0.5f, -0.5f,
-0.5f, -0.5f
};
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const GLchar * vs =
"#version 150\n"
"in vec2 position;\n"
"void main() {\n"
"vec4 gl_Position = vec4( position , 0.0 , 1.0 );\n"
"}";
const GLchar * fs =
"#version 150\n"
"out vec4 out_color; \n"
"void main() { \n"
"out_color = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}";
GLuint vsh = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vsh, 1, &vs, NULL);
glCompileShader(vsh);
GLint status;
glGetShaderiv(vsh, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE) printf("Vertex Shader Compiled success\n");
GLuint fsh = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fsh, 1, &fs, NULL);
glCompileShader(fsh);
glGetShaderiv(fsh, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE) printf("Fragment Shader Compiled success\n");
GLuint sp = glCreateProgram();
glAttachShader(sp, vsh);
glAttachShader(sp, fsh);
glBindFragDataLocation(sp, 0, "out_color");
glBindAttribLocation(sp,1,"position");
glLinkProgram(sp);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glUseProgram(sp);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
更新 我已将问题缩小到只有一行代码
GLint pos = glGetAttribLocation(sp, "position") //sp is shader program
问题是它返回-1。我在教程中读到,如果你不使用变量,它将由编译器进行优化。我在代码中使用了位置,然后它被扔掉了。下面是我的顶点着色器。
const GLchar * vs =
"#version 150\n"
"in vec2 position;\n"
"void main() {\n"
"vec4 gl_Position = vec4( position , 0.0 , 1.0 );\n"
"}";
答案 0 :(得分:-1)
之后添加这些行 glBufferData(GL_ARRAY_BUFFER,sizeof(顶点),顶点,GL_STATIC_DRAW);
glEnableVertexAttribArray(0); glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
我的意思是使用位置0而不是1 希望这有帮助