我正在关注an OpenGL tutorial并且到了我应该将颜色数据传递到顶点着色器的点,但我得到的只是一个黑色立方体。我知道片段着色器从顶点着色器获取颜色,因为我测试了它将颜色vec3设置为1,0,0并且它有效。
图形驱动程序:Nvidia 388.13
OpenGL版本:4.3
绘制多维数据集:
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
/*--------------------------------------------------------------------------------------------------*/
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f, // triangle 1 : begin
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, // triangle 1 : end
1.0f, 1.0f,-1.0f, // triangle 2 : begin
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f, // triangle 2 : end
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
/*--------------------------------------------------------------------------------------------------*/
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 12*3);
glDisableVertexAttribArray(0);
/*--------------------------------------------------------------------------------------------------*/
static const GLfloat g_color_buffer_data[] = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
/*--------------------------------------------------------------------------------------------------*/
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
/*--------------------------------------------------------------------------------------------------*/
mat4 Projection = perspective(radians(45.0f), (float)4 / (float)3, 0.1f, 100.0f);
mat4 View = lookAt(
vec3(x_Pos, y_Pos, z_Pos),
vec3(0, 0, 0), // looks at the origin
vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down)
);
mat4 Model = mat4((float)scale);
mat4 mvp = Projection * View * Model;
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp[0][0]);
主循环:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) z_Pos -= 1;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) z_Pos += 1;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) y_Pos += 1;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) y_Pos -= 1;
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) scale += 0.01f;
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS && scale - 0.01f > 0) scale -= 0.01f;
glUseProgram(programID);
draw_Cube(x_Pos, y_Pos, z_Pos, scale, programID);
glfwSwapBuffers(window);
glfwPollEvents();
顶点着色器:
#version 430 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
out vec3 fragmentColor;
uniform mat4 MVP;
void main() {
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
fragmentColor = vertexColor;
}
片段着色器:
#version 430 core
in vec3 fragmentColor;
out vec3 color;
void main(){
color = fragmentColor;
}
最小
主循环:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw_Cube(x_Pos, y_Pos, z_Pos, scale, programID);
glfwSwapBuffers(window);
glfwPollEvents();
绘制多维数据集:
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f, // triangle 1 : begin
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, // triangle 1 : end
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 12*3);
glDisableVertexAttribArray(0);
static const GLfloat g_color_buffer_data[] = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
};
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
mat4 Projection = perspective(radians(45.0f), (float)4 / (float)3, 0.1f, 100.0f);
mat4 View = lookAt(
vec3(4, 3, 3),
vec3(0, 0, 0), // looks at the origin
vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down)
);
mat4 Model = mat4(1.0f);
mat4 mvp = Projection * View * Model;
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp[0][0]);
我认为我无法从着色器中移除。