OpenGL错误1280出现在glDrawArrays()
调用中。
当我在互联网上搜索时,我发现它可能是由无效的枚举引起的。
GL_ENUM
对我来说似乎还不错。另外,在绘制调用之前,我已经启用了着色器以及顶点数组。
屏幕上什么都没有画。
main.cpp:
#include"reader.h"
#include"window.h"
#include"shader.h"
int main() {
float vertices[] = {
-0.5f, -0.5f, 0.0f ,
0.5f, -0.5f, 0.0f ,
0.0f, 0.5f, 0.0f
};
Window window;
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
Shader shader;
shader.addShader("./src/shaders/basic.vtx",GL_VERTEX_SHADER);
shader.addShader("./src/shaders/basic.frg", GL_FRAGMENT_SHADER);
shader.compile();
shader.enable();
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,GL_STATIC_DRAW);
GLint pos_in = glGetAttribLocation(shader.getProgram(), "pos_in");
if (pos_in < 0) {
std::cout << "pos_in not found\n";
}
glVertexAttribPointer(pos_in, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(pos_in);
while (!window.closed()) {
window.update();
glDrawArrays(GL_TRIANGLES,0,3);
}
return 0;
}
shader.h:
#pragma once
#include<glad/glad.h>
#include<iostream>
#include<vector>
#include"reader.h"
class Shader {
std::vector<GLuint> shaders;
GLuint program;
public :
GLuint& getProgram() {
return program;
}
Shader() {
program = glCreateProgram();
}
void addShader(const char * path, GLenum type) {
std::string data = ShaderReader(path).read_shader();
const char * chardata = data.c_str();
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &chardata , nullptr);
glCompileShader(shader);
int success;
char buffer[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 512, NULL, buffer);
std::cout << buffer << std::endl;
return;
}
std::cout << "shader inserted into vector\n";
shaders.push_back(shader);
}
void compile(){
for (int i = 0; i != shaders.size();i++) {
glAttachShader(program, shaders[i]);
}
glLinkProgram(program);
glValidateProgram(program);
glUseProgram(program);
int status;
glGetProgramiv(program, GL_COMPILE_STATUS, &status);
char buffer[512];
if (!status) {
glGetProgramInfoLog(program,512,NULL,buffer);
std::cout << buffer << std::endl;
return;
}
std::cout << "shader compilation successful\n";
}
void enable() {
glUseProgram(program);
}
void disable() {
glUseProgram(0);
}
~Shader() {
for (int i = 0; i != shaders.size();i++) {
glDeleteShader(shaders[i]);
}
}
};
顶点着色器:
#version 400
layout (location = 0 ) in vec3 pos_in ;
void main(){
gl_Position = vec4(pos_in.x , pos_in.y , pos_in.z , 1.0f);
}
片段着色器:
#version 400
out vec4 color;
void main(){
color = vec4(0.0f, 0.5f , 0.5f , 1.0f);
}
答案 0 :(得分:3)
GL_INVALID_ENUM
错误发生在glGetProgramiv
中,其中第二个参数必须是GL_LINK_STATUS
而不是GL_COMPILE_STATUS
:
glGetProgramiv(program, GL_LINK_STATUS, &status);