我正在尝试使用openGL渲染三角形,但是无论我做什么,它总是渲染为白色。这是完整的代码:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cstring>
#include<stdlib.h>
#include<string>
#include<tuple>
#include "shader_init_utils_header.h"
#include<iostream>
#include<fstream>
#include <windows.h>
using namespace std;
LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);
void DisableOpenGL(HWND, HDC, HGLRC);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wcex;
HWND hwnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
/* register window class */
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_OWNDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "GLSample";
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;
if (!RegisterClassEx(&wcex))
return 0;
/* create main window */
hwnd = CreateWindowEx(0,
"GLSample",
"OpenGL Sample",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
256,
256,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, nCmdShow);
/* enable OpenGL for the window */
EnableOpenGL(hwnd, &hDC, &hRC);
//Init Glew
glewExperimental = GL_TRUE;
glewInit();
//Create vertex array
GLfloat points[] = {
0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
//Create vbo
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
//Create vao
GLuint vao = 0;
glGenVertexArrays (1, &vao);
glBindVertexArray(vao);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
const char* vertex_shader =
"#version 430\n"
"in vec3 vp;"
"out vec4 vc;"
"void main() {"
"glPosition = vec4(vp, 1.0);"
"vc = vec4(0.5, 0.5, 0.5, 1);"
"};";
const char* fragment_shader =
"#version 430\n"
"out vec4 frag_color;"
"void main() {"
"frag_color = vec4(0.5, 0.5, 0.5, 1.0);"
"};";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint sp = glCreateProgram();
glAttachShader(sp, vs);
glAttachShader(sp, fs);
glLinkProgram(sp);
/*
std::ofstream log;
log.open("log.txt");
//Load VS and FS
string vertex_shader_s = readShaderFile("vertex_shader.glsl");
string fragment_shader_s = readShaderFile("fragment_shader.glsl");
const char* vertex_shader = vertex_shader_s.c_str();
const char* fragment_shader = fragment_shader_s.c_str();
log.close();
//Compile and link shaders
GLuint vs, fs;
tie(vs, fs) = compile_shader(vertex_shader, fragment_shader);
//Create shader program
GLuint sp = createShaderProgram(vs, fs);
*/
/* program main loop */
while (!bQuit)
{
/* check for messages */
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
/* OpenGL animation code goes here */
//glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(sp);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glPushMatrix();
//glRotatef(theta, 0.0f, 0.0f, 1.0f);
//glBegin(GL_TRIANGLES);
//glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f);
//glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f);
//glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f);
//glEnd();
//glPopMatrix();
SwapBuffers(hDC);
//theta += 1.0f;
Sleep(1);
}
}
/* shutdown OpenGL */
DisableOpenGL(hwnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow(hwnd);
return msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
{
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
void DisableOpenGL(HWND hwnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
}
有人可以指出这里有什么问题吗? 我浏览了一些在线文章,其中提到了vertex_shader和fragment_shader字符串可能是问题,所以我现在内联了他们的代码。
答案 0 :(得分:1)
顶点着色器位置输出内置变量称为gl_Position
,而不是glPosition
。注意下划线。