我在使用OpenGL和C ++的项目中遇到黑屏。对于在屏幕上呈现红色三角形的地方,我需要帮助。
我尝试检查顶点和片段着色器中的错误。
#include <GL\glew.h>
#include <GL\GL.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include <string>
using namespace std;
unsigned int CreateShader(int type, const string shaderSource) {
unsigned int shader = glCreateShader(type);
const char *src = shaderSource.c_str();
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
int result;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char *message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(shader, length, &length, message);
cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex shader " : "fragment shader ") << endl;
cout << message << endl;
}
return shader;
}
unsigned int CreateProgram(const string vertexShader, const string fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CreateShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CreateShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glLinkProgram(program);
glValidateProgram(program);
return program;
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(800, 600, "window", NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
if (glewInit() != GLEW_OK) {
cout << "Glew initialization Failed! " << endl;
glfwTerminate();
return -1;
}
float positions[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
};
cout << "Made By Rial Seebran" << endl;
cout << glfwGetVersionString() << endl;
unsigned int VAO;
unsigned int VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
const string vertexShader =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main() {\n"
"gl_Position = vec4(position, 0.0f);\n"
"}\n";
const string fragmentShader =
"#version 330 core\n"
"layout (location = 0) out vec4 color;\n"
"void main() {\n"
"color = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n"
"}\n";
unsigned int program = CreateProgram(vertexShader, fragmentShader);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(VAO);
glDrawArrays(GL_ARRAY_BUFFER, 0, 3);
glBindVertexArray(0);
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
我期望在带有蓝色背景的指定坐标处绘制一个红色三角形。
答案 0 :(得分:4)
glDrawArrays
的第一个参数必须是原始类型。
它必须是GL_TRIANGLES
而不是GL_ARRAY_BUFFER
:
glDrawArrays(GL_ARRAY_BUFFER, 0, 3);
glDrawArrays(GL_TRIANGLES, 0, 3);
OpenGL枚举器常量GL_ARRAY_BUFFER
不是该参数的可接受值,并且会导致GL_INVALID_ENUM
错误(该错误可以通过glGetError
得到)。
将剪辑空间坐标转换为规范化的设备空间时,x
,y
和z
组件将除以w
组件。
这意味着必须将w
的{{1}}组件设置为1.0,而不是0.0:
gl_Position
gl_Position = vec4(position, 0.0f);
Glew可以通过gl_Position = vec4(position, 1.0);
启用其他扩展名。参见GLEW documentation,其中指出:
GLEW从图形驱动程序获取有关支持的扩展的信息。但是,实验或预发行版驱动程序可能不会通过标准机制报告所有可用扩展,在这种情况下,GLEW将报告不支持的扩展。为了避免这种情况,可以通过在调用
glewExperimental = GL_TRUE;
之前将glewExperimental
全局开关设置为GL_TRUE
来打开它,以确保所有带有有效入口点的扩展都被暴露。
glewInit()