我应该在屏幕上显示两个正方形,但是当我运行它时,我看到的只是一个虚无的屏幕。
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
struct Shaderprogramsource
{
std::string VertexSouce;
std::string FragmentSource;
};
static Shaderprogramsource Parseshader(const std::string& filepath)
{
std::ifstream stream(filepath);
enum class Shadertype
{
VERTEX = 0,
FRAGMENT = 1,
NONE = 5
};
std::string line;
std::stringstream ss[3];
Shadertype type = Shadertype::NONE;
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos)
{
if (line.find("vertex") != std::string::npos)
type = Shadertype::VERTEX;
else if (line.find("fragment") != std::string::npos)
type = Shadertype::FRAGMENT;
}
else
{
ss[(int)type] << line << "\n";
}
}
return Shaderprogramsource{ ss[0].str(), ss[1].str() };
}
static int CompileShader(unsigned int type, const std::string& Source)
{
unsigned int id = glCreateShader(type);
const char* src = Source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << message;
return 0;
}
return id;
}
static unsigned int CreateShader(
const std::string& Vertexshader,
const std::string& Fragmentshader)
{
unsigned int program = glCreateProgram();
unsigned int vertex = CompileShader(GL_VERTEX_SHADER, Vertexshader);
unsigned int fragment = CompileShader(GL_FRAGMENT_SHADER, Fragmentshader);
glAttachShader(program, vertex);
glAttachShader(program, fragment);
glLinkProgram(program);
glValidateProgram(program);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(800, 800, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (GLEW_OK == glewInit())
{
}
float vertices[] = { -0.1, -0.1,
0.1, -0.1,
0.1, 0.1,
-0.1, 0.1 };
float vertices2[] = { -0.1,0.1,
0.1, 0.1,
0.1, 0.3,
-0.1, 0.3 };
unsigned int indices[] = {
0, 1, 2,
2, 3, 0
};
unsigned int vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
unsigned int vao2;
glGenVertexArrays(1, &vao2);
glBindVertexArray(vao2);
unsigned int buffer1;
unsigned int vbo;
glGenBuffers(1, &buffer1);
glBindBuffer(GL_ARRAY_BUFFER, buffer1);
glBufferData(GL_ARRAY_BUFFER, 4 * 2 * sizeof(float), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
Shaderprogramsource source = Parseshader("res/shaders/Basic.Shader");
unsigned int shader =
CreateShader(source.VertexSouce, source.FragmentSource);
glUseProgram(shader);
int location = glGetUniformLocation(shader, "Color_u");
if (location > -1) {
glUniform4f(location, 0.8f, 0.0f, 0.0f, 1.0f);
}
std::cout << source.VertexSouce;
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader);
glBindBuffer(GL_ARRAY_BUFFER, vao);
glBindBuffer(GL_ARRAY_BUFFER, vao2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glUseProgram(shader);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
着色器:
#shader vertex
#version 330 core
layout(location = 0) in vec3 position;
void main()
{
gl_Position = vec4(position.x, position.y, position.z, 1.0);
};
#shader fragment
#version 330 core
layout(location = 0) out vec4 color;
uniform vec4 Color_u;
void main()
{
color = Color_u;
};
答案 0 :(得分:0)
各种各样的“ wonk-a-donk”:
var userInput = prompt('Which fruit would you like?');
var fruitList = ["banana", 'strawberries', "mango"];
let newItem = false;
for (let i = 0; i < fruitList.length; i++) {
if (userInput == fruitList[i]) {
newItem = false;
alert("Sorry, we are out of " + userInput);
} else {
newItem = true;
}
}
if (newItem) {
let userFruit = document.createElement('li');
userFruit.innerHTML = userInput
let fruits = document.getElementById('list');
fruits.appendChild(userFruit);
}
指令之外的其他内容开头,则<ul id="list">
</ul>
会中断,因为Parseshader()
设置为5,并且#shader
索引+赋值将执行在3元素NONE
数组的末尾。将ss[(int)type]
放到ss
。NONE
)中只有一个顶点属性,但您正在尝试设置2
。这根本不是VAO的工作方式 。 VAO从来没有成为0
的有效参数。插入,绑定VAO,然后设置顶点属性绑定/布局:
1
然后,当您要绘制时,您可以重新绑定VAO并立即绘制,跳过所有glBindBuffer()
/ unsigned int vao1 = 0;
glGenVertexArrays(1, &vao1);
glBindVertexArray(vao1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBindBuffer(GL_ARRAY_BUFFER, buffer1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
/ glBindBuffer()
设置。
一起:
glVertexAttribPointer()