在OpenGL中打印一个红色三角形
printing a red triangle in openGL
我有以下代码,并且正在尝试使用OpenGl glew ect打印一个红色三角形。该程序构建并显示一个三角形,但是它仅在我拖动窗口时显示一个三角形,而三角形则显示为白色而不是红色。不确定如何解决此问题。以下是我的代码的副本(我在Xcode中运行)。
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
static unsigned 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 << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << "shader" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
std::cout << "Error!" << std::endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
std::string vertexShader =
"#version 330 coren"
"n"
"layout(location = 0) in vec4 position;n"
"n"
"void main()n"
"{n"
" gl_Position = position;n"
"}n";
std::string fragmentShader =
"#version 330 coren"
"n"
"layout(location = 0) out vec4 color;n"
"n"
"void main()n"
"{n"
" color = vec4(1.0, 0.0, 0.0, 1.0);n"
"}n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
我正在使用Xcode,并且有2个问题:1.三角形正在打印白色2.三角形仅在我拖动窗口
时出现我尝试调试,但无法弄清楚这些问题。
,如果您想要的是GL 2.1:
- 通过
GLFW_OPENGL_PROFILE
,GLFW_CONTEXT_VERSION_MAJOR
和GLFW_CONTEXT_VERSION_MINOR
请求版本的核心上下文;它应该满足或超过您在着色器中指定的#version
- 特别是对于MacOS,您需要一个前兼派的上下文;将
GLFW_OPENGL_FORWARD_COMPAT
设置为GL_TRUE
- 核心上下文需要一个顶点数组对象(VAO)才能绘制 notings ;对于简单的东西,您可以摆脱创建一个单个的东西,然后将其绑定到
一起:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <vector>
#include <iostream>
#include <cstdarg>
struct Program
{
static GLuint Load( const char* shader, ... )
{
GLuint prog = glCreateProgram();
va_list args;
va_start( args, shader );
while( shader )
{
const GLenum type = va_arg( args, GLenum );
AttachShader( prog, type, shader );
shader = va_arg( args, const char* );
}
va_end( args );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 15 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
std::exit( EXIT_FAILURE );
}
static void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};
const char* vert = 1 + R"GLSL(
#version 330 core
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
};
)GLSL";
const char* frag = 1 + R"GLSL(
#version 330 core
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
)GLSL";
int main(void)
{
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
GLFWwindow* window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
std::cout << "Error!" << std::endl;
GLuint vao = 0;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
float positions[6] =
{
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
GLuint shader = Program::Load( vert, GL_VERTEX_SHADER, frag, GL_FRAGMENT_SHADER, NULL );
glUseProgram(shader);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
您的问题可能是在顶点着色器中在这里,您定义了VEC4,但是您正在从Glvertexattribpointer()函数中发送VEC2。尝试发送VEC4或在Vertex着色器
中尝试此操作std::string vertexShader =
"#version 330 coren"
"n"
"layout(location = 0) in vec2 position;n"
"n"
"void main()n"
"{n"
" gl_Position = vec4(position, 0, 1);n"
"}n";
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