OpenGL不会绘制三角形,遵循确切的格式

OpenGL won't draw a triangle, followed exact format

本文关键字:格式 绘制 三角形 OpenGL      更新时间:2023-10-16

我能够达到它创建一个窗口并且一切都很好,但是当我尝试制作三角形时,它不会出现。

我创建了一个缓冲区并绑定了它,还制作了我的着色器,所以我不明白为什么它不起作用。

我正在使用MacOSX和Xcode。

#include <iostream>
using namespace std;
//GLEW
#define GLEW_STATIC
#include <GL/glew.h>
//GLFW
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;

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)
{
    //glfwInit();

    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);
    glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );
    GLFWwindow * window;
    if (!glfwInit())
        return -1;
    window = glfwCreateWindow( WIDTH, HEIGHT, "Learn OpenGL", NULL, NULL);
    int screenWidth, screenHeight;
    glfwGetFramebufferSize( window, &screenWidth, & screenHeight);
    if (!window)
    {
        cout << "Failed to create" << endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent( window );
    glewExperimental = GL_TRUE;
    if ( glewInit() != GLEW_OK )
    {
        cout << "Failed to Initialize Glew" << endl;
        return -1;
    }
    glViewport ( 0, 0, screenWidth, screenHeight);
    //vertex buffer
    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, (sizeof(float)*2), 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"
    "void main()n"
    "{n"
    "   color = vec4(1.0, 0.0, 0.0, 1.0);n"
    "}n";
    unsigned int shader = CreateShader(vertexShader, fragmentShader);
    glUseProgram(shader);
    while ( !glfwWindowShouldClose ( window ))
    {
        glClearColor(0.2f, 0.3F, 0.3, 1.0f);
        glClear( GL_COLOR_BUFFER_BIT );

        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers( window );
        glfwPollEvents();
    }
    glfwTerminate( );
    return 0;
}

几件事:

  1. 在呼叫glfwWindowHint()之前先呼叫glfwInit()。 否则,它不会产生任何影响,并且您(可能(最终会得到兼容性上下文,而不是您要求的核心上下文。

    如果设置了错误回调:

    int main(void)
    {
        glfwSetErrorCallback( []( int, const char* str )
        {
            std::cerr << "GLFW error: " << str << std::endl;
        });
        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);
        glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );
        if (!glfwInit())
            return -1;
    ...
    

    。您可以看到在glfwInit()之前调用(大多数(GLFW 函数引起的 GLFW 错误流:

    GLFW error: The GLFW library is not initialized
    GLFW error: The GLFW library is not initialized
    GLFW error: The GLFW library is not initialized
    GLFW error: The GLFW library is not initialized
    GLFW error: The GLFW library is not initialized
    
  2. 顶点数组对象 (VAO( 在核心上下文中不是可选的。

    在尝试启用/设置顶点属性和绘制之前创建并绑定 VAO:

    ...
    GLuint vao = 0;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );
    glEnableVertexAttribArray(0);
    ...
    

一起:

#include <iostream>
using namespace std;
//GLEW
#define GLEW_STATIC
#include <GL/glew.h>
//GLFW
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;

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)
{
    if (!glfwInit())
        return -1;
    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);
    glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );
    GLFWwindow * window;
    window = glfwCreateWindow( WIDTH, HEIGHT, "Learn OpenGL", NULL, NULL);
    int screenWidth, screenHeight;
    glfwGetFramebufferSize( window, &screenWidth, & screenHeight);
    if (!window)
    {
        cout << "Failed to create" << endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent( window );
    glewExperimental = GL_TRUE;
    if ( glewInit() != GLEW_OK )
    {
        cout << "Failed to Initialize Glew" << endl;
        return -1;
    }
    glViewport ( 0, 0, screenWidth, screenHeight);
    //vertex buffer
    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);
    GLuint vao = 0;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, (sizeof(float)*2), 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"
    "void main()n"
    "{n"
    "   color = vec4(1.0, 0.0, 0.0, 1.0);n"
    "}n";
    unsigned int shader = CreateShader(vertexShader, fragmentShader);
    glUseProgram(shader);
    while ( !glfwWindowShouldClose ( window ))
    {
        glClearColor(0.2f, 0.3F, 0.3, 1.0f);
        glClear( GL_COLOR_BUFFER_BIT );

        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers( window );
        glfwPollEvents();
    }
    glfwTerminate( );
    return 0;
}