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C ++ / OpenGL 3.3+:没有渲染顶点

[英]C++ / OpenGL 3.3+: No vertices are being rendered

I guess this is the millionth question of the same type. 我想这是同一类型的百万分之一的问题。 I am using OpenGL 3.3 Core Profile with C++ and try to render a triangle. 我在C ++中使用OpenGL 3.3 Core Profile,并尝试渲染一个三角形。

I have already read the following two pages, including typing AND copy-pasting the code that is being discussed. 我已经阅读了以下两页,包括键入和复制粘贴正在讨论的代码。 Below I posted the significant bits. 在下面,我张贴了重要的部分。 I already had a triangle being rendered, but obviously I changed some minor detail and messed it up. 我已经有一个三角形正在渲染,但是显然我更改了一些细微的细节并将其弄乱了。 GLFW and GLEW are being initialized and clearing with the glClearColor works just fine. 正在初始化GLFW和GLEW,使用glClearColor进行清除就可以了。

Frameworks in use: GLFW for windowing, GLEW and GLM. 使用的框架: 用于窗口的GLFW,GLEW和GLM。

Question: What is the error in my code and why is nothing being rendered? 问题: 我的代码中有什么错误?为什么什么都没有呈现?

Expectation: A white triangle should be visible. 期望: 白色三角形应该可见。

Result: Nothing is being rendered. 结果: 什么都没有呈现。 The window is filled with the glClearColor 窗口充满了glClearColor

Game.cpp Game.cpp

const float vertex_data[9] = {
    -1.0f, -1.0f, 0.0f,
     1.0f, -1.0f, 0.0f,
     0.0f,  1.0f, 0.0f,
};

void Game::init()
{
    shader = ShaderProgram();
    shader.attachShader(readTextFromFile("data/shaders/main.vs"), GL_VERTEX_SHADER);
    shader.attachShader(readTextFromFile("data/shaders/main.fs"), GL_FRAGMENT_SHADER);
    shader.linkProgram();

    mesh = Mesh(vertex_data);
}

void Game::render()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    shader.bind();
    {
        mesh.render();
    }
    shader.unbind();
}

Mesh.cpp 网格

uint32_t vao;
uint32_t vertex_buffer;

Mesh::Mesh(const float vertex_data[])
{
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0);
}

void Mesh::render()
{
    glBindVertexArray(vao);
    glEnableVertexAttribArray(0);
    {
        // Is this actually necessary for every draw-call?
        glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); 
        glDrawArrays(GL_TRIANGLES, 0, 3);
    }
    glDisableVertexAttribArray(0);
}

ShaderProgram.cpp ShaderProgram.cpp

uint32 id = 0;
bool linked = false;

uint32 vertex_shader = 0;
uint32 fragment_shader = 0;

ShaderProgram::~ShaderProgram()
{
    unbind();

    if (vertex_shader > 0)
    {
        glDetachShader(id, vertex_shader);
        glDeleteShader(vertex_shader);
    }

    if (fragment_shader > 0)
    {
        glDetachShader(id, fragment_shader);
        glDeleteShader(fragment_shader);
    }

    if (id > 0 && linked)
    {
        glDeleteProgram(id);
    }
}

void ShaderProgram::attachShader(std::string source, int32 type)
{
    assert(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER);
    assert(id == 0);

    const char* code = source.c_str();

    switch (type)
    {
        case GL_VERTEX_SHADER:
            assert(vertex_shader == 0);

            vertex_shader = glCreateShader(GL_VERTEX_SHADER);
            glShaderSource(vertex_shader, 1, &code, NULL);
            glCompileShader(vertex_shader);

            int32 vresult;
            glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &vresult);

            if (vresult != GL_TRUE)
            {
                int32 infolength;
                glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &infolength);

                GLchar* infolog = new GLchar[infolength + 1];
                glGetShaderInfoLog(vertex_shader, infolength + 1, NULL, infolog);

                std::stringstream ss;
                ss << "Shader compilation failed for Vertex Shader: " << infolog << std::endl;

                std::cout << ss.str() << std::endl;

                throw std::runtime_error(ss.str());
            }
            break;
        case GL_FRAGMENT_SHADER:
            assert(fragment_shader == 0);

            fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
            glShaderSource(fragment_shader, 1, &code, NULL);
            glCompileShader(fragment_shader);

            int32 fresult;
            glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &fresult);

            if (fresult != GL_TRUE)
            {
                int32 infolength;
                glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &infolength);

                int32 infosize = infolength + 1;
                GLchar* infolog = new GLchar[infosize];
                glGetShaderInfoLog(fragment_shader, infosize, NULL, infolog);

                std::stringstream ss;
                ss << "Shader compilation failed for Fragment Shader: " << infolog << std::endl;

                std::cout << ss.str() << std::endl;

                throw std::runtime_error(ss.str());
            }
            break;
        default:
            throw std::invalid_argument("Unknown Shader-Type specified");
    }
}

void ShaderProgram::linkProgram()
{
    assert(id == 0);
    assert(vertex_shader > 0);
    assert(fragment_shader > 0);

    id = glCreateProgram();

    glAttachShader(id, vertex_shader);
    glAttachShader(id, fragment_shader);

    glLinkProgram(id);

    int32 result;
    glGetProgramiv(id, GL_LINK_STATUS, &result);

    if (result != GL_TRUE)
    {
        int32 infolength;
        glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infolength);

        int32 infosize = infolength + 1;
        GLchar* infolog = new GLchar[infosize];
        glGetProgramInfoLog(id, infosize, NULL, infolog);

        std::stringstream ss;
        ss << "Shader Program Linking failed: " << infolog << std::endl;

        throw std::runtime_error(ss.str());
    }

    linked = true;
}

void ShaderProgram::bind()
{
    assert(id > 0);
    assert(linked);

    glUseProgram(id);
}

void ShaderProgram::unbind()
{
    int32 current;
    glGetIntegerv(GL_CURRENT_PROGRAM, &current);

    if (current == id)
    {
        glUseProgram(0);
    }
}

bool ShaderProgram::isLinked()
{
    return linked;
}

Vertex Shader: "main.vs" 顶点着色器:“ main.vs”

#version 330

layout(location = 0) in vec3 VertexPosition;

void main()
{
    gl_Position = vec4(VertexPosition.xyz, 1.0);
}

Fragment Shader "main.fs": 片段着色器“ main.fs”:

#version 330

out vec4 FinalColor;

void main()
{
    FinalColor = vec4(1.0, 1.0, 1.0, 1.0);
}

This line has an error: 这行有错误:

glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);

The second parameter expects the size of the array but you are passing the size of a pointer. 第二个参数期望数组的大小,但是您正在传递指针的大小。 To fix it use something like vertex count * sizeof( float ) 要解决它,请使用诸如vertex count * sizeof( float )

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