[英]OpenGL won't draw a triangle, followed exact format
I was able to get to the point where it creates a window and everything is fine, but when I attempt to make a Triangle, it wouldn't show up. 我能够到达创建一个窗口的位置,一切都很好,但是当我尝试制作一个三角形时,它不会显示出来。
I've created a buffer and bind it and also made my shader, so I don't understand why it wouldn't work. 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。
I am using MacOSX and Xcode. 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 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"\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;
}
A couple things: 几件事:
Call glfwInit()
before calling glfwWindowHint()
. 在调用
glfwInit()
之前,先调用glfwWindowHint()
。 Otherwise it won't have any effect and you'll (probably) end up with a Compatibility context instead of the Core context you were asking for. 否则它将不会有任何效果,并且(可能)您最终会获得一个Compatibility上下文,而不是您想要的Core上下文 。
If you set an error callback : 如果设置错误回调 :
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; ...
...you can see GLFW error stream caused by calling (most) GLFW functions before glfwInit()
: ...您可以看到由于在
glfwInit()
之前调用(大多数) GLFW函数而导致的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
Vertex Array Objects (VAOs) aren't optional in Core contexts. 顶点数组对象(VAO)在Core上下文中不是可选的。
Create & bind a VAO before trying to enable/set vertex attributes & drawing: 在尝试启用/设置顶点属性和绘图之前,创建并绑定VAO:
... GLuint vao = 0; glGenVertexArrays( 1, &vao ); glBindVertexArray( vao ); glEnableVertexAttribArray(0); ...
All together: 全部一起:
#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 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"\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;
}
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