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我无法获取OpenGL程序来渲染三角形

[英]I can't get my OpenGL program to render a triangle

因此,我已经在OpenGL中编写了一个模型加载器,并且实际上加载了模型,但是由于某种原因,我无法在屏幕上看到生成的三角形。 看一下自己:

#define GLEW_STATIC

#include <GL\glew.h>    // Graphics Libraries
#include <GLFW\glfw3.h>

#include <iostream>
#include <fstream>
#include <vector>
#include <string>

int main()
{
    std::cout << "Please enter the name of the mesh file: ";
    std::string FileName;
    std::cin >> FileName;

    std::cout << "You entered: " << FileName << std::endl;

    if (!glfwInit())
    {
        std::cout << "Failed to initialize GLFW" << std::endl;
        system("Pause");
        return EXIT_FAILURE;
    }

    std::cout << "GLFW 3.0.4 Initialized" << std::endl;

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);

    GLFWwindow* Window = glfwCreateWindow(800, 600, "Window", NULL, NULL);
    glfwMakeContextCurrent(Window);

    if (Window == NULL)
    {
        std::cout << "Failed to create an OpenGL 3.3 context" << std::endl;
        system("Pause");
        return EXIT_FAILURE;
    }

    std::cout << "Created an OpenGL 3.3 context" << std::endl;

    glewExperimental = GL_TRUE; 

    if (glewInit() != GLEW_OK)
    {
        std::cout << "Failed to initialize GLEW 1.11.0" << std::endl;
        system("Pause");
        return EXIT_FAILURE;
    }

    std::ifstream FileStream(FileName);
    std::vector <float> Vertices;

    if (!FileStream)
    {
        std::cout << "An error was encountered while opening "<< FileName << std::endl;
        system("Pause");
        return EXIT_FAILURE;
    }

    float coordinateX, coordinateY, coordinateZ;
    std::string Character;

    while (!FileStream.eof())
    {
        FileStream >> Character;

        if (Character == "v")
        {
            FileStream >> coordinateX >> coordinateY >> coordinateZ;
            std::cout << "Loading in " << coordinateX << " " << coordinateY << " " << coordinateZ << std::endl;
            Vertices.push_back(coordinateX);
            Vertices.push_back(coordinateY);
            Vertices.push_back(coordinateZ);
        }

        else
        {
            std::cout << "Skipping " << Character << std::endl;
            continue;
        }
    }

    std::cout << "Loaded " << FileName << std::endl;

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    unsigned int VBO;
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(float) * Vertices.size(), &Vertices.front(), GL_STATIC_DRAW);

    unsigned int VAO;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

    const char* Vertex_Shader =
        "#version 330\n"
        "in vec3 vp;"
        "void main () {"
        "  gl_Position = vec4 (vp, 1.0);"
        "}";

    const char* Fragment_Shader =
        "#version 330\n"
        "out vec4 frag_colour;"
        "void main () {"
        "  frag_colour = vec4 (0.5, 0.0, 0.5, 1.0);"
        "}";

    unsigned int VertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(VertexShader, 1, &Vertex_Shader, NULL);
    glCompileShader(VertexShader);

    unsigned int FragmentShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(FragmentShader, 1, &Fragment_Shader, NULL);
    glCompileShader(FragmentShader);

    unsigned int Shader_Program = glCreateProgram();
    glAttachShader(Shader_Program, FragmentShader);
    glAttachShader(Shader_Program, VertexShader);
    glLinkProgram(Shader_Program);

    while (!glfwWindowShouldClose(Window))
    {

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram(Shader_Program);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, Vertices.size());

        glfwPollEvents();
        glfwSwapBuffers(Window);
    }

    return EXIT_SUCCESS;
}

并加载的文件如下:

v 0.0 0.5 0.0
v 0.5 -0.5 0.0
v -0.5 -0.5 0.0
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

const char* Vertex_Shader =
    "#version 330\n"
    "in vec3 vp;"
    "void main () {"
    "  gl_Position = vec4 (vp, 1.0);"
    "}";

不能保证按声明顺序为属性分配属性槽。

您需要(通过location限定符glBindAttribLocation() pre-link )告诉OpenGL将其放置在哪里,或询问( glGetAttribLocation()后链接 )将其放置在哪里。

此代码中至少有3个问题:

  1. 它创建两个顶点着色器对象,没有片段着色器对象。 更换:

     unsigned int FragmentShader = glCreateShader(GL_VERTEX_SHADER); 

    通过:

     unsigned int FragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 
  2. glDrawArrays()的第三个参数必须是顶点数,而此代码传入的是坐标总数。 由于此处使用每个顶点3个坐标,因此将调用更改为:

     glDrawArrays(GL_TRIANGLES, 0, Vertices.size() / 3); 
  3. 未指定顶点属性的位置。 这可以通过“意外”来解决,特别是只要只有一个属性。 但是指定位置要安全得多。 最简单的方法是将位置添加到顶点着色器的vp声明中:

     "layout(location = 0) in vec3 vp;" 
  1. 您绑定GL_ARRAY_BUFFER错误
  2. 着色器创建中存在错误
  3. 您的着色器错误

1) glBindVertexArray调用之后,只需绑定(并创建)您的GL_ARRAY_BUFFER

2)如另一个答案中所述,您的片段着色器创建错误,应显示为: unsigned int FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);

3)您理所当然地会在着色器中获得正确的属性,这是不正确的做法。 你应该是明确的,并有一个类似的布局layout(location = X) in vec3 myVec;


有几点提示:

无需在循环内重新绑定您的VAO,只需在while(!glfwWindowShouldClose(Window))之前将其绑定。 您的着色器程序也是如此。

您应该检查着色器是否正确编译以及程序是否正确链接! 看看glGetShaderivglGetProgramivGL_COMPILE_STATUSGL_LINK_STATUS分别; 以及glGetShaderInfoLogglGetProgramInfoLog如果两种状态均未获得GL_TRUE

这将为您提供一条消息,告诉您在编译/链接时遇到的确切问题,因此您可以轻松地调试着色器代码而不必猜测。

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