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为什么我可以拥有 OpenGL 着色器类,而不能拥有 VAO 类?

[英]Why can I have an OpenGL shader class, but not a VAO class?

我一直在摆弄一个游戏/渲染引擎,我发现我可以有一个着色器对象的类,但是如果我将一个 VAO 包装在一个类中,它就不会渲染。

着色器不会返回任何错误,并且 VAO 和着色器是有效的 OpenGL 对象。

更新

问题是这一行:

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

正如@BDL 在评论中所建议的那样,我考虑了一下,意识到应该是:

glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * intNumVertex * 3, arrFVertex, GL_STATIC_DRAW);

更新 2作为对被搁置的回应,这是一个最小完整和可验证的示例:

#include <OpenGL/gl3.h>
#include <SDL2/SDL.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>

SDL_Window *window = NULL;
SDL_GLContext openGLRenderer;
bool bolRunning = true;
int intGLVersionMajor, intGLVersionMinor;

GLfloat arrFVertex[] = {
     0.5f,  0.5f, 0.0f,  // Top Right
     0.5f, -0.5f, 0.0f,  // Bottom Right
    -0.5f,  0.5f, 0.0f,  // Top Left 
    
     0.5f, -0.5f, 0.0f,  // Bottom Right
    -0.5f, -0.5f, 0.0f,  // Bottom Left
    -0.5f,  0.5f, 0.0f   // Top Left 
};
GLuint intVAO;
GLuint intVBO;
GLuint intShaderAttribPosition;
GLuint intShaderProgram;
GLuint intNumVertex = 6;

void loadShaders(const char *strVertexShaderSource, const char *strFragmentShaderSource) {
    intShaderProgram = glCreateProgram();
    
    GLuint intVertexShader;
    intVertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(intVertexShader, 1, &strVertexShaderSource, NULL);
    glCompileShader(intVertexShader);
    
    GLuint intFragmentShader;
    intFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(intFragmentShader, 1, &strFragmentShaderSource, NULL);
    glCompileShader(intFragmentShader);
    
    glAttachShader(intShaderProgram, intVertexShader);
    glAttachShader(intShaderProgram, intFragmentShader);
    glLinkProgram(intShaderProgram);
    
    glDeleteShader(intVertexShader);
    glDeleteShader(intFragmentShader);
}

void buildVAO(GLfloat *arrFVertex) {
    intShaderAttribPosition = glGetAttribLocation(intShaderProgram, "f3Position");
    
    glGenVertexArrays(1, &intVAO);
    glBindVertexArray(intVAO);
    
    glGenBuffers(1, &intVBO);
    glBindBuffer(GL_ARRAY_BUFFER, intVBO);
    
    glVertexAttribPointer(intShaderAttribPosition, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *)0);
    glEnableVertexAttribArray(intShaderAttribPosition);
    glBufferData(GL_ARRAY_BUFFER, sizeof(arrFVertex), arrFVertex, GL_STATIC_DRAW);
    
    glBindVertexArray(0);
}

int main(int argc, char **argv) {
    SDL_Init(SDL_INIT_EVERYTHING);
    
    window = SDL_CreateWindow("GSEngine",
                              SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                              640, 480,
                              SDL_WINDOW_OPENGL);
    
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    
    if (window == NULL) {
        printf("Could not create window: %s\n", SDL_GetError());
        exit(1);
    }
    
    openGLRenderer = SDL_GL_CreateContext(window);
    
    SDL_GL_MakeCurrent(window, openGLRenderer);
    glViewport(0, 0, 640, 480);
    
    loadShaders("#version 330 core\n\
                in vec3 f3Position;\n\
                void main() {\n\
                    gl_Position = vec4(f3Position, 1.0);\n\
                }", "#version 330 core\n\
                out vec4 f4Color;\n\
                void main() {\n\
                    f4Color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n\
                }");
    
    buildVAO(arrFVertex);
    
    while (bolRunning) {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT) {
                bolRunning = false;
            }
        }
        
        SDL_GL_MakeCurrent(window, openGLRenderer);
        glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        glUseProgram(intShaderProgram);
        glDrawArrays(GL_TRIANGLES, 0, intNumVertex);
        
        SDL_GL_SwapWindow(window);
    }
    
    glDeleteBuffers(1, &intVBO);
    glDeleteVertexArrays(1, &intVAO);
    glDeleteShader(intShaderProgram);
    
    SDL_GL_DeleteContext(openGLRenderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    
    return 0;
}

问题与VAO无关,而是与VBO有关。 由于您将指针传递给构造函数:

void GSMesh::build(GLfloat *arrFVertex, GSShader *shader, int _intNumVertex)
{
    glBufferData(GL_ARRAY_BUFFER, sizeof(arrFVertex), arrFVertex, GL_STATIC_DRAW);
}

sizeof(arrFVertex) = sizeof(GLfloat*)这是指针的大小,而不是指向的数组的大小。 正确的代码如下所示:

glBufferData(GL_ARRAY_BUFFER,
             sizeof(GLfloat) * _intNumVertex * 3, arrFVertex,
             GL_STATIC_DRAW);

总的来说,我必须补充一点,这不是在 SO 上提问的方式。 如果您至少在问题中包含代码的相关部分,那就太好了。

不管规范怎么说,对于某些驱动程序,您必须先启用着色器,然后才能获取属性或制服的位置。 这可能是导致您出现问题的原因。

在您的代码中,这意味着在您的 GSMesh::build 方法中添加:

shader->use();

前:

intShaderAttribPosition = glGetAttribLocation(shader->intShaderProgram, "f3Position");

就个人而言,如果您使用的 OpenGL 版本支持顶点属性索引,我会改用它们。

在顶点着色器中,你可以有这样的东西:

layout (location = 0) in vec3 position;
layout (location = 1) in vec2 tex_coords;

然后在您的网格类中,您只需要:

struct Vertex
{
    glm::vec3 position;
    glm::vec2 tex_coords;
};

glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position);

glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coords));

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