问题描述
我正在尝试使用 glm::ortho 创建一个带有简单矩形的正交投影矩阵,但由于某种原因,它没有按预期进行。我期待左下角的矩形,但这就是我得到的(我使用的是 Xcode):
代码如下:
#define Window_Width 1024.0f
#define Window_Height 700.0f
int main(int argc,const char * argv[]) {
GLFWwindow* window;
if (!glfwInit()) { return -1; }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,3);
glfwWindowHint(GLFW_RESIZABLE,GL_TRUE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(Window_Width,Window_Height,"Hello Window",NULL,NULL);
if (!window) { glfwTerminate(); return -1; }
glfwSetFramebufferSizeCallback(window,frameBuffer_resize_callback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) { print("Error -- Glew Init"); }
float positions[] = { // Draw Rectangle positions
-0.5f,-0.5f,//1// Top Left
0.5f,//2// Top Right
0.5f,0.5f,//3// Bottom Right
-0.5f,0.5f //4// Bottom Left
};
unsigned int indicies[] {
0,1,2,// First Triangle
0,3 // Second Triangle
};
// Vertex Array
unsigned int vao;
GLCall(glGenVertexArrays(1,&vao));
GLCall(glBindVertexArray(vao));
// Vertex Buffer
unsigned int vbo;
GLCall(glGenBuffers(1,&vbo));
GLCall(glBindBuffer(GL_ARRAY_BUFFER,vbo));
GLCall(glBufferData(GL_ARRAY_BUFFER,sizeof(positions),positions,GL_STATIC_DRAW));
GLCall(glEnabLevertexAttribArray(0));
GLCall(glVertexAttribPointer(0,GL_FLOAT,GL_FALSE,2 * sizeof(float),0));
// Index Buffer
unsigned int ibo;
GLCall(glGenBuffers(1,&ibo));
GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ibo));
GLCall(glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indicies),indicies,GL_STATIC_DRAW));
//Shaders
Shader source = ParseShader("Resources/Shaders/Shaders.glsl");
unsigned int shader = CreateShader(source.VertexShader,source.FragmentShader);
GLCall(gluseProgram(shader));
glViewport( 0,Window_Width,Window_Height );
glm::mat4 projection = glm::ortho(0.0f,0.0f,-1.0f,1.0f);
int location = glGetUniformlocation(shader,"u_MVP");
if (location == -1) { print("Uniform location does not exists"); }
GLCall(gluniformMatrix4fv(location,glm::value_ptr(projection)));
while (!glfwWindowShouldClose(window)) {
glClearColor(0.f,0.f,1.f);
GLCall(glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,nullptr));
//Swap front and back buffers
glfwSwapBuffers(window);
glFlush();
// Poll for and process events
glfwPollEvents();
}
顶点着色器:
#version 330 core
layout(location = 0) in vec4 position;
uniform mat4 u_MVP;
void main()
{
gl_Position = position * u_MVP;
}
片段着色器:
#version 330 core
void main()
{
color = vec4(1.0f);
}
解决方法
片段着色器未编译,因为您没有指定片段着色器的输出:
cURL error 28: Failed to connect to testapi.certccie.com port 443: Connection timed out (see https://curl.haxx.se/libcurl/c/libcurl-errors.html)
请注意,矩形仅位于窗口左下角的 1 个像素处。