问题描述
我正在尝试获得一个旋转的 3D 立方体,但无法渲染。没有错误,但只是黑屏。此外,没有检查 Fragment 着色器是否正常工作,但我可以向您保证,我只是没有将其包含在此处。
这是我的代码的样子:
#include <glad/glad.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <cglm/cglm.h>
#include <cglm/mat4.h>
#include <cglm/vec3.h>
#include <stdio.h>
#include <stdlib.h>
float vertices[] = {
-0.5f,-0.5f,0.0f,0.5f,1.0f,1.0f};
gluint elements[] = {
0,1,2,3,0};
static const char *vertex_shader_text =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main()\n"
"{\n"
" gl_Position = projection * view * model * vec4(aPos,1.0f);\n"
" TexCoord = vec2(aTexCoord.x,aTexCoord.y);\n"
"}";
static const char *fragment_shader_text =
"#version 330 core\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color,1.0);\n"
"}\n";
static void error_callback(int error,const char *description) {
fprintf(stderr,"Error: %s\n",description);
}
static void key_callback(GLFWwindow *window,int key,int scancode,int action,int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetwindowShouldClose(window,GLFW_TRUE);
}
int main(void) {
GLFWwindow *window;
gluint vbo,vertex_shader,fragment_shader,program;
GLint mvp_location,vpos_location,vcol_location;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,3);
window = glfwCreateWindow(640,480,"Simple example",NULL,NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window,key_callback);
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
fprintf(stderr,"Could Not Load GLFW\n");
exit(1);
}
glfwSwapInterval(1);
unsigned int VBO,VAO;
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0,GL_FLOAT,GL_FALSE,5 * sizeof(float),(void *)0);
glEnabLevertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1,(void *)(3 * sizeof(float)));
glEnabLevertexAttribArray(1);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader,&vertex_shader_text,NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader,&fragment_shader_text,NULL);
glCompileShader(fragment_shader);
GLint status;
glGetShaderiv(vertex_shader,GL_COMPILE_STATUS,&status);
if(!status){
char buffer[512];
glGetShaderInfoLog(vertex_shader,512,buffer);
puts(buffer);
}
program = glCreateProgram();
glAttachShader(program,vertex_shader);
glAttachShader(program,fragment_shader);
glLinkProgram(program);
while (!glfwWindowShouldClose(window)) {
float ratio;
int width,height;
glfwGetFramebufferSize(window,&width,&height);
ratio = width / (float)height;
glViewport(0,width,height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mat4 model = {{1.f,1.f,1.f},{1.f,1.f}};
mat4 view = {{1.f,1.f}};
mat4 projection = {{1.f,1.f}};
vec3 axis = {0.5f,0.0f};
vec3 dist = {0.0f,-3.0f};
glm_rotate(model,glfwGetTime(),axis);
glm_translate(view,dist);
glm_perspective(0.79,width / height,0.1f,100.0f,projection);
unsigned int modelLoc = glGetUniformlocation(program,"model");
unsigned int viewLoc = glGetUniformlocation(program,"view");
gluniformMatrix4fv(modelLoc,(const GLfloat *)model);
gluniformMatrix4fv(viewLoc,(const GLfloat *)view);
unsigned int projectionLoc = glGetUniformlocation(program,"projection");
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
解决方法
您必须使用 Identity matrix 初始化矩阵:
mat4 model = {
{1.f,0.f,0.f},{0.f,1.f,1.f}};
对 view
和 projection
也这样做。
glm_rotate
和 glm_perspective
的参数的数据类型必须是 float
:
glm_rotate(model,(float)glfwGetTime(),axis);
glm_translate(view,dist);
glm_perspective((float)0.79,(float)width / (float)height,0.1f,100.0f,projection);
您还忘记创建 Index buffer:
glBindVertexArray(VAO);
// [...]
unsigned int IBO;
glGenBuffers(1,&IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(elements),elements,GL_STATIC_DRAW);
安装程序:
glUseProgram(program);
设置projection
矩阵统一。
unsigned int projectionLoc = glGetUniformLocation(program,"projection");
glUniformMatrix4fv(projectionLoc,1,GL_FALSE,(const GLfloat *)projection);
最后,您必须更改片段着色器。例如:
#version 330 core
in vec2 TexCoord;
void main()
{
gl_FragColor = vec4(TexCoord.xy,0.5,1.0);
};