问题描述
所以我一直在尝试编写一个在屏幕上显示四边形的基本程序。 无论我做什么,它都只显示黑屏。 我检查了图书馆,一切都已链接。 我检查了代码,一切似乎都很好(但我知道它不是) 但最荒谬的是:当我将一个看似相同的程序粘贴到同一台计算机上的同一个项目时,它可以工作,而当我再次粘贴该程序时,它又不起作用。
顺便说一句 - 我也尝试通过在线文本差异查找器运行它......它表明它是同一回事。
原始代码(不起作用):
#include <iostream>
#include <fstream>
#include <string>
#include "GL/glew.h"
#include "GLFW/glfw3.h"
static unsigned int CompileShader(const std::string& source,unsigned int type) {
unsigned int shader = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(shader,1,&src,nullptr);
glCompileShader(shader);
int result;
glGetShaderiv(shader,GL_COMPILE_STATUS,&result);
// i - int
// v - vector
if (result == GL_FALSE) {
std::cout << "Shader cannot be compiled.\n" << (type == GL_VERTEX_SHADER ? "vertex s." : "fragments.") << "\n";
int length;
glGetShaderiv(shader,GL_INFO_LOG_LENGTH,&length);
char* message = (char*)_malloca(length * sizeof(char));
glGetShaderInfoLog(shader,length,&length,message);
std::cout << message << "\n";
glDeleteShader(shader);
}
return shader;
}
static int CreateShader(const std::string& vShader,const std::string& fShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(vShader,GL_VERTEX_SHADER);
unsigned int fs = CompileShader(fShader,GL_FRAGMENT_SHADER);
glAttachShader(program,vs);
glAttachShader(program,fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main() {
glfwInit();
GLFWwindow* window = glfwCreateWindow(1280,720,"CITY ENGINE",0);
glfwMakeContextCurrent(window);
glewInit();
float vertices[8] = { 0.1f,0.1f,-0.1f,-0.1f };
unsigned int varray;
glGenVertexArrays(1,&varray);
glBindVertexArray(varray);
unsigned int vbuffer;
glGenBuffers(1,&vbuffer);
glBindBuffer(vbuffer,GL_ARRAY_BUFFER);
glBufferData(GL_ARRAY_BUFFER,4 * 2 * sizeof(float),vertices,GL_STATIC_DRAW);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float) * 2,0);
glEnabLevertexAttribArray(0);
unsigned int indices[6] = { 0,3,0 };
unsigned int ibuffer;
glGenBuffers(1,&ibuffer);
glBindBuffer(ibuffer,GL_ELEMENT_ARRAY_BUFFER);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,6 * sizeof(unsigned int),indices,GL_STATIC_DRAW);
unsigned int shader = CreateShader(
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
"gl_Position = position;\n"
"};\n","#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"uniform vec4 u_Color;\n"
"\n"
"void main()\n"
"{\n"
" color = u_Color;\n"
"};\n"
);
gluseProgram(shader);
int location = glGetUniformlocation(shader,"u_Color");
gluniform4f(location,0.3f,1.0f,1.0f);
glBindVertexArray(0);
gluseProgram(0);
glBindBuffer(0,GL_ARRAY_BUFFER);
glBindBuffer(0,GL_ELEMENT_ARRAY_BUFFER);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(varray);
glBindBuffer(ibuffer,GL_ELEMENT_ARRAY_BUFFER);
gluseProgram(shader);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,nullptr);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
工作:
#include <iostream>
#include <fstream>
#include <string>
#include "GL/glew.h"
#include "GLFW/glfw3.h"
static unsigned int CompileShader(const std::string& source,fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main() {
glfwInit();
GLFWwindow* window;
window = glfwCreateWindow(640,480,"Modern OpenGL Test",NULL,NULL);
glfwMakeContextCurrent(window);
glewInit();
float vertices[] = {
-0.5f,-0.5f,0.5f,};
unsigned int indices[] = {
0,0
};
unsigned int varray;
glGenVertexArrays(1,&varray);
glBindVertexArray(varray);
unsigned int vb;
glGenBuffers(1,&vb);
glBindBuffer(GL_ARRAY_BUFFER,vb);
glBufferData(GL_ARRAY_BUFFER,0);
glEnabLevertexAttribArray(0);
unsigned int ib;
glGenBuffers(1,&ib);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ib);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,GL_STATIC_DRAW);
unsigned int shaders = CreateShader(
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"};\n","#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"uniform vec4 u_Color;\n"
"\n"
"void main()\n"
"{\n"
" color = u_Color;\n"
"};\n");
gluseProgram(shaders);
int location = glGetUniformlocation(shaders,1.0f);
glBindVertexArray(0);
gluseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(varray);
gluseProgram(shaders);
glBindBuffer(ib,GL_ELEMENT_ARRAY_BUFFER);
glDrawElements(GL_TRIANGLES,nullptr);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shaders);
glfwTerminate();
}
解决方法
Notepad++ compare 返回文件之间的 2 个显着差异。
-
glBindBuffer(GL_ARRAY_BUFFER,vb);
->glBindBuffer(vbuffer,GL_ARRAY_BUFFER);
-
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ib);
->glBindBuffer(ibuffer,GL_ELEMENT_ARRAY_BUFFER);
快速查看 docs.gl 告诉我第一个参数应该是 target
而不是 buffer