问题描述
我是OpenGL的新手,我尝试扩展当前的代码,该代码使用作为统一变量提供的颜色来显示正方形,该代码将基于vbo中给出的颜色显示正方形。
int main(int argc,char **argv)
{
//! The pointer to the GLFW window
GLFWwindow *window;
//! Initialize GLFW
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_SAMPLES,4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,4);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(512,512,"Testing COde",NULL,NULL);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
{
std::cerr << "GLEW Init Failed : %s" << std::endl;
}
std::cout << "vendor: " << glGetString(GL_vendOR) << std::endl;
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "Version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window,GLFW_STICKY_KEYS,GL_TRUE);
// Format (x,y,r,g,b,a)
float position[] = {
-0.5f,0.5f,1.0f,0.0f,-0.5f,1.0f
};
uint indeces[] = {
0,1,2,3
};
gluint VertexArrayID;
glGenVertexArrays(1,&VertexArrayID);
glBindVertexArray(VertexArrayID);
gluint buffer;
glGenBuffers(1,&buffer);
glBindBuffer(GL_ARRAY_BUFFER,buffer);
glBufferData(GL_ARRAY_BUFFER,4 * 6 * sizeof(float),position,GL_STATIC_DRAW);
gluint ibo;
glGenBuffers(1,&ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,3 * 2 * sizeof(uint),indeces,GL_STATIC_DRAW);
struct shaderbundle* str_shader = parseShader("res/shaders/vertexshader.glsl","res/shaders/fragmentshader.glsl");
uint shader = CreateShader(str_shader->vertex,str_shader->fragment);
gluseProgram(shader);
uint vPosition = glGetAttribLocation( shader,"position" );
glEnabLevertexAttribArray(vPosition);
glVertexAttribPointer(vPosition,GL_FLOAT,GL_FALSE,sizeof(float) * 6,(GLvoid*)(0));
uint inColor = glGetAttribLocation( shader,"in_color" );
if (inColor != -1) {
glEnabLevertexAttribArray(inColor);
glVertexAttribPointer(inColor,4,(GLvoid*)(2*sizeof(float)));
}
else {
"no color recieved";
}
uint u_color = glGetUniformlocation( shader,"u_color" );
if (u_color != -1) {
gluniform4f(u_color,0.4f,0.6f,1.0f);
}
else {
"no color recieved";
}
while (glfwWindowShouldClose(window) == 0)
{
glClear(GL_COLOR_BUFFER_BIT);
// glDrawArrays(GL_TRIANGLES,3 * 2);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,nullptr);
// Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
为此,我正在使用以下片段着色器:
#version 330 core
out vec4 color;
uniform vec4 u_color;
in vec4 in_color;
void main() {
// color = in_color;
color = u_color;
};
但是当我使用in_color而不是u_color时,屏幕上什么都没有显示。位置数组的内容采用格式(x位置,y位置,r颜色,g颜色,b颜色,alpha)。因此,在glGetVertexAttribPointer中,我将跨步用作6*sizeof(float)
,位置的偏移量为0
,颜色的偏移量为2*float
。我尝试使用glGetError()
进行调试,但未返回任何内容。请帮助我找出我到底在做什么错。
解决方法
您不能直接设置片段着色器输入。 in_color
必须是顶点着色器输入(属性)。将顶点着色器输入传递到片段着色器。例如:
顶点着色器
#version 330 core
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 in_color;
out vec4 vert_color;
void main()
{
vert_color = in_color;
gl_Position = position;
}
片段着色器
#version 330 core
out vec4 color;
in vec4 vert_color;
void main()
{
color = vert_color;
}