遵循以下教程后,OpenGL无法渲染任何内容

问题描述

我最近开始关注TheCherno在youtube上的OpenGL教程系列。
这是我的代码

#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include <fstream>
#include <string>
#include <sstream>

struct ShaderProgramSource {
    std::string VertexSource;
    std::string FragmentSource;
};

static ShaderProgramSource ParseShader(const std::string& filepath) {
    std::ifstream stream(filepath);

    enum class ShaderType {
        NONE = -1,VERTEX = 0,FRAGMENT = 1
    };

    std::string line;
    std::stringstream ss[2];
    ShaderType type = ShaderType::NONE;
    while (getline(stream,line)) {

        if (line.find("#shader") != std::string::npos) {

            if (line.find("vertex") != std::string::npos)
                type = ShaderType::VERTEX;
            else if (line.find("fragment") != std::string::npos)
                type = ShaderType::FRAGMENT;

        } else {
            ss[(int)type] << line << '\n';
        }
    }

    return { ss[0].str(),ss[1].str() };
}

static unsigned int CompileShader(unsigned int type,const std::string& source) {

    std::cout << "Compiling " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader..." << std::endl;

    unsigned int id = glCreateShader(type);
    const char* src = source.c_str();
    glShaderSource(id,1,&src,nullptr);
    std::cout << glGetError() << std::endl;

    glCompileShader(id);
    std::cout << glGetError() << std::endl;

    int result;
    glGetShaderiv(id,GL_COMPILE_STATUS,&result);
    std::cout << glGetError() << std::endl;

    if (result == GL_FALSE) {
        int length;
        glGetShaderiv(id,GL_INFO_LOG_LENGTH,&length);
        std::cout << glGetError() << std::endl;

        char* message = (char*)alloca(length * sizeof(char));
        glGetShaderInfoLog(id,length,&length,message);
        std::cout << glGetError() << std::endl;

        std::cout << "Failed to compile" << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl;
        std::cout << message << std::endl;
        glDeleteShader(id);
        std::cout << glGetError() << std::endl;

        return 0;
    }

    std::cout << "Successfully compiled " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl << std::endl;
    return id;
}

static unsigned int CreateShader(const std::string& vertexShader,const std::string& fragmentShader) {

    std::cout << "Creating shader..." << std::endl << std::endl;
    
    unsigned int program = glCreateProgram();
    unsigned int vs = CompileShader(GL_VERTEX_SHADER,vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER,fragmentShader);

    glAttachShader(program,vs);
    std::cout << glGetError() << std::endl;
    std::cout << "Attached vertex shader" << std::endl;

    glAttachShader(program,fs);
    std::cout << glGetError() << std::endl;
    std::cout << "Attached fragment shader" << std::endl;

    glLinkProgram(program);
    std::cout << glGetError() << std::endl;
    glValidateProgram(program);
    std::cout << glGetError() << std::endl;
    std::cout << "Linked and validated program" << std::endl;

    glDeleteShader(vs);
    std::cout << glGetError() << std::endl;
    std::cout << "Deleted vertex shader" << std::endl;

    glDeleteShader(fs);
    std::cout << glGetError() << std::endl;
    std::cout << "Deleted fragment shader" << std::endl;

    std::cout << "Succesfully created shader!" << std::endl << std::endl;

    return program;
}

int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640,480,"Hello World",NULL,NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    if (glewInit() != GLEW_OK) {
        std::cout << "Error!" << std::endl;
    }

    std::cout << glGetString(GL_VERSION) << std::endl;

    float positions[6] = {
        -0.5f,-0.5f,0.0f,0.5f,-0.5f
    };

    unsigned int buffer;
    glGenBuffers(1,&buffer);
    std::cout << glGetError() << std::endl;
    glBindBuffer(GL_ARRAY_BUFFER,buffer);
    std::cout << glGetError() << std::endl;
    glBufferData(GL_ARRAY_BUFFER,6*sizeof(float),positions,GL_STATIC_DRAW);
    std::cout << glGetError() << std::endl;

    gldisabLevertexAttribArray(0);
    std::cout << glGetError() << std::endl;
    glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0);
    std::cout << glGetError() << std::endl;

    glBindBuffer(GL_ARRAY_BUFFER,0);
    std::cout << glGetError() << std::endl;
    
    ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
    std::cout << "VERTEX" << std::endl;
    std::cout << source.VertexSource << std::endl;
    std::cout << "FRAGMENT" << std::endl;
    std::cout << source.FragmentSource << std::endl;

    //unsigned int shader = CreateShader(vertexShader,fragmentShader);
    ///gluseProgram(shader);


    
    // render loop
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);

        glDrawArrays(GL_TRIANGLES,3);

        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    //glDeleteProgram(shader);

    glfwTerminate();
    return 0;
}

这是Basic.shader文件

#shader vertex
#version 330 core  

layout(location = 0) in vec4 position;  

void main()  
{  
    gl_Position = position;  
}

#shader fragment
#version 330 core  

layout(location = 0) out vec4 color;  

void main()  
{  
    color = vec4(1.0,0.0,1.0);  
}

我尝试使用glGetError,但不会输出任何错误

解决方法

您需要启用通用顶点属性数组而不是禁用它(请参见glEnableVertexAttribArray):

glDisableVertexAttribArray(0);

glEnableVertexAttribArray(0);

此外,将编译,链接和安装sahder的代码注释掉:

//unsigned int shader = CreateShader(vertexShader,fragmentShader);
///glUseProgram(shader);

unsigned int shader = CreateShader(source.VertexSource,source.FragmentSource);
glUseProgram(shader);
,

我相信@ Rabbid76的答案是正确的。如果仍然无法使用,请确保您使用兼容的OpenGL上下文或创建VAO来保存状态。

兼容的OpenGL上下文可以设置为:

//Before glfwCreateWindow call,after glfwInit
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_COMPAT_PROFILE);

默认值为GLFW_OPENGL_ANY_PROFILE,如果CORE不可用,则可能表示COMPAT。这样可以确保默认VAObject始终存在并已绑定。这意味着您的glVertexAttribPointer呼叫实际上有一个存储该信息的地方。我没有看到这些Cherno的教程,将来的教程中很有可能涵盖了VAO。在CORE中将没有一个,并且可能不会绘制任何内容。

虽然我们在这里,但精确设置所需的最小 OpenGL版本并不是一个坏主意。如果由于某种原因在目标计算机上不可用,则窗口创建将失败。这比在调用不受支持的函数时出现“随机”段错误更可取。

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);

我的首选方式是创建一个实际的VAO并使用GLFW_OPENGL_CORE_PROFILE。但是请随意阅读教程,我从他那里看到的教程确实非常高质量。

//Put these before the vertex buffer initialization
int VAO;
glGenVertexArrays(1,&VAO);
glBindVertexArray(VAO);