问题描述
以下代码应在带有OpenGL兼容性配置文件的窗口上显示一个红色三角形,但除了空白的窗口核心配置文件外,我什么也看不到:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
unsigned int shader_create(const char* src_vertex,const char* src_fragment) {
...
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,3);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
/* 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) return -1;
float coordinates[6] = {
-0.5f,-0.5f,+0.0f,+0.5f,-0.5f
};
unsigned int buffer;
glGenBuffers(1,&buffer);
glBindBuffer(GL_ARRAY_BUFFER,buffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(coordinates),coordinates,GL_STATIC_DRAW);
glEnabLevertexAttribArray(0);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float) * 2,0);
const char* vertex_shader = ... ;
const char* fragment_shader = ... ;
unsigned int shader = shader_create(vertex_shader,fragment_shader);
gluseProgram(shader);
/* Loop until the user closes the window */
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();
}
glfwTerminate();
return 0;
}
顶点着色器:
#version 330 core
layout(location = 0) in vec4 position;
void main() {
gl_Position = position;
}
片段着色器:
#version 330 core
layout(location = 0) out vec4 color;
void main() {
color = vec4(1.0,0.0,1.0);
}
当我不使用着色器时(不是一个好主意),我可以完美地看到默认白色的三角形(至少在我的GPU上)。同样,如果使用兼容性配置文件而不是核心配置文件,它也可以工作。
我试图同时使用C和C ++代码进行编译,但都无法显示三角形。
解决方法
使用核心配置文件OpenGL Context时,必须生成并命名为Vertex Array Object,因为默认的“顶点数组对象(0)”无效。
切换到兼容性配置文件:
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_COMPAT_PROFILE);
或为顶点规范创建一个命名的VAO:
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float) * 2,0);