macOS 上无法解释的 OpenGl 着色器行为
Inesplicable OpenGl shader behaviour on macOSX
我创建了顶点数组,我创建了着色器,编译并 link 它们,但是当我使用 drawarrays 时没有任何反应。
屏幕上没有绘制几何图形,而我应该看到一个红色三角形。
命令行没有错误,一点问题都没有,但三角形不会出现。
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
using namespace std;
static GLuint compileShader(const string& source,GLuint type);
static int createShader(const string& vertexShader, const string& fragment);
int main(void){
// I INITIALISE GLFW TO HAVE THE LATEST VERSION OF THE SHADER VERSION
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//I CREATE THE WINDOW
GLFWwindow* window = glfwCreateWindow(800,600,"Dio suino",NULL,NULL);
glfwMakeContextCurrent(window);
glewExperimental= GL_TRUE;
//I INITIALISE GLEW
if(glewInit()!=GLEW_OK){
fprintf(stderr,"ERROR");
exit(1);
}
//I SPECIFY THE VERTEX DATA
float bufferData[6]={
0.5,-0.5,
-0.5,-0.5,
0.0,0.5
};
GLuint bufferId;
// I CREATE THE BUFFER, BIND IT AND SPECIFY ALL THE INFO NEEDED
glGenBuffers(1,&bufferId);
glBindBuffer(GL_ARRAY_BUFFER,bufferId);
glBufferData(GL_ARRAY_BUFFER,6*sizeof(float),bufferData,GL_STATIC_DRAW);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,2*sizeof(float),0);
glEnableVertexAttribArray(0);
// I CREATE THE VERTEX AND FRAGMENT SHADERS
string vs,fs;
vs =
"#version 330 core \n"
"in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
fs =
"#version 330 core \n"
"out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
//I USE THE PROGRAM
int shaderProgram = createShader(vs,fs);
glUseProgram(shaderProgram);
glBindBuffer(GL_ARRAY_BUFFER,0);
// WINDOW LOOP: CLEAR COLOR, SWAP BUFFER ECC
while(!glfwWindowShouldClose(window)){
glClearColor(0,60,80,0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES,0,3);
glfwSwapBuffers(window);
glfwPollEvents();
}
cout<< glGetString(GL_VERSION)<<endl;
return 0;
}
//CREATES THE SHADER PROGRAM WITH ALL THE SHADERS LINKED
static int createShader(const string& vertexShader, const string& fragment)
{
GLuint program = glCreateProgram();
GLuint vs = compileShader(vertexShader,GL_VERTEX_SHADER);
GLuint fs = compileShader(fragment,GL_FRAGMENT_SHADER);
glAttachShader(program,vs);
glAttachShader(program,fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
//COMPILES THE SHADER
static GLuint compileShader(const string& source,GLuint type)
{
GLuint id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id,1,&src,nullptr);
glCompileShader(id);
int debug;
glGetShaderiv(id,GL_COMPILE_STATUS,&debug);
if(debug == GL_FALSE){
int length;
glGetShaderiv(id,GL_INFO_LOG_LENGTH,&length);
char message[length];
glGetShaderInfoLog(id,length,&length,message);
fprintf(stderr,"Something went wrong in the shader of type %i: %s",type,message);
glDeleteShader(id);
}
return id;
}
现在这些是我包含的库。
生成文件:
CC = clang++
MAIN = main.cpp
LIB = -lglew -lglfw
FWORK = -framework OpenGl
NAME = -o dio -std=c++11
all:
${CC} ${MAIN} ${LIB} ${FWORK} ${NAME}
我做错了什么?
当您使用核心配置文件时OpenGL Context, then you have to create an named Vertex Array Object,因为默认的 VAO (0) 无效。 VAO 规定了顶点数组的规范。
如果您的硬件和驱动程序支持(可能不支持 macOSX),您可以切换到兼容性配置文件上下文来解决问题:
https://www.khronos.org/opengl/wiki/Vertex_Specification#Vertex_Array_Object:
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
但是,我建议在指定通用顶点数组数据之前创建一个顶点数组对象。当调用 glVertexAttribPointer
and glEnableVertexAttribArray
时,必须绑定 VAO,因为这条指令改变了 VAO 的状态向量:
GLuint bufferId;
glGenBuffers(1,&bufferId);
glBindBuffer(GL_ARRAY_BUFFER,bufferId);
glBufferData(GL_ARRAY_BUFFER,6*sizeof(float),bufferData,GL_STATIC_DRAW);
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,2*sizeof(float),0);
glEnableVertexAttribArray(0);
我创建了顶点数组,我创建了着色器,编译并 link 它们,但是当我使用 drawarrays 时没有任何反应。
屏幕上没有绘制几何图形,而我应该看到一个红色三角形。
命令行没有错误,一点问题都没有,但三角形不会出现。
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
using namespace std;
static GLuint compileShader(const string& source,GLuint type);
static int createShader(const string& vertexShader, const string& fragment);
int main(void){
// I INITIALISE GLFW TO HAVE THE LATEST VERSION OF THE SHADER VERSION
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//I CREATE THE WINDOW
GLFWwindow* window = glfwCreateWindow(800,600,"Dio suino",NULL,NULL);
glfwMakeContextCurrent(window);
glewExperimental= GL_TRUE;
//I INITIALISE GLEW
if(glewInit()!=GLEW_OK){
fprintf(stderr,"ERROR");
exit(1);
}
//I SPECIFY THE VERTEX DATA
float bufferData[6]={
0.5,-0.5,
-0.5,-0.5,
0.0,0.5
};
GLuint bufferId;
// I CREATE THE BUFFER, BIND IT AND SPECIFY ALL THE INFO NEEDED
glGenBuffers(1,&bufferId);
glBindBuffer(GL_ARRAY_BUFFER,bufferId);
glBufferData(GL_ARRAY_BUFFER,6*sizeof(float),bufferData,GL_STATIC_DRAW);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,2*sizeof(float),0);
glEnableVertexAttribArray(0);
// I CREATE THE VERTEX AND FRAGMENT SHADERS
string vs,fs;
vs =
"#version 330 core \n"
"in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
fs =
"#version 330 core \n"
"out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
//I USE THE PROGRAM
int shaderProgram = createShader(vs,fs);
glUseProgram(shaderProgram);
glBindBuffer(GL_ARRAY_BUFFER,0);
// WINDOW LOOP: CLEAR COLOR, SWAP BUFFER ECC
while(!glfwWindowShouldClose(window)){
glClearColor(0,60,80,0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES,0,3);
glfwSwapBuffers(window);
glfwPollEvents();
}
cout<< glGetString(GL_VERSION)<<endl;
return 0;
}
//CREATES THE SHADER PROGRAM WITH ALL THE SHADERS LINKED
static int createShader(const string& vertexShader, const string& fragment)
{
GLuint program = glCreateProgram();
GLuint vs = compileShader(vertexShader,GL_VERTEX_SHADER);
GLuint fs = compileShader(fragment,GL_FRAGMENT_SHADER);
glAttachShader(program,vs);
glAttachShader(program,fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
//COMPILES THE SHADER
static GLuint compileShader(const string& source,GLuint type)
{
GLuint id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id,1,&src,nullptr);
glCompileShader(id);
int debug;
glGetShaderiv(id,GL_COMPILE_STATUS,&debug);
if(debug == GL_FALSE){
int length;
glGetShaderiv(id,GL_INFO_LOG_LENGTH,&length);
char message[length];
glGetShaderInfoLog(id,length,&length,message);
fprintf(stderr,"Something went wrong in the shader of type %i: %s",type,message);
glDeleteShader(id);
}
return id;
}
现在这些是我包含的库。
生成文件:
CC = clang++
MAIN = main.cpp
LIB = -lglew -lglfw
FWORK = -framework OpenGl
NAME = -o dio -std=c++11
all:
${CC} ${MAIN} ${LIB} ${FWORK} ${NAME}
我做错了什么?
当您使用核心配置文件时OpenGL Context, then you have to create an named Vertex Array Object,因为默认的 VAO (0) 无效。 VAO 规定了顶点数组的规范。
如果您的硬件和驱动程序支持(可能不支持 macOSX),您可以切换到兼容性配置文件上下文来解决问题:
https://www.khronos.org/opengl/wiki/Vertex_Specification#Vertex_Array_Object:
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
但是,我建议在指定通用顶点数组数据之前创建一个顶点数组对象。当调用 glVertexAttribPointer
and glEnableVertexAttribArray
时,必须绑定 VAO,因为这条指令改变了 VAO 的状态向量:
GLuint bufferId;
glGenBuffers(1,&bufferId);
glBindBuffer(GL_ARRAY_BUFFER,bufferId);
glBufferData(GL_ARRAY_BUFFER,6*sizeof(float),bufferData,GL_STATIC_DRAW);
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,2*sizeof(float),0);
glEnableVertexAttribArray(0);