OpenGL 不渲染正方形
OpenGL doesn´t render a square
我目前是 运行 opengl 4.5。
我从网上复制粘贴了一个代码来画一个三角形,效果很好。我玩了着色器,一切都很棒。
然后我有一个好主意,为什么不画一个正方形,所以我试了一下,它只渲染了背景。
这是代码:
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// Build and compile our shader program
// Vertex shader
vertexShaderSource = read_file("res/shaders/vxShader.vert").c_str();
fragmentShaderSource = read_file("res/shaders/fgShader.frag").c_str();
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, // Left
0.0f, 0.5f, 0.0f, // Right
0.0f, 0.0f, 0.0f, // Top
0.5f, 0.0f, 0.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_POLYGON, 0, 4);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
以防万一,我只向缓冲区添加了一个顶点,并将 glDrawArrays
参数从 GL_TRIANGLE
更改为 GL_POLYGON
。我想我忘了做点什么。
基本类型 GL_POLYGON
已弃用,仅受兼容性配置文件 OpenGL context. If you use a core profile OpenGL context then you have to use the OpenGL primitive type GL_TRIANGLE_FAN
支持:
glDrawArrays(GL_POLYGON, 0, 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
请注意,OpenGL 只能渲染点、线和三角形。如果要渲染多边形形状,则必须 assemble 三角形。一个四边形可以由 2 个三角形组成。参见 Primitive。
我目前是 运行 opengl 4.5。
我从网上复制粘贴了一个代码来画一个三角形,效果很好。我玩了着色器,一切都很棒。
然后我有一个好主意,为什么不画一个正方形,所以我试了一下,它只渲染了背景。
这是代码:
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// Build and compile our shader program
// Vertex shader
vertexShaderSource = read_file("res/shaders/vxShader.vert").c_str();
fragmentShaderSource = read_file("res/shaders/fgShader.frag").c_str();
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, // Left
0.0f, 0.5f, 0.0f, // Right
0.0f, 0.0f, 0.0f, // Top
0.5f, 0.0f, 0.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_POLYGON, 0, 4);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
以防万一,我只向缓冲区添加了一个顶点,并将 glDrawArrays
参数从 GL_TRIANGLE
更改为 GL_POLYGON
。我想我忘了做点什么。
基本类型 GL_POLYGON
已弃用,仅受兼容性配置文件 OpenGL context. If you use a core profile OpenGL context then you have to use the OpenGL primitive type GL_TRIANGLE_FAN
支持:
glDrawArrays(GL_POLYGON, 0, 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
请注意,OpenGL 只能渲染点、线和三角形。如果要渲染多边形形状,则必须 assemble 三角形。一个四边形可以由 2 个三角形组成。参见 Primitive。