OpenGL 着色器程序导致屏幕在使用时变黑

OpenGL Shader Program causing screen to go black when used

所以在我的 OpenGL 代码中,每当我尝试在我的项目中使用着色器程序时,屏幕都会保持黑色。

我故意在着色器代码中犯了一个错误,以确保错误检查有效,而且确实如此,所以当我去修复它并再次 运行 程序时,它只是显示黑屏.

我已经进入其他项目以确保着色器程序正常工作,而且确实如此,但对于这个特定项目,它们根本不起作用。

这段代码只是一个简单三角形程序的一部分。

但是如您所见,UseProgram 调用被注释掉了。

当我取消注释时,我只是黑屏。

// I'm only using this for testing purposes
static constexpr const char* vertexShaderCode = R"(
    #version 460 core

    layout (location = 0) in vec2 vertexPosition;
    
    void main() {
        gl_Position = vec4(vertexPosition, 0.0, 0.0);
    }

)";

static constexpr const char* fragmentShaderCode = R"(
    #version 460 core

    out vec4 fragmentColor;

    void main() {
        fragmentColor = vec4(0.1, 0.1, 1.0, 1.0);
    }
)";

unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderCode, nullptr);
glShaderSource(fragmentShader, 1, &fragmentShaderCode, nullptr);

glCompileShader(vertexShader);
glCompileShader(fragmentShader);

// error checking
// I've made sure it logs errors to the console, and it does.
{
    int compileSuccess;
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &compileSuccess);
    if (!compileSuccess) {
        char infoLog[512];
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);

        cerr << "Failed to compile vertex shader!" << '\n';
        cerr << "Shader Info log: " << infoLog << '\n';
    }
}
{
    int compileSuccess;
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &compileSuccess);
    if (!compileSuccess) {
        char infoLog[512];
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);

        cerr << "Failed to compile fragment shader!" << '\n';
        cerr << "Shader Info log: " << infoLog << '\n';
    }
}

unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);

// This logs errors and it works as well.
{
        int linkSuccess;
        glGetProgramiv(shaderProgram, GL_LINK_STATUS, &linkSuccess);
        if (!linkSuccess) {
            char infoLog[512];
            glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);

            cerr << "Failed to link Shader Program!" << '\n';
            cerr << "Shader Program Info log: " << infoLog << '\n';
        }
    }

glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

// when this is un commented the screen stays black
//glUseProgram(shaderProgram);

// rest of code to create triangle ...

剪辑的第 4 个分量 space 坐标应为 1.0:

gl_Position = vec4(vertexPosition, 0.0, 0.0);

gl_Position = vec4(vertexPosition, 0.0, 1.0);

剪辑space坐标是Homogeneous coordinates. The normalized device coordinate is a Cartesian coordinate it is computed by dividing the x, y and z component of the clip space coordinate by the w component of the clip space coordinate (Perspective divide).