我应该在屏幕上绘制三角形的整个代码是:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string.h>
const GLint WIDTH=800, HEIGHT=600;
GLuint VAO, VBO, shader;
//Vertex Shader
/*static const char**/
const GLchar* vShader = "\n"
"\n"
"#version 330 \n"
"layout (location=0) in vec3 pos;\n"
"void main(){\n"
"gl_Position = vec4(pos.x,pos.y,pos.z,1.0);\n"
"\n"
"}\n"
"";
// fragment shader
const GLchar* fShader = "\n"
"#version 330 \n"
"out vec4 colour;\n"
"void main(){\n"
"colour = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n"
"\n"
"\n";
void CreateTriangle(){
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
// vertex arrays
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// vertex buffers
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(GLfloat)*9,vertices,GL_STATIC_DRAW);
glVertexAttribPointer(0,3, GL_FLOAT,GL_FALSE,0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void AddShader(GLuint theProgram, const GLchar* shaderCode, GLenum shaderType){
GLuint theShader = glCreateShader(shaderType);
const GLchar* theCode[1];
theCode[0] = shaderCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
GLint result=0;
GLchar eLog[1024]={};
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if(!result){
glGetShaderInfoLog(theShader,sizeof(eLog),NULL, eLog);
std::cout<< "Error compiling"<<shaderType<<" "<<eLog <<std::endl;
return;
}
glAttachShader(theProgram,theShader);
}
void CompileShader(){
shader = glCreateProgram();
if(!shader){
std::cout<<"Error Creating Shader Program";
return;
}
AddShader(shader, vShader,GL_VERTEX_SHADER);
AddShader(shader, fShader,GL_FRAGMENT_SHADER);
// getting error codes
GLint result=0;
GLchar eLog[1024]={0};
// Creates the executables in the graphic card
glLinkProgram(shader);
// get information if program is linked properly
glGetProgramiv(shader, GL_LINK_STATUS, &result);
if(!result){
glGetProgramInfoLog(shader,sizeof(eLog),NULL,eLog);
std::cout<<"Error linking program"<<eLog<<std::endl;
return;
}
glValidateProgram(shader);
glGetProgramiv(shader,GL_VALIDATE_STATUS,&result);
if(!result){
glGetProgramInfoLog(shader, sizeof(eLog),NULL, eLog);
std::cout<<"Error validating program"<<eLog<<std::endl;
return;
}
}
int main(void){
if(!glfwInit()){
std::cout << "glfw initialization failed" << std::endl;
glfwTerminate();
return 1;
}
// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow *mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "NEW WINDOW", NULL, NULL);
if(!mainWindow){
std::cout<< "Window creation failed" <<std::endl;
glfwTerminate();
return 1;
}
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);
glfwMakeContextCurrent(mainWindow);
if(glewInit() != GLEW_OK){
std::cout << "GLEW Initialization failed" << std::endl;
glfwDestroyWindow(mainWindow);
glfwTerminate();
return 1;
}
glViewport(0,0,bufferWidth, bufferHeight);
CreateTriangle();
CompileShader();
while(!glfwWindowShouldClose(mainWindow)){
glfwPollEvents();
glUseProgram(shader);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES,0,3);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapBuffers(mainWindow);
std::cout<<"something"<<std::endl;
}
return 0;
}
它本质上会绘制一个黑屏,并且没有任何错误,但是应该绘制一个红色三角形,因此我正在尝试调试此代码,并且代码中本质上有些部分我不理解
1)VBO(顶点缓冲对象)与VAO(顶点属性对象)有什么关系,我们基本上使用以下内容定义了它们CreateTriangles() function:
...
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// vertex buffers
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(GLfloat)*9,vertices,GL_STATIC_DRAW);
glVertexAttribPointer(0,3, GL_FLOAT,GL_FALSE,0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
...
请注意,我们已经取消了VAO和VBO的绑定,但是在while循环内进行绘图调用期间
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