2016-06-09 178 views
-1

我在MacOSX 10.10上使用OpenGL和SDL2。我一直在尝试在现代OpenGL中使用VAO和VBO,但我无法让它们绘制。我的着色器非常简单,但根据我一直试图遵循的教程,他们应该工作。我没有收到任何错误,但仍然无法正常工作。我收到的只是一个完全黑色的窗口。如果有人能够帮助我了解我的问题在哪里以及如何解决问题,我将不胜感激。我希望我不重复先前的问题,但是我已经搜索和搜索,没有找到任何解决这个问题的方法。这里是我的代码:OpenGL - 无法获取顶点阵列对象和顶点缓冲区对象绘制

vertexShader.glsl:

#version 330 core 

layout(location = 0) in vec3 vertexPosition_modelspace; 

void main(){ 
    gl_Position.xyz = vertexPosition_modelspace; 
    gl_Position.w = 1.0; 
} 

fragmentShader.glsl

#version 330 core 

out vec4 color; 

void main(){ 
    color = vec4(1.0, 1.0, 0.0, 1.0); 
} 

这里是我的加载着色器代码,里面有工作,没有提供任何错误:

//Note: PXConsole is a util class for printing to the console. 
GLuint loadShaders(std::string vertexPath, std::string fragmentPath){ 

const char* vertexShaderPath = vertexPath.c_str(); 
const char* fragmentShaderPath = fragmentPath.c_str(); 
// Create the shaders 
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); 
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); 

// Read the Vertex Shader code from the file 
std::string VertexShaderCode; 
std::ifstream VertexShaderStream(vertexShaderPath, std::ios::in); 
if(VertexShaderStream.is_open()){ 
    std::string Line = ""; 
    while(getline(VertexShaderStream, Line)) 
     VertexShaderCode += "\n" + Line; 
    VertexShaderStream.close(); 
}else{ 
    std::string error ="Could not open vertex shader at \"" + vertexPath +"\". Is the the path written correctly? "; 
    PXConsole::err(error); 
    return 0; 
} 

// Read the Fragment Shader code from the file 
std::string FragmentShaderCode; 
std::ifstream FragmentShaderStream(fragmentShaderPath, std::ios::in); 
if(FragmentShaderStream.is_open()){ 
    std::string Line = ""; 
    while(getline(FragmentShaderStream, Line)) 
     FragmentShaderCode += "\n" + Line; 
    FragmentShaderStream.close(); 
}else{ 
    std::string error ="Could not open fragment shader at \"" + fragmentPath +"\". Is the the path written correctly? "; 
    PXConsole::err(error); 
    return 0; 
} 

GLint Result = GL_FALSE; 
int InfoLogLength; 


// Compile Vertex Shader 
PXConsole::info("Compiling Vertex Shader at: " + vertexPath); 
char const * VertexSourcePointer = VertexShaderCode.c_str(); 
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); 
glCompileShader(VertexShaderID); 

// Check Vertex Shader 
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); 
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); 
if (InfoLogLength > 0){ 
    std::vector<char> VertexShaderErrorMessage(InfoLogLength+1); 
    glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); 
    PXConsole::err(&VertexShaderErrorMessage[0]); 
} 



// Compile Fragment Shader 
PXConsole::info("Compiling Fragment Shader at: " + fragmentPath); 
char const * FragmentSourcePointer = FragmentShaderCode.c_str(); 
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); 
glCompileShader(FragmentShaderID); 

// Check Fragment Shader 
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); 
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); 
if (InfoLogLength > 0){ 
    std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1); 
    glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); 
    PXConsole::err(&FragmentShaderErrorMessage[0]); 
} 



// Link the program 
PXConsole::info("Linking Shader Program!"); 
GLuint ProgramID = glCreateProgram(); 
glAttachShader(ProgramID, VertexShaderID); 
glAttachShader(ProgramID, FragmentShaderID); 
glLinkProgram(ProgramID); 

// Check the program 
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); 
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); 
if (InfoLogLength > 0){ 
    std::vector<char> ProgramErrorMessage(InfoLogLength+1); 
    glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); 
    PXConsole::err(&ProgramErrorMessage[0]); 
} 


glDetachShader(ProgramID, VertexShaderID); 
glDetachShader(ProgramID, FragmentShaderID); 

glDeleteShader(VertexShaderID); 
glDeleteShader(FragmentShaderID); 

return ProgramID; 

这是我用SDL2创建的OpenGL上下文:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); 
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); 
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); 
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); 
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); 
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); 

appWindow = SDL_CreateWindow("Window Title", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL); 

if (!application->appWindow) { 
    PXConsole::err("Couldn't Initialize Window!!"); 
    endApp(); 
} 

appGLContext = SDL_GL_CreateContext(appWindow); 

而且最后这里是我的渲染功能,这是一个循环:

void render(){  

    GLuint vaoID; 
    GLuint posVBO; 

    GLfloat positions[] = {-0.5f, -0.5f, 1.0f, 
     0.5f, -0.5f, 1.0f, 
     0.5f, 0.5f, 1.0f, 
     -0.5f, 0.5f, 1.0f}; 


    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    //shaderProgramID = the function mentioned above in an initializating function and has no errors finding the shader files 

    glUseProgram(shaderProgramID); 

    glColor4f(1.0, 1.0, 0.0, 1.0); 

    glGenVertexArrays(1, &vaoID); 
    glBindVertexArray(vaoID); 

    glGenBuffers(1, &posVBO); 
    glBindBuffer(GL_ARRAY_BUFFER, posVBO); 
    glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); 

    glEnableVertexAttribArray(0); 

    glBindBuffer(GL_ARRAY_BUFFER, posVBO); 
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); 
    glColor4f(1.0, 0.0, 0.0, 1.0); 
    glDrawArrays(GL_QUADS, 0, 4); 
    glDisableVertexAttribArray(0); 

    SDL_GL_SwapWindow(appWindow); 
} 

我希望这是足够的代码,以便能够确定问题。谢谢你的帮助!

回答

1

一个VAO基本上存储由glVertexAttribPointer设置的属性绑定。为了存储它们,必须在VAO绑定时设置它们。就你而言,你首先解除绑定,然后设置属性绑定。

此外,一个应该永不在每个帧中生成缓冲区或vaos。这是在初始化期间必须完成的事情。

既然你在问题中说你没有得到任何错误:每帧至少有三个。你如何检查错误?

  • glColor4f已从OpenGL 3.3 Core Profile中移除。调用此应该会导致错误。 (2x)
  • GL_QUADS在核心配置文件中不是有效的drawing mode,还应该生成错误。

一个修正版本可能看起来像这样

初始化

glGenVertexArrays(1, &vaoID); 
glBindVertexArray(vaoID); 

glGenBuffers(1, &posVBO); 
glBindBuffer(GL_ARRAY_BUFFER, posVBO); 
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); 
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); 

glEnableVertexAttribArray(0); 

渲染

glBindVertexArray(vaoID); 
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 

更新

当您想在每个帧中使用新的坐标时,仍然会生成缓冲区并在初始化中设置VAO。你在每一帧做的是新的数据上传到像这样的缓冲区(假设顶点的数量保持不变):

glBindBuffer(GL_ARRAY_BUFFER, posVBO); 
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(positions), positions); 

这将覆盖缓冲区的数据,而无需分配新的GPU内存。请注意,您必须在初始化时使用正确大小调用glBufferData一次,但使用nullptr作为数据指针来为缓冲区分配内存。

+0

非常感谢您的帮助和建议!我更新以正确的方式使用OpenGL。我在每帧中生成缓冲区的原因是因为我习惯于改变对象的位置以使其移动,而不是使用OpenGL相机。我不认为我正在检查OpenGL错误。我应该怎么做?而且你的解决方案几乎可以完美工作,除了调用glDisableVertexAttribArray(0)只允许形状出现在一个框架上,然后消失。我应该在节目结束时打电话吗?但真的,再次感谢您的帮助和建议! – Gyo

+0

嗯,对不起。那一个溜走了。你不必这么叫。这只有在不使用VAO时才有意义。在解决问题时,可以在'glDeleteVertexArray'方法中完成。 – BDL

+0

对于位置更新:请参阅答案中的更新。 – BDL