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!
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
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
对于位置更新:请参阅答案中的更新。 – BDL