【问题标题】:Black screen output in opengl 3.3opengl 3.3中的黑屏输出
【发布时间】:2019-08-14 08:58:06
【问题描述】:

我正在尝试在 OpenGL 中在屏幕上绘制一个红色三角形。 glClearColor(x, x, x, 1) 可以正常工作并更改背景颜色。但是没有出现三角形,也没有出现错误。

#include <GL\glew.h>
#include <GL\GL.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>

using namespace std;

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

static unsigned int CompileShader(unsigned int type, const string &source) {
    unsigned int id = glCreateShader(type);
    const char* src = source.c_str();
    glShaderSource(id, 1, &src, nullptr);
    glCompileShader(id);

    int result;
    glGetShaderiv(id, GL_COMPILE_STATUS, &result);
    if (result == GL_FALSE) {
        int length;
        glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
        char *message = (char*)alloca(length * sizeof(char));
        glGetShaderInfoLog(id, length, &length, message);
        cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex shader " : "fragment shader ") << endl;
        cout << message << endl;
    }

    return id;
}

static unsigned int CreateShader(const string &vertexShader, const string &fragmentShader) {
    unsigned int program = glCreateProgram();
    unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);

    glAttachShader(program, vs);
    glAttachShader(program, fs);
    glLinkProgram(program);
    glValidateProgram(program);

    glDeleteShader(vs);
    glDeleteShader(fs);

    return program;
}

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "window", NULL, NULL);

    if (window == NULL) {
        cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    cout << glfwGetVersionString() << endl;

    glfwMakeContextCurrent(window);

    glewInit();
    if (glewInit()) {
        cout << "Glew initialization failed! " << endl;
        return -1;
    }


    float positions[6] = {
        -0.5f, -0.5f,
        0.0f, 0.5f,
        0.5f, -0.5f
    };

    unsigned int buffer;
    glGenBuffers(1, &buffer);
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
    glEnableVertexAttribArray(0);

    const string vertexShader =
        "#version 330 core\n"
        "\n"
        "layout (location = 0) in vec4 position;\n"
        "\n"
        "void main() {\n"
        "   gl_Position = position;\n"
        "}\n";

    const string fragmentShader =
        "#version 330 core\n"
        "\n"
        "layout (location = 0) out vec4 color;\n"
        "\n"
        "void main() \n"
        "{\n"
        "\n"
        "   color = vec4(1.0, 0.0, 0.0, 1.0);\n"
        "}\n";

    unsigned int shader = CreateShader(vertexShader, fragmentShader);
    glUseProgram(shader);

    while (!glfwWindowShouldClose(window)) {

        glClear(GL_COLOR_BUFFER_BIT);
        glClearColor(0.0f, 0.0f, 0.0f, 1);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glfwSwapBuffers(window);
        glfwPollEvents();

    }

    glfwTerminate();
    return 0;
}

【问题讨论】:

  • 您确实标记了正确答案,如果没有我对顶点着色器的建议,它真的有效吗?我知道有些司机很宽容,我只是好奇他们是否能纠正这一点。
  • @Quimby:它们不是“宽容的”,在这种情况下,OpenGL 规范保证设置 z=0 和 w=1。如果某些驱动程序没有,那么这是驱动程序中的错误。请参阅“传输数组元素”部分。
  • 我不知道@ybungalobill,谢谢。

标签: c++ opengl gpu glfw glew


【解决方案1】:

您需要使用Vertex Array Object。因此,将您的程序更改为:

(...)
unsigned int vao;                                                           
glGenVertexArrays(1, &vao);                                                 
glBindVertexArray(vao);                                                     

unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);

glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);

glBindVertexArray(0);
(...)

然后,在渲染时:

(...)
glBindVertexArray(vao);                                                     
    while (!glfwWindowShouldClose(window)) {               
(...)

【讨论】:

【解决方案2】:

您缺少一个包含这些 VertexAttrib 设置的 Vertex 数组对象。此外,您的顶点缓冲区格式设置为vec2 点,但顶点着色器需要vec4

正确的着色器:

const string vertexShader =
        "#version 330 core\n"
        "\n"
        "layout (location = 0) in vec2 position;\n"
        "\n"
        "void main() {\n"
        "   gl_Position = vec4(position,0.0f,1.0f);\n"
        "}\n";

创建和绑定 VAO:

unsigned int buffer;
unsigned int VAO;

glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &buffer);

你初始化 glew 两次,不确定是否重要。

glewExperimental = GL_TRUE;//Recommended for compatibility
    if (glewInit()!= GLEW_OK) {
        cout << "Glew initialization failed! " << endl;
        return -1;
    }

【讨论】:

  • 这是误导。着色器不必与 VAO 匹配。如果您在 VAO 中有两个组件,在着色器中有四个组件,那么它会自动扩展为 z=0,w=1。请参阅规范中的“传输数组元素”。
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