提问人:Elen Mouradian 提问时间:10/24/2022 最后编辑:YunElen Mouradian 更新时间:10/24/2022 访问量:753
为什么我的 OpenGL 代码会产生黑屏?
Why is my OpenGL code producing a black screen?
问:
这是我用 C++ 编写的代码,应该产生 2 个三角形,但是我得到一个空白屏幕。我错过了什么吗?
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
using namespace std;
static string ParseShader(string filepath) {
ifstream stream(filepath);
string line;
stringstream stringStream;
while (getline(stream, line))
{
stringStream << line << '\n';
}
return stringStream.str();
}
static unsigned int CompileShader(unsigned int type, const string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str(); // this returns a pointer to data inside the string, the first character
glShaderSource(id, 1, &src, nullptr); // shader id, count of source codes, a pointer to the array that holds the strings
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 << type << endl;
cout << message << endl;
glDeleteShader(id);
return 0;
}
return id;
}
// takes the shader codes as a string parameters
static unsigned int CreateShader(const string& vertexShader, const string& fragmentShader)
{
GLuint 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); // validate if the program is valid and can be run in the current state of opengl
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
float Angle = 0;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
// call glewInit after creating the context...
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
GLfloat coordinates[12] = {
-0.5f, 0.5f,
0.0f, 0.5f,
0.5f, 0.5f,
-0.5f, -0.5f,
0.0f, -0.5f,
0.5f, -0.5f
};
GLuint indices[6] = { 0, 3, 1, 4, 2, 5 };
GLuint position_buffer;
glGenBuffers(1, &position_buffer);
glBindBuffer(GL_ARRAY_BUFFER, position_buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * 2 * sizeof(float), coordinates, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0); //vertex positions
glEnableVertexAttribArray(0);
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(GLuint), indices, GL_STATIC_DRAW);
string vertexSource = ParseShader("vertex.shader");
string fragmentSource = ParseShader("fragment.shader");
unsigned int program = CreateShader(vertexSource, fragmentSource);
glUseProgram(program);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, nullptr);
//Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
glDeleteProgram(program);
glfwTerminate();
return 0;
}
这是我的顶点着色器。
#version 330 core
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;
out vec4 var_color;
void main()
{
var_color = color;
gl_Position = position;
};
这是我的片段着色器。
#version 330 core
out vec4 color;
in vec4 var_color;
void main()
{
//color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
color = var_color;
//discard;
};
结果我得到了一个黑屏,我怀疑这是我的机器的问题,因为其他代码片段在它上面工作。
答:
3赞
Gilles-Philippe Paillé
10/24/2022
#1
提供的代码中未指定颜色。着色器很可能正在绘制黑色方块,因为执行程序时内存中已有该值。若要添加颜色,请使用以下代码:
GLfloat colors[24] = { // Random colors
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
};
GLuint color_buffer;
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * sizeof(float), colors, GL_STATIC_DRAW);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); //vertex colors
glEnableVertexAttribArray(1);
2赞
Yun
10/24/2022
#2
代码不应生成两个三角形,因为它被要求呈现一个三角形条带。前三个顶点定义一个三角形,每个后续顶点添加另一个三角形,总共 4 个三角形。
您得到的空白屏幕是顶点着色器被发送 2D 位置并将其解释为 4D 位置的结果,并且不存在任何颜色信息。
要解决这些问题,请执行以下操作:
顶点着色器应接收位置的 a,因为这些位置是以 2D 形式给出的:
vec2
layout(location = 0) in vec2 position;
然后将这些转换为 4D 用于:
gl_Position
gl_Position = vec4(position, 0.0f, 1.0f);
缺少颜色的定义、设置相应的缓冲区和上传颜色数据。例如,添加:
GLfloat colors[24] = { 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, }; GLuint color_buffer; glGenBuffers(1, &color_buffer); glBindBuffer(GL_ARRAY_BUFFER, color_buffer); glBufferData(GL_ARRAY_BUFFER, 6 * 4 * sizeof(float), colors, GL_STATIC_DRAW); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); glEnableVertexAttribArray(1);
结果:
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