三角形不出现在opengl中? [关闭]
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【中文标题】三角形不出现在opengl中? [关闭]【英文标题】:triangle dont appear in opengl? [closed] 【发布时间】:2020-05-23 04:53:40 【问题描述】:我可以让 Opengl 三角形出现。
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"\n\0";
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
glViewport(0, 0, width, height);
void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true);
int main()
glewExperimental = GL_TRUE;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window glfwCreateWindow(800,600,"Opengl",NULL,NULL) ;
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
GLenum err = glewInit();
if (glewInit() != GLEW_OK) std::cout << glewGetErrorString(err); return -1;
int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);
glCompileShader(fragmentShader);
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float triangle[] -0.5f,-0.5f,0.0f,
0.5f,-0.5f,0.0,
0.0f,-0.5f,0.0f ;
unsigned int VAO,buffer;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(0);
if (window == NULL)
std::cout << "Window is null";
glfwTerminate();
return -1;
while (!glfwWindowShouldClose(window))
processInput(window);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES,0,3);
glfwSwapBuffers(window);
glfwPollEvents();
glfwTerminate();
return 0;
【问题讨论】:
【参考方案1】:你所有的三角形顶点都是colinear,导致degenerate三角形
将第三个点的 y 坐标提高到 0.5
对我有用:
float triangle[]
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
;
大家一起:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"\n"
" gl_Position = vec4(aPos.x, aPos.y, "
"aPos.z, 1.0);\n"
"\0";
const char* fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, "
"1.0f);\n"
"\n\0";
void framebuffer_size_callback( GLFWwindow* window, int width, int height )
glViewport( 0, 0, width, height );
void processInput( GLFWwindow* window )
if( glfwGetKey( window, GLFW_KEY_ESCAPE ) == GLFW_PRESS )
glfwSetWindowShouldClose( window, true );
int main()
glewExperimental = GL_TRUE;
glfwInit();
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
GLFWwindow* window glfwCreateWindow( 800, 600, "Opengl", NULL, NULL ) ;
glfwSetFramebufferSizeCallback( window, framebuffer_size_callback );
glfwMakeContextCurrent( window );
GLenum err = glewInit();
if( glewInit() != GLEW_OK )
std::cout << glewGetErrorString( err );
return -1;
int vertexShader;
vertexShader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertexShader, 1, &vertexShaderSource, NULL );
glCompileShader( vertexShader );
int fragmentShader;
fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &fragmentShaderSource, NULL );
glCompileShader( fragmentShader );
int shaderProgram = glCreateProgram();
glAttachShader( shaderProgram, vertexShader );
glAttachShader( shaderProgram, fragmentShader );
glLinkProgram( shaderProgram );
glDeleteShader( vertexShader );
glDeleteShader( fragmentShader );
float triangle[]
-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f,
;
unsigned int VAO, buffer;
glGenVertexArrays( 1, &VAO );
glBindVertexArray( VAO );
glGenBuffers( 1, &buffer );
glBindBuffer( GL_ARRAY_BUFFER, buffer );
glBufferData(
GL_ARRAY_BUFFER, sizeof( triangle ), triangle, GL_STATIC_DRAW );
glVertexAttribPointer(
0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof( float ), (void*)0 );
glEnableVertexAttribArray( 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindVertexArray( 0 );
if( window == NULL )
std::cout << "Window is null";
glfwTerminate();
return -1;
while( !glfwWindowShouldClose( window ) )
processInput( window );
glClearColor( 0.2f, 0.2f, 0.2f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
glUseProgram( shaderProgram );
glBindVertexArray( VAO );
glDrawArrays( GL_TRIANGLES, 0, 3 );
glfwSwapBuffers( window );
glfwPollEvents();
glfwTerminate();
return 0;
【讨论】:
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