OpenGL绘制三角形而不是正方形

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【中文标题】OpenGL绘制三角形而不是正方形【英文标题】:OpenGL drawing a triangle instead of a square 【发布时间】:2020-06-03 18:53:04 【问题描述】:

我正在尝试在屏幕上显示一个正方形。这段代码应该画一个正方形,但是它省略了最后一个顶点,只画了一个三角形。

我哪里出错了?

#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>

#include "linmath.h"

#include <stdlib.h>
#include <stdio.h>

static const struct

float x, y;
float r, g, b;
 vertices[4] =

 -0.5f, -0.5f, 1.f, 0.f, 0.f ,
  0.5f, -0.5f, 0.f, 1.f, 0.f ,
   -0.5f,  0.5f, 0.f, 0.f, 1.f ,
 0.5f, 0.5f, 0.f, 1.f, 1.f
;

static const char* vertex_shader_text =
"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec3 vCol;\n"
"attribute vec2 vPos;\n"
"varying vec3 color;\n"
"void main()\n"
"\n"
"    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
"    color = vCol;\n"
"\n";

static const char* fragment_shader_text =
"#version 110\n"
"varying vec3 color;\n"
"void main()\n"
"\n"
"    gl_FragColor = vec4(color, 1.0);\n"
"\n";

static void error_callback(int error, const char* description)

    fprintf(stderr, "Error: %s\n", description);


static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)

if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
    glfwSetWindowShouldClose(window, GLFW_TRUE);


int main(void)

GLFWwindow* window;
GLuint vertex_buffer,edge_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;

glfwSetErrorCallback(error_callback);

if (!glfwInit())
    exit(EXIT_FAILURE);

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window)

    glfwTerminate();
    exit(EXIT_FAILURE);


glfwSetKeyCallback(window, key_callback);

glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);

// NOTE: OpenGL error checks have been omitted for brevity

glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);

fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);

program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);

mvp_location = glGetUniformLocation(program, "MVP");
vpos_location = glGetAttribLocation(program, "vPos");
vcol_location = glGetAttribLocation(program, "vCol");

glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                      sizeof(vertices[0]), (void*) 0);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
                      sizeof(vertices[0]), (void*) (sizeof(float) * 2));

while (!glfwWindowShouldClose(window))

    float ratio;
    int width, height;
    mat4x4 m, p, mvp;

    glfwGetFramebufferSize(window, &width, &height);
    ratio = width / (float) height;

    glViewport(0, 0, width, height);
    glClear(GL_COLOR_BUFFER_BIT);

    mat4x4_identity(m);
    mat4x4_rotate_Z(m, m, (float) glfwGetTime());
    mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
    mat4x4_mul(mvp, p, m);

    glUseProgram(program);
    glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
    glDrawArrays(GL_POLYGON, 0, 3);

    glfwSwapBuffers(window);
    glfwPollEvents();


glfwDestroyWindow(window);

glfwTerminate();
exit(EXIT_SUCCESS);

我只渲染了 4 个顶点中的 3 个,因此结果是三角形而不是正方形。

【问题讨论】:

【参考方案1】:

你告诉 opengl 用glDrawArrays(GL_POLYGON, 0, 3); 渲染 3 个顶点而不是 4 个顶点 改成glDrawArrays(GL_POLYGON, 0, 4);

【讨论】:

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