使用着色器渲染“顶点彩色”三角形时的OpenGL“黑屏”
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【中文标题】使用着色器渲染“顶点彩色”三角形时的OpenGL“黑屏”【英文标题】:OpenGL "black screen" when rendering "vertex colored" triangle using shader 【发布时间】:2016-02-28 01:57:59 【问题描述】:我是 OpenGL 的新手,一直在学习这个非常简单的教程,我应该在其中创建一个顶点颜色的三角形 (the tutorial in question)。
虽然,我的结果只是黑屏。 我已经尝试完全复制他的代码,但它仍然不起作用,这让我相信教程已经过时了。
我尝试删除着色器中的“#version 130”,但没有任何效果。我还调试了渲染函数,它确实被调用了。我不知道可能出了什么问题。
这是我的代码:
main.cpp
#ifdef _WIN32
#define _CRT_SECURE_NO_DEPRECATE
#endif
#include <GL\glew.h>
#include <GL\freeglut.h>
#include <stdio.h>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
GLuint shaderProgramID;
GLuint vao = 0;
GLuint vbo;
GLuint positionID, colorID;
#pragma region SHADER_FUNCTIONS
static char* readFile(const char* filename)
//Open the file
FILE* fp = fopen(filename, "r");
//Move to the end of file
fseek(fp, 0, SEEK_END);
long file_length = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* contents = new char[file_length + 1];
//zero out memory
for (int i = 0; i < file_length + 1; i++)
contents[i] = 0;
//Read file
fread(contents, 1, file_length, fp);
//Denote end
contents[file_length + 1] = '\0';
fclose(fp);
return contents;
GLuint makeVertexShader(const char* shaderSource)
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(vertexShaderID);
return vertexShaderID;
GLuint makeFragmentShader(const char* shaderSource)
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(fragmentShaderID);
return fragmentShaderID;
GLuint makeShaderProgram(GLuint vertexShaderID, GLuint fragmentShaderID)
GLuint shaderID = glCreateProgram();
glAttachShader(shaderID, vertexShaderID);
glAttachShader(shaderID, fragmentShaderID);
glLinkProgram(shaderID);
return shaderID;
#pragma endregion
void changeViewport(int w, int h)
glViewport(0, 0, w, h);
void render()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
printf("Debug");
int main(int argc, char** argv)
//Init GLUT
glutInit(&argc, argv);
//Set up some memory buffers for our display
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
//Set up window size
glutInitWindowSize(800, 600);
//Create window
glutCreateWindow("Project 1");
//Bind the two functions to respond when necessary
glutReshapeFunc(changeViewport);
glutDisplayFunc(render);
//Initialize OpenGL driver
GLenum err = glewInit();
if (GLEW_OK != err)
fprintf(stderr, "GLEW error");
return 1;
//Vertices and colors of trangle
GLfloat vertices[] =
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f,-0.5f, 0.0f
;
GLfloat colors[] =
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f
;
#pragma region MAKE_SHADER
char* vertexShaderSourceCode = readFile("vertexShader.vs");
char* fragmentShaderSourceCode = readFile("fragmentShader.fs");
GLuint vertShaderID = makeVertexShader(vertexShaderSourceCode);
GLuint fragShaderID = makeFragmentShader(fragmentShaderSourceCode);
GLuint shaderProgramID = makeShaderProgram(vertShaderID, fragShaderID);
printf("vertShaderID is %d\n", vertShaderID);
printf("fragmentShaderID is %d\n", fragShaderID);
printf("shaderProgramID is %d\n", shaderProgramID);
#pragma endregion
//Create the "remember-all"
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
//Create buffer
glBufferData(GL_ARRAY_BUFFER, 7 * 3 * sizeof(GLfloat), NULL, GL_STATIC_DRAW);
//Load the vertex points
glBufferSubData(GL_ARRAY_BUFFER, 0, 3 * 3 * sizeof(GLfloat), vertices);
//Load the colors
glBufferSubData(GL_ARRAY_BUFFER, 3 * 3 * sizeof(GLfloat), 3 * 4 * sizeof(GLfloat), colors);
//Find variables in shader
positionID = glGetAttribLocation(shaderProgramID, "s_vPosition");
colorID = glGetAttribLocation(shaderProgramID, "s_vColor");
glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(colorID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(3 * 3 * sizeof(GLfloat)));
glUseProgram(shaderProgramID);
glEnableVertexAttribArray(positionID);
glEnableVertexAttribArray(colorID);
//Start up a loop that runs in the background
glutMainLoop();
return 0;
fragmentShader.fs
#version 130
in vec4 color;
out vec4 fColor;
void main ()
fColor = color;
vertexShader.vs
#version 130
in vec4 s_vPosition;
in vec4 s_vColor;
out vec4 color;
void main ()
//gl_Position = s_mP*s_mV*s_mM*s_vPosition;
color = s_vColor;
gl_Position = s_vPosition;
【问题讨论】:
【参考方案1】:呃,我很抱歉创建了这个。在睡觉并再次查看我的代码后,我意识到我所有的顶点都具有相同的“y值”。
GLfloat vertices[] =
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, -0.5f, 0.0f
;
不管怎样,已经解决了。天哪,我觉得自己很愚蠢。
【讨论】:
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