为什么我的OpenGL着色器不在GLFW_OPENL_CORE_PROFILE中绘制?[已关闭]

wdebmtf2  于 2022-12-26  发布在  其他
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我正在学习OpenGL教程,但遇到了麻烦。我试图画两个三角形来组成一个矩形,当我在主函数中包含glVertexAttribPointer和glEnableVertexAttribArray时,效果很好,但一旦我试图将其抽象到VertexArray类中,屏幕上什么也画不出来。我怀疑这是因为所有点都在0处绘制,0,因为当我将绘制模式更改为点而不是三角形时,它会在0,0处绘制一个点。请注意,下面的代码中不包含此内容,它仍然设置为三角形。
主要方法

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

#include "Renderer.h"
#include "VertexArray.h"
#include "VertexBuffer.h"
#include "IndexBuffer.h"

struct ShaderProgramSource
{
    std::string VertexSource;
    std::string FragmentSource;
};

static ShaderProgramSource ParseShader(const std::string& filePath)
{
    //open file at filePath
    std::ifstream stream(filePath);

    enum class ShaderType
    {
        NONE = -1, VERTEX = 0, FRAGMENT = 1
    };

    ShaderType type = ShaderType::NONE;

    std::string line;
    std::stringstream ss[2];

    while (getline(stream, line))
    {
        //if #shader is found in line
        if (line.find("#shader") != std::string::npos)
        {
            //set type to vertex or fragment depending on #shader line
            if (line.find("vertex") != std::string::npos)
            {
                //set the mode to vertex
                type = ShaderType::VERTEX;
            }
            else if (line.find("fragment") != std::string::npos)
            {
                //set the mode to fragment
                type = ShaderType::FRAGMENT;
            }
        }
        // add the line to a string at the index of the type
        else
            ss[(int)type % 2] << line << "\n";
    }

    return { ss[0].str(), ss[1].str() };
}

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

    //retrieves the result of glCompileShader
    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);
        std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader" << std::endl;
        std::cout << message << std::endl;

        glDeleteShader(id);
        return 0;
    }

    return id;
}

static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
    unsigned int program = glCreateProgram();
    unsigned int vShader = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned int fShader = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);

    glAttachShader(program, vShader);
    glAttachShader(program, fShader);
    glLinkProgram(program);
    glValidateProgram(program);

    glDeleteShader(vShader);
    glDeleteShader(fShader);

    return program;
}

int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    /* 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);

    glfwSwapInterval(1);

    if (glewInit() != GLEW_OK)
        std::cout << "Error Initilizing GLEW" << std::endl;
    {
        float positions[] = {
            -0.5f, -0.5f,
             0.5f, -0.5f,
             0.5f,  0.5f,
            -0.5f,  0.5f
        };

        unsigned int indices[] = {
            0, 1, 2,
            2, 3, 0
        };

      
        VertexArray VAO;

        VertexBufferLayout layout;
        layout.Push<float>(2);
        

        VertexBuffer VB(positions, 4 * 2 * sizeof(float));

        VAO.AddBuffer(VB, layout);

        IndexBuffer IB(indices, 6);

        ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
        unsigned int shader = CreateShader(source.VertexSource, source.FragmentSource);
        glUseProgram(shader);

        //returning values from a shader
        GLCall(int location = glGetUniformLocation(shader, "u_Color"));
        ASSERT(location != -1);
        GLCall(glUniform4f(location, 0.8f, 0.3f, 0.8f, 1.0f));

        GLCall(glBindVertexArray(0));
        GLCall(glUseProgram(0));
        GLCall(glBindBuffer(GL_ARRAY_BUFFER, 0));
        GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));

        float r = 0.0f;
        float increment = 0.05f;

        /* Loop until the user closes the window */
        while (!glfwWindowShouldClose(window))
        {
            /* Render here */
            GLCall(glClear(GL_COLOR_BUFFER_BIT));

            GLCall(glUseProgram(shader));
            GLCall(glUniform4f(location, r, 0.3f, 0.8f, 1.0f));

            VAO.Bind();
            GLCall(IB.Bind());
            GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr));

            if (r > 1.0f)
                increment = -0.05f;
            else if (r < 0.0f)
                increment = 0.05;

            r += increment;

            /* Swap front and back buffers */
            glfwSwapBuffers(window);

            /* Poll for and process events */
            glfwPollEvents();
        }

        glDeleteProgram(shader);
    }
    glfwTerminate();
    return 0;
}

顶点阵列

#include "VertexArray.h"
#include "Renderer.h"

VertexArray::VertexArray()
{
    GLCall(glGenVertexArrays(1, &m_RendererID));
    Bind();
}

VertexArray::~VertexArray()
{
    GLCall(glDeleteVertexArrays(1, &m_RendererID));
}

void VertexArray::AddBuffer(VertexBuffer VB, VertexBufferLayout& layout) 
{
    Bind();
    VB.Bind();
    const auto& elements = layout.getElements();
    unsigned int offset = 0;
    for (unsigned int i = 0; i < elements.size(); i++)
    {
        const auto& element = elements[i];
        GLCall(glEnableVertexAttribArray(i));
        GLCall(glVertexAttribPointer(i, element.count, element.type, element.normalized, layout.GetStride(), (const void*)offset));
        offset += element.count * VertexBufferElement::GetSizeofType(element.type);
    }
    
    VB.Unbind();
}

void VertexArray::Bind()
{
    // Make the VAO current by binding it
    glBindVertexArray(m_RendererID);
}

void VertexArray::Unbind()
{
    glBindVertexArray(0);
}

顶点缓冲区

#include "VertexBuffer.h"

#include "Renderer.h"

VertexBuffer::VertexBuffer(const void* data, unsigned int size)
{
    //Returns a vacant Buffer object which can after v THIS v line can be referenced to OpenGL by uint ID
    glGenBuffers(1, &m_RendererID);
    //Binds the buffer to GL_ARRAY_BUFFER, so GL knows which to modify when BufferData vv is called or when a buffer drawn
    glBindBuffer(GL_ARRAY_BUFFER, m_RendererID);
    //Fills GL_ARRAY_BUFFER with data
    glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
}

VertexBuffer::~VertexBuffer()
{
    GLCall(glDeleteBuffers(1, &m_RendererID));
}

void VertexBuffer::Bind() const
{
    //Binds the buffer to GL_ARRAY_BUFFER, so GL knows which to modify when BufferData vv is called or when a buffer drawn
    GLCall(glBindBuffer(GL_ARRAY_BUFFER, m_RendererID));
}

void VertexBuffer::Unbind() const
{
    glBindBuffer(GL_ARRAY_BUFFER, 0);
}

顶点缓冲区布局:

#pragma once

#include <vector>
#include <GL/glew.h>
#include "Renderer.h"

struct VertexBufferElement
{
    unsigned int type;
    unsigned int count;
    unsigned char normalized;
    

    static unsigned int GetSizeofType(unsigned int type)
    {
        switch (type)
        {
            case GL_FLOAT:          return 4;
            case GL_UNSIGNED_INT:   return 4;
            case GL_UNSIGNED_BYTE:  return 1;
        }

        ASSERT(false)
        return 0;

    }
};

class VertexBufferLayout
{
private:
    std::vector<VertexBufferElement> m_Elements;
    unsigned int m_Stride;
public:
    VertexBufferLayout()
        :m_Stride(0) {}

    template<typename T>
    void Push(unsigned int count)
    {
        static_assert(false);
    }
    
    template<>
    void Push<float>(unsigned int count)
    {
        VertexBufferElement vbe = { GL_FLOAT, count, GL_FALSE };
        m_Elements.push_back(vbe);
        m_Stride += VertexBufferElement::GetSizeofType(GL_FLOAT) * count;
    }

    template<>
    void Push<unsigned int>(unsigned int count)
    {
        VertexBufferElement vbe = { GL_UNSIGNED_INT, count, GL_FALSE };
        m_Elements.push_back(vbe);
        m_Stride += VertexBufferElement::GetSizeofType(GL_UNSIGNED_INT) * count;
    }

    template<>
    void Push<unsigned char>(unsigned int count)
    {
        VertexBufferElement vbe = { GL_UNSIGNED_BYTE, count, GL_TRUE };
        m_Elements.push_back(vbe);
        m_Stride += VertexBufferElement::GetSizeofType(GL_UNSIGNED_BYTE) * count;
    }

    inline const std::vector<VertexBufferElement> getElements() const { return m_Elements; }
    inline unsigned int GetStride() const { return m_Stride; }
};

当前仅处理错误的渲染器

#include "Renderer.h"

#include <iostream>

void GLClearError()
{
    while (glGetError() != GL_NO_ERROR)
    {

    }
}

bool GLLogCall(const char* function, const char* file, int line)
{
    while (GLenum error = glGetError())
    {
        std::cout << "[OpenGL Error] (" << error << "):" << function << " " << file << ":" << line << std::endl;
        return false;
    }

    return true;
}

索引缓冲区

#include "IndexBuffer.h"

#include "Renderer.h"

IndexBuffer::IndexBuffer(const unsigned int* data, unsigned int count)
    : m_Count(count)
{
    ASSERT(sizeof(unsigned int) == sizeof(GLuint));

    GLCall(glGenBuffers(1, &m_RendererID));
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_RendererID));
    GLCall(glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(unsigned int), data, GL_STATIC_DRAW));
}

IndexBuffer::~IndexBuffer()
{
    GLCall(glDeleteBuffers(1, &m_RendererID));
}

void IndexBuffer::Bind() const
{
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_RendererID));
}

void IndexBuffer::Unbind() const
{
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}

最后是着色器

#shader vertex
#version 330 core

layout(location = 0) in vec4 aPos;

void main()
{
    gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}

#shader fragment
#version 330 core

layout(location = 0) out vec4 color;

uniform vec4 u_Color;

void main()
{
   color = u_Color;
}

如果来自VertexArray::AddBuffer的两行GLCall位于main方法中,并且通过调试我能够确认这两行的值相同,则矩形绘制正确。

zzwlnbp8

zzwlnbp81#

UPDATE:我需要将VB对象作为引用传入。糟糕。当我将VB对象传入AddBuffer时,我正在创建一个堆栈分配的VB副本。

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