有了这个简单的代码:
#include <iostream>
#include <memory>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <test/main/shader.hpp>
class Foo {
public:
void OnAttach() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window_ = glfwCreateWindow(960, 540, "test", nullptr, nullptr);
if (window_ == nullptr) {
std::cerr << "failed to create GLFW window\n";
}
glfwMakeContextCurrent(window_);
glfwSetFramebufferSizeCallback(window_, [](GLFWwindow *_, int width, int height) {
glViewport(0, 0, width, height);
});
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
std::cerr << "failed to initialize GLAD\n";
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader_ = std::make_shared<Shader>("assets/GLSL/test.glsl");
glGenVertexArrays(1, &quad_va_);
glBindVertexArray(quad_va_);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
glGenBuffers(1, &quad_vb_);
glBindBuffer(GL_ARRAY_BUFFER, quad_vb_);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, nullptr);
glEnableVertexAttribArray(0);
uint32_t indices[] = {0, 1, 2, 2, 3, 0};
glGenBuffers(1, &quad_ib_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_ib_);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
void OnUpdate() {
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader_->Bind();
shader_->SetVec3("u_color", square_color_);
glBindVertexArray(quad_va_);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
}
GLFWwindow *GetWindow() const {
return window_;
}
private:
GLFWwindow *window_;
std::shared_ptr<Shader> shader_;
uint32_t quad_va_, quad_vb_, quad_ib_;
glm::vec4 square_color_ = {0.8f, 0.2f, 0.3f, 1.0f};
};
void Run(Foo *foo) {
foo->OnAttach();
while (!glfwWindowShouldClose(foo->GetWindow())) {
foo->OnUpdate();
glfwSwapBuffers(foo->GetWindow());
glfwPollEvents();
}
}
int main() {
Run(new Foo);
}
着色器:
#type vertex
#version 330 core
layout(location = 0) in vec3 a_pos;
uniform mat4 u_view_projection;
void main()
{
gl_Position = vec4(a_pos, 1.0);
}
#type fragment
#version 330 core
out vec4 color;
uniform vec4 u_color;
void main()
{
color = u_color;
}
其中Shader类(未显示)简单地使用顶点和片段部分解析着色器文件。在帧循环中简单地设置制服。我只看到空窗口,没有正方形。但一切似乎都设置好了。出了什么问题?
PS:为了完整性,这里是着色器类:
- header*:
#ifndef TEST_SHADER_HPP
#define TEST_SHADER_HPP
#include <string>
#include <glm/glm.hpp>
class Shader {
public:
explicit Shader(const std::string& filepath);
void Bind() const;
void SetInt(const std::string& name, int value) const;
void SetFloat(const std::string& name, float value) const;
void SetVec3(const std::string& name, const glm::vec3& vec) const;
void SetVec4(const std::string& name, const glm::vec4& vec) const;
void SetMat4(const std::string& name, const glm::mat4& mat) const;
private:
static void CheckCompileErrors(uint32_t shader_id, const std::string& type, const std::string& filepath);
uint32_t id_;
};
#endif //TEST_SHADER_HP
- 来源 *:
#include <test/main/shader.hpp>
#include <iostream>
#include <fstream>
#include <sstream>
#include <glad/glad.h>
void Shader::CheckCompileErrors(uint32_t shader_id, const std::string& type, const std::string& filepath) {
int success;
char infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader_id, 1024, nullptr, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_ERROR of type: " << type << "\n" << infoLog << "filepath: "
<< filepath;
}
} else {
glGetProgramiv(shader_id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_id, 1024, nullptr, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "filepath: "
<< filepath;
}
}
}
Shader::Shader(const std::string& filepath) {
// 1. divide vertex and fragment part
enum class ShaderType {
NONE = -1, VERTEX = 0, FRAGMENT = 1
};
std::ifstream stream(filepath);
std::string line;
std::stringstream ss[2];
ShaderType type = ShaderType::NONE;
while (getline(stream, line)) {
if (line.find("#type") != std::string::npos) {
if (line.find("vertex") != std::string::npos) {
type = ShaderType::VERTEX;
} else if (line.find("fragment") != std::string::npos) {
type = ShaderType::FRAGMENT;
} else {
std::cout << "Unknown shader: " << line << '\n';
}
} else {
if (type == ShaderType::NONE) {
std::cout << "No shader defined" << '\n';
} else {
ss[(int) type] << line << '\n';
}
}
}
std::string vertex_code = ss[(int) ShaderType::VERTEX].str();
std::string fragment_code = ss[(int) ShaderType::FRAGMENT].str();
// 2. convert, compile and link sources to shader program
// 2.1 convert string to c str
const char *vertex_str = vertex_code.c_str();
const char *fragment_str = fragment_code.c_str();
// 2.2.1 vertex shader
uint32_t vertex_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_id, 1, &vertex_str, nullptr);
glCompileShader(vertex_id);
CheckCompileErrors(vertex_id, "VERTEX", filepath);
// 2.2.2 fragment shader
uint32_t fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_id, 1, &fragment_str, nullptr);
glCompileShader(fragment_id);
CheckCompileErrors(fragment_id, "FRAGMENT", filepath);
// 2.3 shader program
id_ = glCreateProgram();
glAttachShader(id_, vertex_id);
glAttachShader(id_, fragment_id);
glLinkProgram(id_);
CheckCompileErrors(id_, "PROGRAM", filepath);
// 2.4 delete the shaders as they're linked into program and no longer necessary
glDeleteShader(vertex_id);
glDeleteShader(fragment_id);
}
void Shader::Bind() const {
glUseProgram(id_);
}
void Shader::SetInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(id_, name.c_str()), value);
}
void Shader::SetFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(id_, name.c_str()), value);
}
void Shader::SetVec4(const std::string& name, const glm::vec4& vec) const {
glUniform4f(glGetUniformLocation(id_, name.c_str()), vec.x, vec.y, vec.z, vec.w);
}
void Shader::SetVec3(const std::string& name, const glm::vec3& vec) const {
glUniform3f(glGetUniformLocation(id_, name.c_str()), vec.x, vec.y, vec.z);
}
void Shader::SetMat4(const std::string& name, const glm::mat4& mat) const {
glUniformMatrix4fv(glGetUniformLocation(id_, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
1条答案
按热度按时间vnzz0bqm1#
变更
到
在启用混合的情况下绘制。所有传入的像素颜色都被忽略,因为alpha分量设置为0(默认情况下,片段着色器中的均匀变量为零)。
是指:
其中
(inRed,inGreen,inBlue)
是矩形的每个片段的颜色,其中destinationColor
是您通过glClear
函数绘制的内容-窗口的背景。这就是为什么您看不到绘制的三角形,因为它们没有为输出组合颜色带来任何东西。