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c++ - 无法获取索引缓冲区以在 OpenGL 中绘制正方形

转载 作者:搜寻专家 更新时间:2023-10-31 02:07:31 24 4
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我在这里肯定是在做一些非常菜鸟的事情,但我就是不能用索引缓冲区画一个正方形。我正在按照此 video 中的说明进行操作.但我只是没有得到预期的输出。

如果我注释掉数组中的一个顶点,它会绘制第二个三角形。此外,drawElement() 调用似乎按预期工作,因为在我的代码中 ELEMENT_ARRAY 和 ARRAY_BUFFER 之间肯定存在链接,但我终生无法得到正方形。我检查并重新检查了我的代码很多次。有谁知道我可能会错过什么?这是我的代码:

#include <GL\glew.h>
#include <GLFW/glfw3.h>
#include <iostream>

#define print(x) std::cout << x << std::endl

static unsigned int CompileShader(unsigned int type, const std::string& source) {

// returns an empty shader object of type specified
unsigned int shader = glCreateShader(type);

// because one of the arguments requires a double pointer
const char* src = source.c_str();

// Replaces(in this case writes) the source code of a shader object
glShaderSource(shader, 1, &src, nullptr);

// Compiles the shader
glCompileShader(shader);

// Finds compile status of shader
int result;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);

if (result == GL_FALSE) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length];

glGetShaderInfoLog(shader, length, &length, message);
print("Failed to compile shader");
std::cout << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << std::endl;

glDeleteShader(shader);
return 0;
}

return shader;

}

static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader) {

// All shaders must be attached to a program object before executed. This returns an empyty program object
unsigned int program = glCreateProgram();

// get shaders
unsigned vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);

// Attaches the shader to the program
glAttachShader(program, vs);
glAttachShader(program, fs);

// creates shader executables
glLinkProgram(program);

// validates success/failure/performance of program. stores in program's log
glValidateProgram(program);

return program;
}

int main(void)
{
GLFWwindow* window;

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

/* 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);

if (glewInit() != GLEW_OK) {
print("Error");
}

float positions[8] = {
-0.5f, -0.5f, // 0
0.5f, -0.5f, // 1
-0.5f, 0.5f, // 2
0.5f, 0.5f // 3
};

unsigned int indices[6] = {
0, 1, 2,
1, 2, 3
};

// Assigns a memory to GL_ARRAY_BUFFER
unsigned int triangleBuffer;
glGenBuffers(1, &triangleBuffer);
glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer);

// Fills in data to GL_ARRAY_BUFFER memory
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);

// Defines where positions are located in GL_ARRAY_BUFFER and how to draw them configurations
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);

// Enables this vertex to be drawn using glDrawArrays().
glEnableVertexAttribArray(0);


// Shader programs in GLSL
std::string vertexShader =
// opengl version 3.3
"#version 330 core\n"
"\n"
// select vertex attribute 0. vec4 because gl_Position requires vec4 argument. vertex shaders are 'in'
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";

std::string fragmentShader =
// opengl version 3.3
"#version 330 core\n"
"\n"
// select vertex attribute 0. vec4 because color requires vec4 argument. fragment shader have 'out'
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
// colors in graphics are usually in 0-1 range. RGBA
" color = vec4(0.2, 0.3, 0.8, 1.0);\n"
"}\n";

// generate index buffers
unsigned int ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), &indices, GL_STATIC_DRAW);


// Use Shaders
unsigned int shaderProgram = CreateShader(vertexShader, fragmentShader);
glUseProgram(shaderProgram);

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

glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);

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

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

glfwTerminate();
return 0;
}

最佳答案

一般来说,您的代码没有问题,但是顶点数组缓冲区大小的规范是错误的。 4顶点坐标

float positions[8] = { -0.5f, -0.5f, 0.5f, -0.5f, -0.5f,  0.5f, 0.5f,  0.5f };

由 8 个 float 组成,而不是 6 个。

这意味着您的顶点数组是 8*sizeof(float)。像这样更改您的代码:

glBufferData(
GL_ARRAY_BUFFER,
8 * sizeof(float), // <----- 8 instead of 6
positions,
GL_STATIC_DRAW );

请注意,您可以使用 sizeof运算符以确定数组的大小(以字节为单位):

glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);

在 C++ 中,我更喜欢这样的东西:

const std::vector<float> positions{ -0.5f, -0.5f, 0.5f, -0.5f, -0.5f,  0.5f, 0.5f,  0.5f };
glBufferData(GL_ARRAY_BUFFER, positions.size()*sizeof(positions[0]), positions.data(), GL_STATIC_DRAW);

关于c++ - 无法获取索引缓冲区以在 OpenGL 中绘制正方形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48581860/

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