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c++ - 未渲​​染 OpenGL 立方体

转载 作者:行者123 更新时间:2023-11-28 00:15:36 26 4
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我正在努力让立方体在 opengl 中呈现。当我将已经计算出的 MVP 传递给顶点着色器时,它工作正常,但是当我传递模型、 View 和投影然后在顶点着色器中进行计算时,它不显示立方体。当我将顶点着色器的统一类型更改为 mat4 而不是 vec4 时,我也会收到错误 1282。

main.cpp

#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include <fstream>
#include <stdlib.h>
#include <vector>

GLuint getShader(const char* shaderName, GLenum shaderType) {
std::cout << "Making shader " << shaderName << std::endl;

/* Read file */
std::cout << "Reading shader file" << std::endl;
std::ifstream shaderFile;
shaderFile.open(shaderName, std::ios_base::in);

if (!shaderFile) {
std::cout << shaderName << " not found" << std::endl;
return 0;
}

std::string line;
std::string shaderData;
while (std::getline(shaderFile, line)) {
shaderData += line + "\n";
}

shaderFile.close();

/* Create shader */
std::cout << "Compiling shader" << std::endl;
GLuint shader = glCreateShader(shaderType);

if (shader == 0) {
std::cout << "Failed to create shader for " << shaderName << std::endl;
return 0;
}

const char *shaderStr = shaderData.c_str();

glShaderSource(shader, 1, &shaderStr, nullptr);
glCompileShader(shader);

/* Check compile status */
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);

GLchar *infoLog = new GLchar[logLength + 1];
glGetShaderInfoLog(shader, logLength, nullptr, infoLog);

std::cout << shaderName << " failed to compile: " << infoLog << std::endl;
return 0;
}

GLenum error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "Failed making shader program, error " << error << ": " << glewGetErrorString(error) << std::endl;
return 0;
}

return shader;
}

int end(const char* message) {
glfwTerminate();

if(message != nullptr) {
std::cout << message << std::endl;
system("PAUSE");
}
return -1;
}

struct Shader {
const char* file;
GLenum type;

Shader(const char* file, GLenum type) {
this->type = type;
this->file = file;
}
};

GLuint getShader(Shader& shader) {
return getShader(shader.file, shader.type);
}

GLuint getShaderProgram(std::initializer_list<Shader> shaders, std::initializer_list<const char*> binds) {
/* Create the shader program */
GLuint shaderProgram = glCreateProgram();
GLenum error = glGetError();

if (shaderProgram == 0) {
std::cout << "Failed to create shader program" << std::endl;
return 0;
}
else if (glIsProgram(shaderProgram) != GL_TRUE) {
std::cout << "Failed to create shader program" << std::endl;
return 0;
}
else if(error != GL_NO_ERROR) {
std::cout << "Failed creating shader program, error " << error << ": " << glewGetErrorString(error) << std::endl;
return 0;
}

/* Compile & attach the shaders */
for(Shader shader : shaders) {
GLuint glShader = getShader(shader);

if (glShader == 0) {
std::cout << "Failed to load shader " << shader.file << std::endl;
return 0;
}

std::cout << "Attaching shader " << shader.file << std::endl;
glAttachShader(shaderProgram, glShader);
glDeleteShader(glShader);

error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "Failed attaching shader, error " << error << ": " << glewGetErrorString(error) << std::endl;
return 0;
}
}

/* Bind */
for(const char* bind : binds) {
std::cout << "Binding data location " << bind << std::endl;
glBindFragDataLocation(shaderProgram, 0, bind);

error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "Failed binding data location, error " << error << ": " << glewGetErrorString(error) << std::endl;
return 0;
}
}

/* Link to opengl */
glLinkProgram(shaderProgram);
error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "Failed linking shader program, error " << error << ": " << glewGetErrorString(error) << std::endl;
return 0;
}

return shaderProgram;
}

int main() {
/* Initial checks */
if (!glfwInit()) {
return end("Failed to startup GLFW");
}

int major = 3;
int minor = 3;
int rev = 0;
glfwGetVersion(&major, &minor, &rev);

/* Create the window */
GLFWwindow *window = glfwCreateWindow(500, 500, "3D world prototyping", nullptr, nullptr);

if (!window) {
return end("Failed to create window.");
}

glfwMakeContextCurrent(window); //make the window active

/* Startup GLEW */
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
return end("Failed to startup GLEW");
}

/* Start OpenGL constants */
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glViewport(0, 0, 800, 600);

/* Support for multiple shaders without the need to switch attributes */
GLuint vertexArray;
glGenVertexArrays(1, &vertexArray);
glBindVertexArray(vertexArray);

/* Shape vectors */
GLfloat verticies[] = {//X, Y, Z
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,

-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,

-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,

0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,

-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,

-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f
};

GLuint shaderProgram = getShaderProgram({
Shader("vertexShader.glsl", GL_VERTEX_SHADER),
Shader("fragmentShader.glsl", GL_FRAGMENT_SHADER)
}, {
"outcolor"
});

if(shaderProgram == 0) {
return end("");
}

/* Load verticies into memory */
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);

/* Getting uniform ids */
glUseProgram(shaderProgram);
// GLint mvpId = glGetUniformLocation(shaderProgram, "mvp");
GLint projectionId = glGetUniformLocation(shaderProgram, "projection");
GLint modelId = glGetUniformLocation(shaderProgram, "model");
GLint viewId = glGetUniformLocation(shaderProgram, "view");

GLenum error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "Uniform error " << error << ": " << glewGetErrorString(error) << std::endl;
return end("");
}
// else if(mvpId == -1) {
// return end("MVP ID failed to load");
// }

GLint positionAttribute = glGetAttribLocation(shaderProgram, "position");

if(positionAttribute == -1) {
std::cout << "Error: position attribute failed to load" << std::endl;
return end("");
}

/* Positioning */
//FOV, Screen ratio, display range short, display range long
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 1.0f, 10.0f);
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 mvp;

glm::vec3 camera = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraLookingAt = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 cameraPitch = glm::vec3(0.0f, 1.0f, 0.0f);
float moveSpeed = 0.1f;

/* Rendering and logic */
while (!glfwWindowShouldClose(window)) {
/* Shutdown logic */
if (glfwGetKey(window, GLFW_KEY_ESCAPE)) {
break;
}

/* Clear */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);

/* Logic */
/* Keypresses */
glfwPollEvents();
if(glfwGetKey(window, GLFW_KEY_W)) {
camera.z -= moveSpeed;
cameraLookingAt.z -= moveSpeed;
}
else if(glfwGetKey(window, GLFW_KEY_S)) {
camera.z += moveSpeed;
cameraLookingAt.z += moveSpeed;
}

if(glfwGetKey(window, GLFW_KEY_A)) {
camera.x -= moveSpeed;
cameraLookingAt.x -= moveSpeed;
}
else if(glfwGetKey(window, GLFW_KEY_D)) {
camera.x += moveSpeed;
cameraLookingAt.x += moveSpeed;
}

if(glfwGetKey(window, GLFW_KEY_Z)) {
camera.y += moveSpeed;
cameraLookingAt.y += moveSpeed;
}
else if(glfwGetKey(window, GLFW_KEY_X)) {
camera.y -= moveSpeed;
cameraLookingAt.y -= moveSpeed;
}

if(glfwGetKey(window, GLFW_KEY_UP)) {
cameraLookingAt.y += moveSpeed;
}
else if(glfwGetKey(window, GLFW_KEY_DOWN)) {
cameraLookingAt.y -= moveSpeed;
}

if(glfwGetKey(window, GLFW_KEY_LEFT)) {
cameraLookingAt.x -= moveSpeed;
cameraLookingAt.z -= moveSpeed;
}
else if(glfwGetKey(window, GLFW_KEY_RIGHT)) {
cameraLookingAt.x += moveSpeed;
cameraLookingAt.z += moveSpeed;
}

/* Update position */
mvp = projection * glm::lookAt(
camera,
cameraLookingAt,
cameraPitch
) * model;
glm::mat4 view = glm::lookAt(
camera,
cameraLookingAt,
cameraPitch
);

/* Draw */
glUseProgram(shaderProgram);

/* Update the position */
// glUniformMatrix4fv(mvpId, 1, GL_FALSE, &mvp[0][0]);
glUniform4fv(viewId, 1, glm::value_ptr(view));
glUniform4fv(modelId, 1, glm::value_ptr(model));
glUniform4fv(projectionId, 1, glm::value_ptr(projection));

/* Redraw the position using the verticies */
glEnableVertexAttribArray(positionAttribute);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(positionAttribute, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); //because not just XYZ need to tell opengl the size of the stride

/* Draw the triangles */
glDrawArrays(GL_TRIANGLES, 0, 36);
glDisableVertexAttribArray(positionAttribute);
glfwSwapBuffers(window);

/* Realtime error checking */
error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "Error " << error << ": " << glewGetErrorString(error) << std::endl;
}
}

glfwDestroyWindow(window);
glDeleteProgram(shaderProgram);
glDeleteBuffers(1, &vertexBuffer);
glDeleteVertexArrays(1, &vertexArray);
return end(nullptr);
}

顶点着色器:

#version 330

uniform mat4 projection; /* view port / perspective */
uniform mat4 model; /* object */
uniform mat4 view; /* camera */
in vec3 position;

void main() {
gl_Position = projection * view * model * vec4(position, 1.0);
}

最佳答案

您需要在调用 glVertexAttribPointer 时指定步幅因为你的顶点没有打包(你有交错的位置和颜色数据):

glVertexAttribPointer(positionAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0);

关于c++ - 未渲​​染 OpenGL 立方体,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30540117/

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