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c++ - 我需要为 OpenGL 3.3 Core 使用着色器吗?

转载 作者:行者123 更新时间:2023-11-28 05:13:00 24 4
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我正在尝试制作一个三角形,我正在使用 GLEW、GLFW 和 GLM 作为 OpenGL 的扩展。

这是我的代码:

#include <stdlib.h>
#include <stdio.h>
#include <gl\glew.h>
#include <GLFW\glfw3.h>
#include <glm\glm.hpp>
using namespace glm;

int main()
{
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL

// Open a window and create its OpenGL context
GLFWwindow* window; // (In the accompanying source code, this variable is global)
window = glfwCreateWindow(1024, 768, "Tutorial 01", NULL, NULL);
if (window == NULL)
{
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
glfwTerminate();
return -1;
}

glfwMakeContextCurrent(window); // Initialize GLEW
glewExperimental = true; // Needed in core profile
if (glewInit() != GLEW_OK)
{
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);

GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);

// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};

// This will identify our vertex buffer
GLuint vertexbuffer;
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);


do {
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);

// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();

} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
}

编辑

代码不显示白色三角形,它只是打开窗口并显示空的黑色。同样,起初我添加了我弄乱的代码,它缺少部分代码。但是它仍然不会产生白色三角形。

最佳答案

Do I need to use a shader for OpenGL 3.3?

您需要使用着色器,否则您不会看到任何东西。如果您确实看到了某些东西,那就是未指定的行为。这在很大程度上取决于每个单独的驱动程序。


您可以尝试摆弄清晰的颜色并清除屏幕:

glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

教程能够在黑色背景上得到一个白色三角形。在我的电脑上情况正好相反。

教程还指出:

If you’re on lucky, you can see the result (don’t panic if you don’t)

所以请阅读本教程的其余部分,它还包括一个着色器。

关于c++ - 我需要为 OpenGL 3.3 Core 使用着色器吗?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/43169814/

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