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c++ - OpenGL 简单立方体未出现,使用统一 block

转载 作者:行者123 更新时间:2023-11-28 06:37:16 24 4
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我正在尝试为类作业绘制一个简单的立方体,但由于某种原因它没有出现。

我正在使用统一 block 和现代 OpenGL。我确定我做的事情不正确。

我的完整代码如下。下面的例子依赖于 GLEW + GLFW + GLM。

我发现有趣的是,对于我的灯光和 Material 统一 block ,我得到了索引,但我的 MVP 矩阵的统一 block 我没有得到索引。

有什么想法吗?

C++代码如下:

#include <iostream>
#include <string>
#include <sstream>
#include <vector>
#include <algorithm>

#ifndef OPENGL_INCLUDES_
#define OPENGL_INCLUDES_

#include "GL\glew.h"

#ifndef GLFW_INCLUDES_
#define GLFW_INCLUDES_

#if defined(_WIN32)
#include <Windows.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#elif defined(__linux__)
#include <X11/X.h>
#include <X11/extensions/Xrandr.h>
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#endif

#include "GLFW\glfw3.h"
#include "GLFW\glfw3native.h"

#endif

#endif

#ifndef GLM_INCLUDES_
#define GLM_INCLUDES_

#include <glm/glm.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>

#endif

GLFWwindow* MainWindow;

#ifdef _WIN32

HWND MainWindowWin32Handle;

#endif

GLint WindowWidth = 1024;
GLint WindowHeight = 768;

GLulong SizeDivizor = 1;

GLboolean RiftAvailable = false;
GLboolean UseApplicationWindowFrame = false;

GLuint MainOpenGLShaderProgramID;
GLuint MatricesUniformBlockID;
GLuint MatricesUniformBufferID;

GLuint LightsUniformBlockID;
GLuint LightsUniformBufferID;

GLuint MaterialsUniformBlockID;
GLuint MaterialsUniformBufferID;

glm::mat4 ViewMatrix;
glm::mat4 ViewModelMatrix;
glm::mat4 ProjectionMatrix;
glm::mat4 MVPMatrix;
glm::mat3 NormalMatrix;

class StandardCube;

std::vector<StandardCube> Cubes;

class StandardCube {

private:

GLfloat* Vertices;
GLfloat* Normals;
GLuint* Indices;

GLuint VAO;

glm::mat4 ModelMatrix;

public:

void LoadIntoOpenGL() {

Vertices = new GLfloat[72]

{
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f
};

Normals = new GLfloat[72] {
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f
};

Indices = new GLuint[36] {0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 21, 22, 22, 23, 20
};

glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);

GLuint MeshBufferID;
glGenBuffers(1, &MeshBufferID);
glBindBuffer(GL_ARRAY_BUFFER, MeshBufferID);

GLuint TotalBufferData = (sizeof(GLfloat) * 72) + (sizeof(GLfloat) * 72);

glBufferData(GL_ARRAY_BUFFER, TotalBufferData, NULL, GL_STATIC_DRAW);

glBufferSubData(GL_ARRAY_BUFFER, NULL, sizeof(GLfloat) * 72, Vertices);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);

glBufferSubData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 72, sizeof(GLfloat) * 72, Normals);

glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(sizeof(GLfloat) * 72));
glEnableVertexAttribArray(1);

GLuint IndexBufferID;
glGenBuffers(1, &IndexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLint) * 36, Indices, GL_STATIC_DRAW);

glBindVertexArray(NULL);

ModelMatrix = glm::mat4(1.0f);

}

void DrawMe() {

MVPMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
ViewModelMatrix = ViewMatrix * ModelMatrix;
NormalMatrix = glm::transpose(glm::inverse(glm::mat3(MVPMatrix)));

glBindBuffer(GL_UNIFORM_BUFFER, MatricesUniformBufferID);

glBufferSubData(GL_UNIFORM_BUFFER, NULL, sizeof(glm::mat4), glm::value_ptr(MVPMatrix));
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(ViewModelMatrix));
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4) + sizeof(glm::mat4), sizeof(glm::mat3), glm::value_ptr(NormalMatrix));

glBindBuffer(GL_UNIFORM_BUFFER, NULL);

glBindVertexArray(VAO);
glDrawElementsInstanced(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL, 1);
glBindVertexArray(NULL);

}

};

static void GLFWKeyCallback(GLFWwindow* p_Window, GLint p_Key, GLint p_Scancode, GLint p_Action, GLint p_Mods) {

if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS) {

glfwSetWindowShouldClose(p_Window, GL_TRUE);
}

if (p_Key == GLFW_KEY_O && p_Action == GLFW_PRESS) {

glClearColor(0.2f, 0.1f, 0.3f, 1.0f);

}

if (p_Key == GLFW_KEY_I && p_Action == GLFW_PRESS) {

glClearColor(1.0f, 0.5f, 0.5f, 1.0f);

}

}

static void GLFWWindowResizeCallBack(GLFWwindow* p_Window, GLint width, GLint height) {

//CurrentGLFWApplication->WindowResizeCallBack(p_Window, width, height);

}

static void GLFWMouseMovementCallBack(GLFWwindow* p_Window, GLdouble MouseX, GLdouble MouseY) {

//CurrentGLFWApplication->MouseMovementCallBack(p_Window, MouseX, MouseY);

}

static void GLFWFramebufferSizeCallback(GLFWwindow* window, GLint width, GLint height)
{

glViewport(0, 0, width, height);

}

int initializeGLFWGLEW() {

MainWindow = NULL;

if (!glfwInit())
{

fprintf(stderr, "GLFW failed to initialize.");
glfwTerminate();
return EXIT_FAILURE;

}

glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);

if (UseApplicationWindowFrame) {

MainWindow = glfwCreateWindow(WindowWidth, WindowHeight, "Basic Oculus Rift Example", NULL, NULL);

}
else {

if (!RiftAvailable) {

MainWindow = glfwCreateWindow(WindowWidth, WindowHeight, "Basic Oculus Rift Example", NULL, NULL);

}
else {

GLint MonitorCount;
GLFWmonitor** GLFW_Monitors = glfwGetMonitors(&MonitorCount);
GLFWmonitor* MonitorToUse;

switch (MonitorCount)
{
case 0:
printf("No monitors found, exiting.\n");
return EXIT_FAILURE;
break;
case 1:
printf("Two monitors expected, found only one, using primary...\n");
MonitorToUse = glfwGetPrimaryMonitor();
break;
case 2:
printf("Two monitors found, using second monitor\n");
MonitorToUse = GLFW_Monitors[1];
break;
default:
printf("More than two monitors found, using second monitor\n");
MonitorToUse = GLFW_Monitors[1];
}

MainWindow = glfwCreateWindow(WindowWidth, WindowHeight, "Basic Oculus Rift Example", MonitorToUse, NULL);

}

}

if (!MainWindow)
{
fprintf(stderr, "Could not determine OpenGL version; exiting.");
glfwTerminate();
return EXIT_FAILURE;
}

glfwMakeContextCurrent(MainWindow);

glewExperimental = GL_TRUE;
GLenum err = glewInit();

if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return EXIT_FAILURE;

}

glfwSetInputMode(MainWindow, GLFW_STICKY_KEYS, GL_TRUE);

glfwSetKeyCallback(MainWindow, GLFWKeyCallback);
glfwSetWindowSizeCallback(MainWindow, GLFWWindowResizeCallBack);
glfwSetCursorPosCallback(MainWindow, GLFWMouseMovementCallBack);
glfwSetFramebufferSizeCallback(MainWindow, GLFWFramebufferSizeCallback);

glfwSwapBuffers(MainWindow);

glfwPollEvents();

return EXIT_SUCCESS;

}

int prepareOpenGL() {

glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_MULTISAMPLE);

return EXIT_SUCCESS;

}

int loadShaders() {

// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

// Compile Vertex Shader
printf("Compiling Vertext Shader.\n\n");
char const * VertexSource = "#version 330 \n\n\
layout(std140) uniform MatrixInformation {\n\
mat4 m_pvm;\n\
mat4 m_viewModel;\n\
mat3 m_normal;\n\
};\n\
layout(std140) uniform Lights {\n\
vec3 l_dir; \n\
};\n\
in vec4 position;\n\
in vec3 normal;\n\
\n\
\n\
out Data{\n\
vec3 normal;\n\
vec4 eye;\n\
} DataOut;\n\
\n\
void main() {\n\
\n\
DataOut.normal = normalize(m_normal * normal);\n\
DataOut.eye = -(m_viewModel * position);\n\
\n\
gl_Position = m_pvm * position;\n\
}\n\
\n";

glShaderSource(VertexShaderID, 1, &VertexSource, NULL);
glCompileShader(VertexShaderID);

// Check Vertex Shader

GLint Result = GL_FALSE;
int InfoLogLength;

glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);

if (InfoLogLength > 0){

std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::string ErrorMessage = std::string(&VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);

}

printf("Compiling Fragment Shader.\n\n");
char const * FragmentSource = "#version 330\n\
layout(std140) uniform Materials {\n\
vec4 diffuse;\n\
vec4 ambient;\n\
vec4 specular;\n\
vec4 emissive;\n\
float shininess;\n\
int texCount;\n\
};\
\n\
layout(std140) uniform Lights {\n\
vec3 l_dir; \n\
};\
\n\
in Data{\n\
vec3 normal;\n\
vec4 eye;\n\
} DataIn;\n\
\n\
out vec4 colorOut;\
\n\
void main() {\n\
\n\
vec4 spec = vec4(0.0);\n\
\n\
vec3 n = normalize(DataIn.normal);\n\
vec3 e = normalize(vec3(DataIn.eye));\n\
\n\
float intensity = max(dot(n, l_dir), 0.0);\n\
\n\
if (intensity > 0.0) {\n\
vec3 h = normalize(l_dir + e);\n\
\n\
float intSpec = max(dot(h, n), 0.0);\n\
spec = specular * pow(intSpec, shininess);\n\
}\n\
\n\
colorOut = max(intensity * diffuse + spec, ambient);\n\
}";

glShaderSource(FragmentShaderID, 1, &FragmentSource, NULL);
glCompileShader(FragmentShaderID);

// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0){

std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
std::string ErrorMessage = std::string(&FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);

}

// Link the program
printf("Linking shader program.\n\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);

// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0){

std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::string ErrorMessage = std::string(&ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);

}

glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);

MainOpenGLShaderProgramID = ProgramID;

return EXIT_SUCCESS;

}

int prepareShaderUniforms() {

glUseProgram(MainOpenGLShaderProgramID);

LightsUniformBlockID = glGetUniformBlockIndex(MainOpenGLShaderProgramID, "Lights");
glUniformBlockBinding(MainOpenGLShaderProgramID, LightsUniformBlockID, 2);
glGenBuffers(1, &LightsUniformBufferID);
glBindBuffer(GL_UNIFORM_BUFFER, LightsUniformBufferID);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, LightsUniformBufferID);

GLfloat LightDirection[3] = { 1.0f, 1.0f, 0.0f };

glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDirection), &LightDirection, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, NULL);

MatricesUniformBlockID = glGetUniformBlockIndex(MainOpenGLShaderProgramID, "MatrixInformation");
glUniformBlockBinding(MainOpenGLShaderProgramID, MatricesUniformBlockID, 1);
glGenBuffers(1, &MatricesUniformBufferID);
glBindBuffer(GL_UNIFORM_BUFFER, MatricesUniformBufferID);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, MatricesUniformBufferID);
GLsizeiptr TotalBufferSize = sizeof(glm::mat4) + sizeof(glm::mat4);
TotalBufferSize += sizeof(glm::mat3);
glBufferData(GL_ARRAY_BUFFER, TotalBufferSize, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, NULL);

MaterialsUniformBlockID = glGetUniformBlockIndex(MainOpenGLShaderProgramID, "Materials");
glUniformBlockBinding(MainOpenGLShaderProgramID, MaterialsUniformBlockID, 3);
glGenBuffers(1, &MaterialsUniformBufferID);
glBindBuffer(GL_UNIFORM_BUFFER, MaterialsUniformBufferID);
glBindBufferBase(GL_UNIFORM_BUFFER, 3, MaterialsUniformBufferID);

GLfloat Material[18];

//Diffuse
Material[0] = 0.5f;
Material[1] = 0.0f;
Material[2] = 0.0f;
Material[3] = 1.0f;

//Ambient
Material[4] = 0.2f;
Material[5] = 0.2f;
Material[6] = 0.2f;
Material[7] = 1.0f;

//Specular
Material[8] = 0.0f;
Material[9] = 0.0f;
Material[10] = 0.0f;
Material[11] = 1.0f;

//Emissive
Material[12] = 0.0f;
Material[13] = 0.0f;
Material[14] = 0.0f;
Material[15] = 1.0f;

//Shininess
Material[16] = 2.0f;

//Texture Count
Material[17] = 0.0f;

glBufferData(GL_UNIFORM_BUFFER, sizeof(Material), &Material, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, NULL);

return EXIT_SUCCESS;

}

int loadCubes() {

StandardCube NewCube;

NewCube.LoadIntoOpenGL();

Cubes.push_back(NewCube);

return EXIT_SUCCESS;

}

int prepareMatricies() {

GLfloat AspectRatio = (GLfloat)(WindowWidth) / (GLfloat)(WindowHeight);

ProjectionMatrix = glm::perspective(45.0f, AspectRatio, 1.0f, 1000.0f);

ViewMatrix = glm::lookAt(
glm::vec3(4.0f, 3.0f, 3.0f), // camera is at (4,3,3), in world space - Where the camera is inside world.
glm::vec3(0.0f, 0.0f, 0.0f), // and looks at the origin - What point the camera is looking at inside world.
glm::vec3(0.0f, 1.0f, 0.0f)// head is up(set to 0,1,0) - the direction of up for camera.
);

glViewport(0, 0, WindowWidth, WindowHeight);

return EXIT_SUCCESS;

}

int main(int argc, char** argv) {

if (initializeGLFWGLEW() == EXIT_FAILURE) {

exit(EXIT_FAILURE);

}

if (prepareOpenGL() == EXIT_FAILURE) {

exit(EXIT_FAILURE);

}

if (loadShaders() == EXIT_FAILURE) {

exit(EXIT_FAILURE);

}

if (prepareShaderUniforms() == EXIT_FAILURE) {

exit(EXIT_FAILURE);

}

if (loadCubes() == EXIT_FAILURE) {

exit(EXIT_FAILURE);

}

if (prepareMatricies() == EXIT_FAILURE) {

exit(EXIT_FAILURE);

}

while (!glfwWindowShouldClose(MainWindow))

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

for (auto & C : Cubes) {

C.DrawMe();

}

glfwSwapBuffers(MainWindow);

glfwPollEvents();

}

exit(EXIT_SUCCESS);

}

这是我的顶点着色器:

#version 330 

layout(std140) uniform MatrixInformation {
mat4 m_pvm;
mat4 m_viewModel;
mat3 m_normal;
};

layout(std140) uniform Lights {
vec3 l_dir;
};

in vec4 position;
in vec3 normal;

out Data{
vec3 normal;
vec4 eye;
} DataOut;

void main() {

DataOut.normal = normalize(m_normal * normal);
DataOut.eye = -(m_viewModel * position);

gl_Position = m_pvm * position;
}

这是我的片段着色器:

#version 330
layout(std140) uniform Materials {

vec4 diffuse;
vec4 ambient;
vec4 specular;
vec4 emissive;
float shininess;
int texCount;

};

layout(std140) uniform Lights {
vec3 l_dir;
};

in Data{
vec3 normal;
vec4 eye;
} DataIn;

out vec4 colorOut;

void main() {

vec4 spec = vec4(0.0);

vec3 n = normalize(DataIn.normal);
vec3 e = normalize(vec3(DataIn.eye));

float intensity = max(dot(n, l_dir), 0.0);

if (intensity > 0.0) {
vec3 h = normalize(l_dir + e);

float intSpec = max(dot(h, n), 0.0);
spec = specular * pow(intSpec, shininess);
}

colorOut = max(intensity * diffuse + spec, ambient);

}

最佳答案

所以问题是这部分:

//Binding uniform buffer
glBindBuffer(GL_UNIFORM_BUFFER, MatricesUniformBufferID);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, MatricesUniformBufferID);
GLsizeiptr TotalBufferSize = sizeof(glm::mat4) + sizeof(glm::mat4);
TotalBufferSize += sizeof(glm::mat3);
//uploading to the unbound array buffer
glBufferData(GL_ARRAY_BUFFER, TotalBufferSize, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, NULL);

所以你需要改变

glBufferData(GL_ARRAY_BUFFER, TotalBufferSize, NULL, GL_DYNAMIC_DRAW);

glBufferData(GL_UNIFORM_BUFFER, TotalBufferSize, NULL, GL_DYNAMIC_DRAW);

另外上传 NULL 在我的 OpenGL 驱动程序上不起作用(尽管它应该),所以我不得不

std::array<unsigned char,sizeof(glm::mat4)*2+sizeof(glm::mat3)> buff;
glBufferData(GL_UNIFORM_BUFFER, TotalBufferSize, buff.data(), GL_DYNAMIC_DRAW);

至于您如何找到它:老派方法是在您的代码中使用仅在 Debug模式下才会出现的 glGetError 调用。更现代的方法是创建一个调试上下文并在回调上打印中断以找出错误的位置(然后你可以在该区域进行 glGetError 调用以获得确切的函数调用,如果你不到那时还不知道,因为现代 OpenGL 驱动程序是线程化的,回调可能会在一两次函数调用后触发。

关于c++ - OpenGL 简单立方体未出现,使用统一 block ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26584755/

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