gpt4 book ai didi

c++ - GLFW 窗口只显示清晰的颜色,没有其他

转载 作者:行者123 更新时间:2023-11-30 01:34:27 25 4
gpt4 key购买 nike

我的问题是窗口显示的是清晰的颜色,即(橙色)我尝试了网络上的所有答案,但它们似乎没有帮助我。我正在使用 GLFW 3.3 预编译二进制文件。我将 GLAD 用于 OpenGL 函数。

代码没有给出任何错误或警告,并且 glGetError() 在代码的所有位置返回 0。

我已经尝试过更改顺序,但 gDEBugger 给我错误(即 PRIV_INSTRUCTION)并且 VAO 和 VBO 选项卡为空。

这是我的代码


#define GLFW_DLL

#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>

using namespace std;

static const char* vshSrc = "#version 330 core \n layout (location = 0) in vec3 tPos; void main(){gl_Position = tPos.x, tPos.y, tPos.z;} \0";
static const char* fshSrc = "#version 330 core \n layout (location = 0) out vec4 FragOut; void main(){FragOut = vec4(1.0f,0.4f,0.3f,1.0f);} \0";


/** Processes the input.
*Edit the fuction to add more features. */
void getInput( GLFWwindow *win ){
if(glfwGetKey(win,GLFW_KEY_ESCAPE) == GLFW_PRESS){
glfwSetWindowShouldClose(win,true);
}
}


int main( int argc, char **argv )
{
//Initialization
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);

//Make compatible for MacOSX
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
#endif // __APPLE__


//Window creation

GLFWwindow* window = glfwCreateWindow(640,480,"Illuminati",NULL,NULL);
if (window == NULL)
{
cout << "Window creation failed" << endl;
return -1;
}


//GLAD

glfwMakeContextCurrent(window);

if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "GLAD load error." << endl;
return -1;
}

//glViewport( 0, 0, 640, 480);


//==============================================================//

//Shader programs


//Vertex Shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vshSrc, NULL);
glCompileShader(vertexShader);

//Check for compile errors
int compilationSuccesful;

char InfoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &compilationSuccesful);
if ( !compilationSuccesful ){
glGetShaderInfoLog(vertexShader, 512, NULL, InfoLog);
cout << "Vertex Shader compilation Failed. ERROR. \n \n" << InfoLog << endl;
}

//Fragment Shader
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fshSrc, NULL);
glCompileShader(fragmentShader);

//error checking for fragment shader
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &compilationSuccesful);
if ( !compilationSuccesful ){
glGetShaderInfoLog(fragmentShader, 512, NULL, InfoLog);
cout << "Fragment Shader compilation Failed. ERROR. \n \n" << InfoLog << endl;
}

//Shader Program

unsigned int shaderProgram;
shaderProgram = glCreateProgram();

//Shader attachments
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);

//Checking for link errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &compilationSuccesful);
if ( !compilationSuccesful ){
glGetProgramInfoLog(shaderProgram, 512, NULL, InfoLog);
cout << "The program refused to link. ERROR. \n \n" << InfoLog << endl;
}

glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

//----------------------------------------------------------------------------------------------------------//

//Vertex data and elements

float rect[ ] {

/* 0 bottom left*/ -0.5f, -0.5f, 0.0f,

/* 1 top left*/ -0.5, 0.5f, 0.0f,

/* 2 bottom right*/ 0.5f, -0.5f, 0.0f,

/* 3 top right*/ 0.5f, 0.5f, 0.0f

};

unsigned int indices[] {

0,1,2, //first triangle
1,3,2 //second triangle

};


//==============================================================//

//Buffers and VAO

//VAO
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);

//VBO
unsigned int VBO;
glGenBuffers(1,&VBO);

//EBO
unsigned int EBO;
glGenBuffers(1, &EBO);



glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(rect), rect, GL_STATIC_DRAW);


glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);


//================================================================//

//Vertex Attributes

//glBindVertexArray(0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float), (void*)0);
glEnableVertexAttribArray(0);

//for safety
//glBindBuffer(GL_ARRAY_BUFFER, 0);

//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//A useless variable
//unsigned int ui;

//===============================================================//

//Render Loop


while ( !glfwWindowShouldClose(window) )
{

//Clear the buffer
glClearColor(0.9f,0.7f,0.2f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);

////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////DRAWING//////////////////////////////////////////


glBindVertexArray(VAO);
glUseProgram(shaderProgram);
//glDrawArrays(GL_TRIANGLES, 0, 4);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
//////////////////////////////////////////////END/////////////////////////////////////////////

getInput(window);
glfwSwapBuffers(window);
glfwPollEvents();
}

//Exit and destructors

glfwTerminate();
return 0;
}

//End

/*
__
<( . )____
/_______/
~~~~~~~~~
~~~~~~~~~

*/


最佳答案

在您的着色器中,此表达式将尝试分配 tPos.z 的值并且只有tPos.z gl_Position

gl_Position = tPos.x, tPos.y, tPos.z;

原因是 Comma operator 的语义,其中所有表达式由 , 分隔被评估,但只有最后一个的结果被用作整个表达式的 R 值。

你可能只是想混合它,你还必须分配.w :

gl_Position = vec4(tPos.xyz, 1);

关于c++ - GLFW 窗口只显示清晰的颜色,没有其他,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/56405332/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com