我试图用着色器、缓冲区等绘制一个立方体,编写一个基本的OpenGL 3.3程序。问题是没有绘制多维数据集。很抱歉出现了这么多代码,但我觉得错误可能在任何地方,因为在我看来,这一切似乎都是正确的:显示函数是循环的,着色器是编译的,矩阵被传递给着色器。我怀疑淘汰可能有问题。请看一下。下面是代码(我使用freeglut,首先调用init(),然后在循环中显示运行):
初始化代码:
struct ProgramData
{
    GLuint theProgram;
    GLuint iModel;
    GLuint iView;
    GLuint iProjection;
};
ProgramData shaderProgram;
ProgramData LoadProgram(const std::string &strVertexShader, 
                        const std::string &strFragmentShader)
{
    std::vector<GLuint> shaderList;
    shaderList.push_back(LoadShader(GL_VERTEX_SHADER, strVertexShader));
    shaderList.push_back(LoadShader(GL_FRAGMENT_SHADER, strFragmentShader));
    ProgramData data;
    data.theProgram = CreateProgram(shaderList);
    data.iModel = glGetUniformLocation(data.theProgram, "mModel");
    data.iView = glGetUniformLocation(data.theProgram, "mView");
    data.iProjection = glGetUniformLocation(data.theProgram, "mProjection");
    return data;
}
float cube_vertices[] = {
    -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,
    GREEN_COLOR,
    BLUE_COLOR,
    RED_COLOR,
    BROWN_COLOR,
    GREEN_COLOR,
    BLUE_COLOR,
    RED_COLOR,
    BROWN_COLOR,
};
GLubyte cube_elements[] = {
     0,1,2, 2,3,0,   
     0,3,4, 4,5,0,
     0,5,6, 6,1,0,
     1,6,7, 7,2,1,
     7,4,3, 3,2,7,
     4,7,6, 6,5,4
};
void InitializeProgram()
{
    //initialize vertex buffer
    glGenBuffers(1, &vertex_buffer_obj);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_obj);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), 
                   cube_vertices, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //initialize index buffer
    glGenBuffers(1, &index_buffer_obj);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer_obj);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), 
                           cube_elements, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    shaderProgram = LoadProgram("shader.vert", "shader.frag");
}
void init()
{
    InitializeProgram();
    int numberOfVertices = 8;
    size_t color_data_offset = sizeof(float) * 3 * numberOfVertices;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_obj);
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 
                          (void*)color_data_offset);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer_obj);
    glBindVertexArray(0);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glFrontFace(GL_CW);
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
    glDepthFunc(GL_LEQUAL);
    glDepthRange(0.0f, 1.0f);
}顶点着色器:
#version 330
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec3 color;
uniform mat4 mProjection;
uniform mat4 mView;
uniform mat4 mModel;
smooth out vec3 theColor;
void main()
{
    gl_Position = mProjection * mView * mModel * vec4(inPosition, 1);
    theColor = color;
}碎片着色器:
#version 330
smooth in vec3 theColor;
out vec4 outputColor;
void main()
{
    outputColor = vec4(theColor, 1);
}绘制代码:
glm::vec3 cam_pos(3, 2, 3);
void display()
{
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram.theProgram);
glm::mat4 model_matrix = glm::translate(glm::vec3(0, 0, 0));
glm::mat4 view_matrix = glm::lookAt(cam_pos, 
                         glm::vec3(0, 0, 0), glm::vec3(0, 0, 1));
glm::mat4 proj_matrix = glm::perspective(45.0f, 1.0f, 1.0f, 100.0f);
glUniformMatrix4fv(shaderProgram.iProjection, 1, 
                       GL_FALSE, glm::value_ptr(proj_matrix));
glUniformMatrix4fv(shaderProgram.iView, 1, 
                       GL_FALSE, glm::value_ptr(view_matrix));
glUniformMatrix4fv(shaderProgram.iModel, 1, 
                       GL_FALSE, glm::value_ptr(model_matrix));
glBindVertexArray(vao);
int size;  glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, 
                                      GL_BUFFER_SIZE, &size);
glDrawElements(GL_TRIANGLES, size / sizeof(GLubyte), GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
glUseProgram(0);
    glutSwapBuffers();
    glutPostRedisplay();
}UPD:在init方法中,当计算颜色的偏移量应该是sizeof(float) * 3 * numberOfVertices而不是sizeof(GLubyte) * 3 * numberOfVertices时,颜色作为浮动存储。渲染问题没有解决。
解题:谢谢你的帮助。见下面的答案。
发布于 2013-10-27 00:01:38
In display()函数
glDrawElements(GL_TRIANGLES, size / sizeof(GLubyte), GL_UNSIGNED_SHORT, 0);应改为
glDrawElements(GL_TRIANGLES, size / sizeof(GLubyte), GL_UNSIGNED_BYTE, 0);和init()
glFrontFace(GL_CW);至
glFrontFace(GL_CCW);所以问题是我传递给了OpenGL不正确的数据。索引数组是GLUbyte (每个数组元素的大小为1字节),但由于某种原因,我决定它是GLushort (2字节)。
编辑:不重要,但是向上向量(生成相机矩阵时)不应该是glm::vec3(0, 0, 1),而应该是glm::vec3(0, 1, 0)。
发布于 2013-10-26 17:49:35
在浏览代码时,我注意到了顶点着色器中的一行代码:
gl_Position = mProjection * mView * mModel * vec4(inPosition, 0);0真的应该是一个1.0。
https://stackoverflow.com/questions/19609867
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