C OpenGL着色器不使用统一变量
根据教程,我正在尝试编写一个代码来绘制一个颜色变化的三角形 但我的代码不起作用,三角形在闪烁,而不是逐渐改变颜色,我不知道这是硬件还是软件问题 有人能帮我吗 我正在使用OpenGL 3.0和Mesa 18.3.4 并使用C OpenGL着色器不使用统一变量,c,opengl,glfw,C,Opengl,Glfw,根据教程,我正在尝试编写一个代码来绘制一个颜色变化的三角形 但我的代码不起作用,三角形在闪烁,而不是逐渐改变颜色,我不知道这是硬件还是软件问题 有人能帮我吗 我正在使用OpenGL 3.0和Mesa 18.3.4 并使用gcc着色器\u change.c-lGL-lglfw-lm进行编译 #include <stdio.h> #include <stdlib.h> #include <math.h> #include <GL/gl.h> #incl
gcc着色器\u change.c-lGL-lglfw-lm进行编译
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GLFW/glfw3.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char *vertexShaderSource ="#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
"}\n\0";
const char *fragmentShaderSource = "#version 330\n"
"out vec4 FragColor;\n"
"uniform vec4 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = ourColor;\n"
"}\n\0";
int main(){
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
printf("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// build and compile our shader program
// ------------------------------------
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s",infoLog);
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s",infoLog);
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s",infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
glEnableVertexAttribArray(0);
// color attribute
//glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
//glEnableVertexAttribArray(VAO);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
// as we only have a single shader, we could also just activate our shader once beforehand if we want to
glBindVertexArray(VAO);
// render loop
// -----------
float timeValue;
float greenValue;
int vertexColorLocation;
while (!glfwWindowShouldClose(window)){
// input
// -----
processInput(window);
// render
// ------
//glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
timeValue = glfwGetTime();
greenValue = sin(timeValue) / 2.0f + 0.5f;
vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
// render the triangle
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
void processInput(GLFWwindow *window){
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, 1);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height){
glViewport(0, 0, width, height);
}
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无效帧缓冲区\大小\回调(GLFWwindow*窗口,整数宽度,整数高度);
无效处理输入(GLFWwindow*窗口);
常量无符号整数SCR_WIDTH=800;
常数无符号整数SCR_高度=600;
const char*vertexShaderSource=“#版本330核心\n”
“vec3 aPos中的布局(位置=0);\n”
“void main()\n”
“{\n”
“gl_Position=vec4(aPos,1.0);\n”
“}\n\0”;
常量字符*fragmentShaderSource=“#版本330\n”
“out vec4 FragColor;\n”
“统一颜色;\n”
“void main()\n”
“{\n”
“FragColor=ourColor;\n”
“}\n\0”;
int main(){
//glfw:初始化和配置
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_上下文_版本_专业,3);
glfwWindowHint(GLFW_上下文_版本_小调,3);
glfwWindowHint(GLFW_OPENGL_配置文件、GLFW_OPENGL_核心配置文件);
//glfw窗口创建
// --------------------
GLFWwindow*window=glfwCreateWindow(SCR_宽度,SCR_高度,“LearnOpenGL”,NULL,NULL);
如果(窗口==NULL)
{
printf(“未能创建GLFW窗口”);
glfwTerminate();
返回-1;
}
glfwMakeContextCurrent(窗口);
glfwSetFramebufferSizeCallback(窗口,帧缓冲区大小回调);
//构建并编译我们的着色器程序
// ------------------------------------
//顶点着色器
int vertexShader=glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader,1和vertexShaderSource,NULL);
glCompileShader(顶点着色器);
//检查着色器编译错误
成功;
char-infoLog[512];
glGetShaderiv(顶点着色器、GL\u编译状态和成功);
如果(!成功)
{
glGetShaderInfoLog(vertexShader,512,NULL,infoLog);
printf(“错误::着色器::顶点::编译失败\n%s”,信息日志);
}
//片段着色器
int fragmentShader=glCreateShader(GL\u fragmentShader);
glShaderSource(fragmentShader,1和fragmentShaderSource,NULL);
glCompileShader(fragmentShader);
//检查着色器编译错误
glGetShaderiv(碎片着色器、GL\u编译状态和成功);
如果(!成功)
{
glGetShaderInfoLog(fragmentShader,512,NULL,infoLog);
printf(“错误::着色器::顶点::编译失败\n%s”,信息日志);
}
//链接着色器
int shaderProgram=glCreateProgram();
glAttachShader(着色器程序、顶点着色器);
glAttachShader(着色器程序、碎片着色器);
GLLINK程序(着色器程序);
//检查链接错误
glGetProgramiv(着色器程序、GL链接状态和成功);
如果(!成功){
glGetProgramInfoLog(shaderProgram,512,NULL,infoLog);
printf(“错误::着色器::顶点::编译失败\n%s”,信息日志);
}
glDeleteShader(顶点着色器);
glDeleteShader(fragmentShader);
//设置顶点数据(和缓冲区)并配置顶点属性
// ------------------------------------------------------------------
浮动顶点[]={
//位置//颜色
0.5f,-0.5f,0.0f,//右下角
-0.5f,-0.5f,0.0f,//左下角
0.0f、0.5f、0.0f、//顶部
};
无符号整数VBO,VAO;
glGenVertexArrays(1和VAO);
glGenBuffers(1,&VBO);
//首先绑定顶点数组对象,然后绑定并设置顶点缓冲区,然后配置顶点属性。
glBindVertexArray(VAO);
glBindBuffer(GL_数组_BUFFER,VBO);
glBufferData(GLU数组缓冲区、大小(顶点)、顶点、GLU静态图);
//位置属性
glvertexattributepointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(FLOAT),0);
GlenableVertexAttributeArray(0);
//颜色属性
//glvertexattributepointer(1,3,GL_FLOAT,GL_FALSE,6*sizeof(FLOAT),(void*)(3*sizeof(FLOAT));
//GlenableVertexAttributeArray(VAO);
//您可以在以后解除绑定VAO,这样其他VAO调用不会意外修改此VAO,但这种情况很少发生。修改其他VAO
//VAOs无论如何都需要调用glBindVertexArray,因此我们通常不会在不直接需要时解除VAOs(或VBO)的绑定。
//由于我们只有一个着色器,如果需要,我们也可以事先激活一次着色器
glBindVertexArray(VAO);
//渲染循环
// -----------
浮动时间值;
浮动绿价;
int顶点颜色定位;
而(!glfwWindowShouldClose(窗口)){
//输入
// -----
进程输入(窗口);
//渲染
// ------
//glClearColor(0.2f、0.3f、0.3f、1.0f);
glClear(GLU颜色缓冲位);
glUseProgram(shaderProgram);
timeValue=glfwGetTime();
绿值=正弦(时间值)/2.0f+0.5f;
vertexColorLocation=glGetUniformLocation(着色器程序,“ourColor”);
glUniform4f(顶点颜色定位,0.0f,绿色值,0.0f,1.0f);
//渲染三角形
glBindVertexArray(VAO);
gldrawArray(GL_三角形,0,3);
//glfw:交换缓冲区和轮询IO事件(按键按下/释放、鼠标移动等)
// -------------------------------------------------------------------------------
glfwSwapBuffers(窗口);
glfwPollEvents();
}
//可选:一旦资源超出其用途,则取消分配所有资源:
// ------------------------------------------------------------------------
GLDeleteVertexArray(1和VAO);
glDeleteBuffers(1和VBO);
//glfw:终止,清除以前分配的所有glfw资源。
// ------------------------------------------------------------------
glfwTerminate();
返回0;
}
无效程序