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C++ OpenGL在以下教程之后不渲染任何内容_C++_Opengl_Glsl_Shader_Glfw - Fatal编程技术网

C++ OpenGL在以下教程之后不渲染任何内容

C++ OpenGL在以下教程之后不渲染任何内容,c++,opengl,glsl,shader,glfw,C++,Opengl,Glsl,Shader,Glfw,我最近开始关注TheCherno在youtube上的OpenGL教程系列。 这是我的密码: #include <GL/glew.h> #include <GLFW/glfw3.h> #include <iostream> #include <fstream> #include <string> #include <sstream> struct ShaderProgramSource { std::string

我最近开始关注TheCherno在youtube上的OpenGL教程系列。
这是我的密码:

#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include <fstream>
#include <string>
#include <sstream>

struct ShaderProgramSource {
    std::string VertexSource;
    std::string FragmentSource;
};

static ShaderProgramSource ParseShader(const std::string& filepath) {
    std::ifstream stream(filepath);

    enum class ShaderType {
        NONE = -1, VERTEX = 0, FRAGMENT = 1
    };

    std::string line;
    std::stringstream ss[2];
    ShaderType type = ShaderType::NONE;
    while (getline(stream, line)) {

        if (line.find("#shader") != std::string::npos) {

            if (line.find("vertex") != std::string::npos)
                type = ShaderType::VERTEX;
            else if (line.find("fragment") != std::string::npos)
                type = ShaderType::FRAGMENT;

        } else {
            ss[(int)type] << line << '\n';
        }
    }

    return { ss[0].str(), ss[1].str() };
}

static unsigned int CompileShader(unsigned int type, const std::string& source) {

    std::cout << "Compiling " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader..." << std::endl;

    unsigned int id = glCreateShader(type);
    const char* src = source.c_str();
    glShaderSource(id, 1, &src, nullptr);
    std::cout << glGetError() << std::endl;

    glCompileShader(id);
    std::cout << glGetError() << std::endl;

    int result;
    glGetShaderiv(id, GL_COMPILE_STATUS, &result);
    std::cout << glGetError() << std::endl;

    if (result == GL_FALSE) {
        int length;
        glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
        std::cout << glGetError() << std::endl;

        char* message = (char*)alloca(length * sizeof(char));
        glGetShaderInfoLog(id, length, &length, message);
        std::cout << glGetError() << std::endl;

        std::cout << "Failed to compile" << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl;
        std::cout << message << std::endl;
        glDeleteShader(id);
        std::cout << glGetError() << std::endl;

        return 0;
    }

    std::cout << "Successfully compiled " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl << std::endl;
    return id;
}

static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader) {

    std::cout << "Creating shader..." << std::endl << std::endl;
    
    unsigned int program = glCreateProgram();
    unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);

    glAttachShader(program, vs);
    std::cout << glGetError() << std::endl;
    std::cout << "Attached vertex shader" << std::endl;

    glAttachShader(program, fs);
    std::cout << glGetError() << std::endl;
    std::cout << "Attached fragment shader" << std::endl;

    glLinkProgram(program);
    std::cout << glGetError() << std::endl;
    glValidateProgram(program);
    std::cout << glGetError() << std::endl;
    std::cout << "Linked and validated program" << std::endl;

    glDeleteShader(vs);
    std::cout << glGetError() << std::endl;
    std::cout << "Deleted vertex shader" << std::endl;

    glDeleteShader(fs);
    std::cout << glGetError() << std::endl;
    std::cout << "Deleted fragment shader" << std::endl;

    std::cout << "Succesfully created shader!" << std::endl << std::endl;

    return program;
}

int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    if (glewInit() != GLEW_OK) {
        std::cout << "Error!" << std::endl;
    }

    std::cout << glGetString(GL_VERSION) << std::endl;

    float positions[6] = {
        -0.5f, -0.5f,
         0.0f,  0.5f,
         0.5f, -0.5f
    };

    unsigned int buffer;
    glGenBuffers(1, &buffer);
    std::cout << glGetError() << std::endl;
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    std::cout << glGetError() << std::endl;
    glBufferData(GL_ARRAY_BUFFER, 6*sizeof(float), positions, GL_STATIC_DRAW);
    std::cout << glGetError() << std::endl;

    glDisableVertexAttribArray(0);
    std::cout << glGetError() << std::endl;
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, 0);
    std::cout << glGetError() << std::endl;

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    std::cout << glGetError() << std::endl;
    
    ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
    std::cout << "VERTEX" << std::endl;
    std::cout << source.VertexSource << std::endl;
    std::cout << "FRAGMENT" << std::endl;
    std::cout << source.FragmentSource << std::endl;

    //unsigned int shader = CreateShader(vertexShader, fragmentShader);
    ///glUseProgram(shader);


    
    // render loop
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);

        glDrawArrays(GL_TRIANGLES, 0, 3);

        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    //glDeleteProgram(shader);

    glfwTerminate();
    return 0;
}

我尝试过使用
glGetError
,但它没有输出任何错误。

您需要启用通用顶点属性数组,而不是禁用它(请参阅):

glDisableVertexAttributeArray(0)

GlenableVertexAttributeArray(0);
此外,编译、链接和安装sahder的代码被注释掉:

//unsigned int shader=CreateShader(vertexShader,fragmentShader)
///glUseProgram(着色器)

unsigned int shader=CreateShader(source.VertexSource,source.FragmentSource);
glUseProgram(着色器);

我相信@rabbi76的答案是正确的。如果仍然不起作用,请确保使用兼容的OpenGL上下文或创建VAO来保存状态

可通过以下方式设置兼容的OpenGL上下文:

//在glfwCreateWindow调用之前,在glfwInit之后
glfwWindowHint(GLFW_OPENGL_配置文件、GLFW_OPENGL_COMPAT_配置文件);
默认值为
GLFW\u OPENGL\u ANY\u PROFILE
,如果
COMPAT
不可用,这可能意味着
CORE
。这样可以确保默认对象始终存在并被绑定。这意味着您的
glvertexattributepointer
调用实际上有一个存储该信息的位置。我没有看到这些Cherno的教程,很可能在未来的教程中会介绍VAO。在
CORE
中不会有一个,它可能不会画任何东西

在这里,精确地设置所需的最小OpenGL版本并不是一个坏主意。如果由于某种原因,该窗口在目标计算机上不可用,则窗口创建将失败。在调用不受支持的函数时,这比获得“随机”seg错误更可取

glfwWindowHint(GLFW\u CONTEXT\u VERSION\u MAJOR,3);
glfwWindowHint(GLFW_上下文_版本_小调,3);
我的首选方法是创建一个实际的VAO,并使用
GLFW\u OPENGL\u CORE\u PROFILE
。但是请随意使用教程,我从他那里看到的教程都是高质量的

//将这些放在顶点缓冲区初始化之前
int VAO;
glGenVertexArrays(1和VAO);
glBindVertexArray(VAO);

非常感谢您!被评论掉的原因是因为他在视频中出于某种原因这样做了。