C++ glPolygonMode未在正确模式下渲染

C++ glPolygonMode未在正确模式下渲染,c++,opengl,glsl,shader,tesselation,C++,Opengl,Glsl,Shader,Tesselation,我最近开始学习细分,今天我尝试在细分之后绘制一个三角形,这样我就可以使用GLPolygonModelGL_FRONT_和_BACK,GL_LINE查看所有细分的较小三角形。但由于某些原因,输出只是一个彩色背景,没有任何三角形。 对于细分,我制作了一个控制着色器和求值着色器,然后将它们链接到程序 // Source code for Tesselation Control Shader static const GLchar * tesselation_control_shader[] = {

我最近开始学习细分,今天我尝试在细分之后绘制一个三角形,这样我就可以使用GLPolygonModelGL_FRONT_和_BACK,GL_LINE查看所有细分的较小三角形。但由于某些原因,输出只是一个彩色背景,没有任何三角形。 对于细分,我制作了一个控制着色器和求值着色器,然后将它们链接到程序

// Source code for Tesselation Control Shader
static const GLchar * tesselation_control_shader[] = 
{
    "#version 450 core                                  \n"
    "                                                   \n"
    "layout(vertices = 3) out;                          \n"
    "                                                   \n"
    "void main(void)                                    \n"
    "{                                                  \n"
    "   //Only if I am invocation 0                     \n"
    "   if (gl_InvocationID == 0)                       \n"
    "   {                                               \n"
    "       gl_TessLevelInner[0] = 5.0;                 \n"
    "       gl_TessLevelOuter[0] = 5.0;                 \n"
    "       gl_TessLevelOuter[1] = 5.0;                 \n"
    "       gl_TessLevelOuter[2] = 5.0;                 \n"
    "   }                                               \n"
    "                                                   \n"
    "   // Everybody copies their input to their input  \n"
    "   gl_out[gl_InvocationID].gl_Position =           \n"
    "       gl_in[gl_InvocationID].gl_Position;         \n"
    "}                                                  \n"
};

// Source code for tesselation evaluation shader
static const GLchar * tesselation_evaluation_shader[] =
{
    "#version 450 core                                          \n"
    "                                                           \n"
    "layout(triangles, equal_spacing, cw) in;                   \n"
    "                                                           \n"
    "void main(void)                                            \n"
    "{                                                          \n"
    "   gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position +  \n"
    "       gl_TessCoord.y * gl_in[1].gl_Position +             \n"
    "       gl_TessCoord.z * gl_in[2].gl_Position);             \n"
    "}                                                          \n"
};
然后在使用glDrawArraysGL_三角形0,3绘制三角形之前,我在渲染函数中调用GLPolygonModelGL_FRONT_和GLu BACK,GL_线。 我最初认为glPolygonMode默认为GL_FILL,但我不认为这是问题所在,因为我只是在看一本OpenGL Superbible第7版的书。 我怎样才能解决这个问题

编辑: 我在下面添加了整个程序的代码:

GLuint compile_shaders(void)
{
    GLuint vertex_shader;
    GLuint fragment_shader;
    GLuint control_shader;
    GLuint evaluation_shader;
    GLuint program;

    // Source code for Vertex Shader
    static const GLchar * vertex_shader_source[] =
    {
        "#version 450 core                                                      \n"
        "                                                                       \n"
        "// offset and color are input vertex attribute                         \n"
        "layout (location = 0) in vec4 offset;                                  \n"
        "layout (location = 1) in vec4 color;                                   \n"
        "                                                                       \n"
        "//Declare VS_OUT as an output interface block                          \n"
        "out VS_OUT                                                             \n"
        "{                                                                      \n"
        "   vec4 color; //Send color to next stage                              \n"
        "}vs_out;                                                               \n"
        "                                                                       \n"
        "void main(void)                                                        \n"
        "{                                                                      \n"
        "   //Decalre a hardcoded array of positions                            \n"
        "   const vec4 vertices[3] = vec4[3](vec4(0.25, -0.25, 0.5, 1.0),       \n"
        "                                    vec4(-0.25, -0.25, 0.5, 1.0),      \n"
        "                                    vec4(0.25, 0.25, 0.5, 1.0));       \n"
        "                                                                       \n"
        "   //Index into our array using gl_VertexID                            \n"
        "   gl_Position = vertices[gl_VertexID] + offset;                       \n"
        "                                                                       \n"
        "//color = vec4(1.0, 0.0, 0.0, 1.0);                                    \n"
        "//Output fixed value for vs_color                                      \n"
        "vs_out.color = color;                                                  \n"
        "}                                                                      \n"
    };

    // Source code for Fragment Shader
    static const GLchar * fragment_shader_source[] =
    {
        "#version 450 core                                                              \n"
        "                                                                               \n"
        "//Declare VS_OUT as an input interface block                                   \n"
        "in VS_OUT                                                                      \n"
        "{                                                                              \n"
        "   vec4 color; //Send color to next stage                                      \n"
        "}fs_in;                                                                        \n"
        "                                                                               \n"
        "//Ouput to the framebuffer                                                     \n"
        "out vec4 color;                                                                \n"
        "                                                                               \n"
        "void main(void)                                                                \n"
        "{                                                                              \n"
        "// Simply assign the color we were given by the vertex shader to our output    \n"
        "   color = fs_in.color;                                                        \n"
        "}                                                                              \n"
    };

    // Source code for Tesselation Control Shader
    static const GLchar * tesselation_control_shader[] = 
    {
        "#version 450 core                                  \n"
        "                                                   \n"
        "layout(vertices = 3) out;                          \n"
        "                                                   \n"
        "void main(void)                                    \n"
        "{                                                  \n"
        "   //Only if I am invocation 0                     \n"
        "   if (gl_InvocationID == 0)                       \n"
        "   {                                               \n"
        "       gl_TessLevelInner[0] = 5.0;                 \n"
        "       gl_TessLevelOuter[0] = 5.0;                 \n"
        "       gl_TessLevelOuter[1] = 5.0;                 \n"
        "       gl_TessLevelOuter[2] = 5.0;                 \n"
        "   }                                               \n"
        "                                                   \n"
        "   // Everybody copies their input to their input  \n"
        "   gl_out[gl_InvocationID].gl_Position =           \n"
        "       gl_in[gl_InvocationID].gl_Position;         \n"
        "}                                                  \n"
    };

    // Source code for tesselation evaluation shader
    static const GLchar * tesselation_evaluation_shader[] =
    {
        "#version 450 core                                          \n"
        "                                                           \n"
        "layout(triangles, equal_spacing, cw) in;                   \n"
        "                                                           \n"
        "void main(void)                                            \n"
        "{                                                          \n"
        "   gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position +  \n"
        "       gl_TessCoord.y * gl_in[1].gl_Position +             \n"
        "       gl_TessCoord.z * gl_in[2].gl_Position);             \n"
        "}                                                          \n"
    };

    // Create and compiler Vertex Shader
    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
    glCompileShader(vertex_shader);

    // Create and compiler Fragment Shader
    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
    glCompileShader(fragment_shader);


    // Create and compile tesselation control shader
    control_shader = glCreateShader(GL_TESS_CONTROL_SHADER);
    glShaderSource(control_shader, 1, tesselation_control_shader, NULL);
    glCompileShader(control_shader);

    // Create and compile tesselation evaluation shader
    evaluation_shader = glCreateShader(GL_TESS_CONTROL_SHADER);
    glShaderSource(evaluation_shader, 1, tesselation_control_shader, NULL);
    glCompileShader(evaluation_shader);

    // Create program, attach shaders to it, and link it
    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glAttachShader(program, control_shader);
    glAttachShader(program, evaluation_shader);
    glLinkProgram(program);

    // Delete shaders as program has them now
    glDeleteShader(vertex_shader);
    glDeleteShader(fragment_shader);
    glDeleteShader(control_shader);
    glDeleteShader(evaluation_shader);

    return program;
};

class TesselationCSOne : public sb7::application
{
public:

    void startup()
    {
        rendering_program = compile_shaders();
        glCreateVertexArrays(1, &vertex_array_object);
        glBindVertexArray(vertex_array_object);
    }

    void shutdown()
    {
        glDeleteVertexArrays(1, &vertex_array_object);
        glDeleteProgram(rendering_program);
        glDeleteVertexArrays(1, &vertex_array_object);
    }

    // Our rendering function
    void render(double currentTime)
    {
        // Sets colour
        static const GLfloat color[] = { (float)sin(currentTime) * 0.5f + 0.5f, (float)sin(currentTime) * 0.5f + 0.5f, 0.0f, 1.0f };

        glClearBufferfv(GL_COLOR, 0, color);

        //Tell OpenGL to draw only the outlines of the resulting triangle
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

        // Use program object we created for rendering
        glUseProgram(rendering_program);

        GLfloat attrib[] = { 1.0, 0.0, 0.0, 0.0 };/*{ (float)sin(currentTime) * 0.5f, (float)sin(currentTime) * 0.6f, 0.0f, 0.0f };*/

        // Update value of input attribute 0
        glVertexAttrib4fv(0, attrib);

        // Draw pathes for tesselation shaders
        glPatchParameteri(GL_PATCH_VERTICES, 3);
        // Draw one triangle
        glDrawArrays(GL_PATCHES, 0, 3);
    }

private:

    GLuint rendering_program;
    GLuint vertex_array_object;
};

// Only instance of DECLARE_MAIN to state entry point
DECLARE_MAIN(TesselationCSOne);

如果使用细分着色器,则必须绘制面片。您必须按设置面片的大小,并且基本体类型必须是GL_面片

如果面片中的顶点数为3,则必须按如下方式执行:

glPatchParameteri(GL_PATCH_VERTICES, 3); 
glDrawArrays(GL_PATCHES, 0, 3)
见:

使用模式面片指定单独的面片。面片是用于第11.2节基本体细分的有序顶点集合。构成面片的顶点没有隐含的几何顺序。细分着色器和固定函数细分器使用面片的顶点生成新的点、线或三角形基本体。
void PatchParameteri( enum pname, int value );
将pname设置为面片顶点

着色器程序甚至不链接,因为片段着色器尝试从输入接口块读取, 未声明为前一着色器阶段的输出。 必须将顶点属性通过细分控制和求值着色器传递到片段着色器:

#version 450 core                                                            

in TESE_OUT                                                                    
{                                                                            
   vec4 color;                                  
} fs_in;                                                                      

out vec4 color;                                                              

void main(void)                                                              
{                                                                            
   color = fs_in.color;                                                      
}       
细分控制着色器:

#version 450 core                                 

layout(vertices = 3) out;

in VS_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tesc_in[];

out TESC_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tesc_out[];                          

void main(void)                                   
{                                                 
   if (gl_InvocationID == 0)                      
   {                                              
       gl_TessLevelInner[0] = 5.0;                
       gl_TessLevelOuter[0] = 5.0;                
       gl_TessLevelOuter[1] = 5.0;                
       gl_TessLevelOuter[2] = 5.0;                
   }                                              

   tesc_out[gl_InvocationID].color     = tesc_in[gl_InvocationID].color;                    
   gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;        
} 
细分求值着色器:

#version 450 core                                         

layout(triangles, equal_spacing, cw) in; 

in TESC_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tese_in[];

out TESE_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tese_out;                  

void main(void)                                           
{                               
   tese_out.color = ( gl_TessCoord.x * tese_in[0].color + 
                      gl_TessCoord.y * tese_in[1].color +            
                      gl_TessCoord.z * tese_in[2].color ) / 3.0;

   gl_Position = ( gl_TessCoord.x * gl_in[0].gl_Position + 
                   gl_TessCoord.y * gl_in[1].gl_Position +            
                   gl_TessCoord.z * gl_in[2].gl_Position ) / 3.0;            
}                                                         
片段着色器:

#version 450 core                                                            

in TESE_OUT                                                                    
{                                                                            
   vec4 color;                                  
} fs_in;                                                                      

out vec4 color;                                                              

void main(void)                                                              
{                                                                            
   color = fs_in.color;                                                      
}       
此外,我建议检查着色器对象是否已成功编译:

GLuint shaderObj = .... ;
glCompileShader( shaderObj );

GLint status = GL_TRUE;
glGetShaderiv( shaderObj, GL_COMPILE_STATUS, &status );
if ( status == GL_FALSE )
{
    GLint logLen;
    glGetShaderiv( shaderObj, GL_INFO_LOG_LENGTH, &logLen );
    std::vector< char >log( logLen );
    GLsizei written;
    glGetShaderInfoLog( shaderObj, logLen, &written, log.data() );
    std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
进一步注意,偏移可能会将三角形移出视口。更改属性初始化中偏移量的值:

GLfloat attrib[] = { 0.0, 0.0, 0.0, 0.0 };
或者出于调试原因,去掉顶点着色器中的offest

gl_Position = vertices[gl_VertexID]; 
您必须确保颜色属性也已设置:

GLfloat attrib1[] = { 1.0, 1.0, 0.0, 1.0 };
glVertexAttrib4fv(1, attrib1);
结果可能如下所示:

glPatchParameteri(GL_PATCH_VERTICES, 3); 
glDrawArrays(GL_PATCHES, 0, 3)

如果使用细分着色器,则必须绘制面片。您必须按设置面片的大小,并且基本体类型必须是GL_面片

如果面片中的顶点数为3,则必须按如下方式执行:

glPatchParameteri(GL_PATCH_VERTICES, 3); 
glDrawArrays(GL_PATCHES, 0, 3)
见:

使用模式面片指定单独的面片。面片是用于第11.2节基本体细分的有序顶点集合。构成面片的顶点没有隐含的几何顺序。细分着色器和固定函数细分器使用面片的顶点生成新的点、线或三角形基本体。
void PatchParameteri( enum pname, int value );
将pname设置为面片顶点

着色器程序甚至不链接,因为片段着色器尝试从输入接口块读取, 未声明为前一着色器阶段的输出。 必须将顶点属性通过细分控制和求值着色器传递到片段着色器:

#version 450 core                                                            

in TESE_OUT                                                                    
{                                                                            
   vec4 color;                                  
} fs_in;                                                                      

out vec4 color;                                                              

void main(void)                                                              
{                                                                            
   color = fs_in.color;                                                      
}       
细分控制着色器:

#version 450 core                                 

layout(vertices = 3) out;

in VS_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tesc_in[];

out TESC_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tesc_out[];                          

void main(void)                                   
{                                                 
   if (gl_InvocationID == 0)                      
   {                                              
       gl_TessLevelInner[0] = 5.0;                
       gl_TessLevelOuter[0] = 5.0;                
       gl_TessLevelOuter[1] = 5.0;                
       gl_TessLevelOuter[2] = 5.0;                
   }                                              

   tesc_out[gl_InvocationID].color     = tesc_in[gl_InvocationID].color;                    
   gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;        
} 
细分求值着色器:

#version 450 core                                         

layout(triangles, equal_spacing, cw) in; 

in TESC_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tese_in[];

out TESE_OUT                                                                    
{                                                                            
   vec4 color;                                   
} tese_out;                  

void main(void)                                           
{                               
   tese_out.color = ( gl_TessCoord.x * tese_in[0].color + 
                      gl_TessCoord.y * tese_in[1].color +            
                      gl_TessCoord.z * tese_in[2].color ) / 3.0;

   gl_Position = ( gl_TessCoord.x * gl_in[0].gl_Position + 
                   gl_TessCoord.y * gl_in[1].gl_Position +            
                   gl_TessCoord.z * gl_in[2].gl_Position ) / 3.0;            
}                                                         
片段着色器:

#version 450 core                                                            

in TESE_OUT                                                                    
{                                                                            
   vec4 color;                                  
} fs_in;                                                                      

out vec4 color;                                                              

void main(void)                                                              
{                                                                            
   color = fs_in.color;                                                      
}       
此外,我建议检查着色器对象是否已成功编译:

GLuint shaderObj = .... ;
glCompileShader( shaderObj );

GLint status = GL_TRUE;
glGetShaderiv( shaderObj, GL_COMPILE_STATUS, &status );
if ( status == GL_FALSE )
{
    GLint logLen;
    glGetShaderiv( shaderObj, GL_INFO_LOG_LENGTH, &logLen );
    std::vector< char >log( logLen );
    GLsizei written;
    glGetShaderInfoLog( shaderObj, logLen, &written, log.data() );
    std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
进一步注意,偏移可能会将三角形移出视口。更改属性初始化中偏移量的值:

GLfloat attrib[] = { 0.0, 0.0, 0.0, 0.0 };
或者出于调试原因,去掉顶点着色器中的offest

gl_Position = vertices[gl_VertexID]; 
您必须确保颜色属性也已设置:

GLfloat attrib1[] = { 1.0, 1.0, 0.0, 1.0 };
glVertexAttrib4fv(1, attrib1);
结果可能如下所示:

glPatchParameteri(GL_PATCH_VERTICES, 3); 
glDrawArrays(GL_PATCHES, 0, 3)

因此,在检查了大量源代码和Superbible的代码库后,我意识到我有很多不必要的代码,例如,着色器中的接口块,甚至有相当多的错误,例如,我有两个程序变量。 但是,在修复所有生成所需输出的代码后,细分三角形是:


希望这能帮助其他人解决同样的问题。

因此,在检查了大量源代码和Superbible的代码库后,我意识到我有很多不必要的代码,例如,着色器中的接口块,甚至有很多错误,例如,我有两个程序变量。 但是,在修复所有生成所需输出的代码后,细分三角形是:


希望这能帮助其他人解决同样的问题。

如果你使用镶嵌着色器,那么你必须绘制GL_补丁。与你的问题无关,但这可能值得研究,而不是将GLSL源的每一行都用引号括起来。@rabbi76如果你使用细分着色器?我需要的每个补丁的控制点数量是3。不是吗

默认值是多少?如果它是默认值,那么我就不必称它为正确的吗?@Fibbles我将对此进行研究,谢谢你的邀请advice@Varun.R您必须根据设置面片的大小,并且基本类型必须为GL_面片。如果您使用细分着色器,则必须绘制GL_面片。与您的问题无关,但可能值得研究,而不是将GLSL源的每一行都用引号括起来。@rabbi76我认为面片如果使用细分着色器,是否自动隐式完成?我需要的每个补丁的控制点数量是3。这不是默认值吗?如果它是默认值,那么我就不必说它是对的?@Fibbles我会研究一下,谢谢你的帮助advice@Varun.R您必须通过设置面片的大小,并且基本类型必须是GL_patches我在哪里调用glpatchParameteri和glDrawArray?在渲染中绘制三角形之前,我会调用它,但输出是相同的,细分仍然不是there@Varun.R在您的问题中,您只发布了细分着色器。因此,不可能找到问题所在。你问题中的代码不是我编辑的问题,并添加了整个程序的代码。这有帮助吗?我修复了错误并链接了着色器程序,就像您在放入的代码片段中所做的那样,但输出仍然是黄色屏幕,没有显示triangle@Varun.R我扩展了答案。我在哪里调用glPatchParametri和glDrawArrays?在渲染中绘制三角形之前,我会调用它,但输出是相同的,细分仍然不是there@Varun.R在您的问题中,您只发布了细分着色器。因此,不可能找到问题所在。你问题中的代码不是我编辑的问题,并添加了整个程序的代码。这有帮助吗?我修复了错误并链接了着色器程序,就像您在放入的代码片段中所做的那样,但输出仍然是黄色屏幕,没有显示triangle@Varun.R我扩展了答案。