C++ opengl程序可以';t渲染三角形
我根据两个教程修改了三角形程序: 和 但是我只能渲染没有三角形的窗口。我的代码如下:C++ opengl程序可以';t渲染三角形,c++,opengl,C++,Opengl,我根据两个教程修改了三角形程序: 和 但是我只能渲染没有三角形的窗口。我的代码如下: #include <iostream> #include <string.h> #include <GL/glew.h> #include <GL/freeglut.h> GLuint VBO; GLuint shaderProgram;
#include <iostream>
#include <string.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
GLuint VBO;
GLuint shaderProgram;
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
void RenderSceneCB()
{ GLuint VAO;
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glutSwapBuffers();
}
void InitializeGlutCallbacks()
{
glutDisplayFunc(RenderSceneCB);
}
void CreateVertexBuffer()
{
GLfloat Vertices[] = {
-0.5f, -0.5f, 0.0f, // Left
0.5f, -0.5f, 0.0f, // Right
0.0f, 0.5f, 0.0f // Top
};
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
void shader() {
// Build and compile our shader program
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
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);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
int main(int argc, char** argv)
{ glutInitContextVersion (3, 3);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
glutInitWindowSize(1024, 768);
glutInitWindowPosition(100, 100);
glutCreateWindow("Triangle");
InitializeGlutCallbacks();
// Must be done after glut is initialized!
glewExperimental = GL_TRUE;
GLenum res = glewInit();
if (res != GLEW_OK) {
std::cout << "Error: '%s'\n" << glewGetErrorString(res) << std::endl;
return 1;
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
CreateVertexBuffer();
shader();
glutMainLoop();
return 0;
}
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GLuint VBO;
GLuint着色器程序;
const GLchar*vertexShaderSource=“#版本330核心\n”
“布局(位置=0)在vec3位置;\n”
“void main()\n”
“{\n”
gl_位置=vec4(位置.x,位置.y,位置.z,1.0);\n
"}\0";
const GLchar*fragmentShaderSource=“#版本330核心\n”
“输出vec4颜色;\n”
“void main()\n”
“{\n”
color=vec4(1.0f,0.5f,0.2f,1.0f);\n
“}\n\0”;
void rendersceneb()
{GLuint VAO;
glClear(GLU颜色缓冲位);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glBindBuffer(GL_数组_BUFFER,VBO);
glvertexattributepointer(0,3,GL_FLOAT,GL_FALSE,0,0);
GlenableVertexAttributeArray(0);
gldrawArray(GL_三角形,0,3);
glDisableVertexAttributeArray(0);
glutSwapBuffers();
}
void InitializeGlutCallbacks()
{
glutDisplayFunc(RenderSceneCB);
}
void CreateVertexBuffer()
{
GLfloat顶点[]={
-0.5f,-0.5f,0.0f,//左
0.5f,-0.5f,0.0f,//对
0.0f、0.5f、0.0f//顶部
};
glGenBuffers(1,&VBO);
glBindBuffer(GL_数组_BUFFER,VBO);
glBufferData(GLU数组缓冲区、大小(顶点)、顶点、GLU静态图);
}
void着色器(){
//构建并编译我们的着色器程序
//顶点着色器
GLuint vertexShader=glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader,1和vertexShaderSource,NULL);
glCompileShader(顶点着色器);
//检查编译时错误
辉煌的成功;
GLchar信息日志[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);
std::难道你忘了创建VAO吗?哦,谢谢。我在glBindVertexArray(VAO)之前添加了一个GLGEnVertexArray(1,&VAO);它可以工作。如果你只添加那一行,你会在每一帧泄漏一个VAO…@immibis你能指导如何更改以使其更好吗?或者创建一次VAO而不是每一帧(这样总共只有一个VAO),或在完成后删除VAO?您忘了创建VAO?哦,谢谢。我在glBindVertexArray(VAO)之前添加了一个GLGEnVertexArray(1,&VAO);并且它可以工作。如果您只添加该行,您将在每一帧泄漏一个VAO…@immibis您可以指导如何更改以使其更好吗?或者创建一次VAO,而不是每一帧(这样总共只有一个VAO),或者在完成VAO后删除它?