C++ C++;OpenGL不渲染

C++ C++;OpenGL不渲染,c++,opengl,C++,Opengl,通过去掉ComputePositionOffsets()和AdjustVertexData()方法,我可以显示一个三角形,但我添加了一些按钮功能来旋转它,以查看屏幕中是否还有其他地方,我不明白为什么它会生成黑屏 #include <algorithm> #include <string> #include <vector> #include <stdio.h> #include <glload/gl_3_2_comp.h> #inclu

通过去掉ComputePositionOffsets()和AdjustVertexData()方法,我可以显示一个三角形,但我添加了一些按钮功能来旋转它,以查看屏幕中是否还有其他地方,我不明白为什么它会生成黑屏

#include <algorithm>
#include <string>
#include <vector>
#include <stdio.h>
#include <glload/gl_3_2_comp.h>
#include <GL/freeglut.h>

#define ARRAY_COUNT( array ) (sizeof( array ) / (sizeof( array[0] ) * (sizeof( array ) != sizeof(void*) || sizeof( array[0] ) <= sizeof(void*))))
double rotate_y = 0;
double rotate_x = 0;

GLuint CreateShader(GLenum eShaderType, const std::string &strShaderFile) {
    GLuint shader = glCreateShader(eShaderType);
    const char *strFileData = strShaderFile.c_str();
    glShaderSource(shader, 1, &strFileData, NULL);

    glCompileShader(shader);

    GLint status;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
    if (status == GL_FALSE) {
        GLint infoLogLength;
        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);

        GLchar *strInfoLog = new GLchar[infoLogLength + 1];
        glGetShaderInfoLog(shader, infoLogLength, NULL, strInfoLog);

        const char *strShaderType = NULL;
        switch (eShaderType) {
        case GL_VERTEX_SHADER:
            strShaderType = "vertex";
            break;
        case GL_GEOMETRY_SHADER:
            strShaderType = "geometry";
            break;
        case GL_FRAGMENT_SHADER:
            strShaderType = "fragment";
            break;
        }

        fprintf(stderr, "Compile failure in %s shader:\n%s\n", strShaderType,strInfoLog);
        delete[] strInfoLog;
    }

    return shader;
}

GLuint CreateProgram(const std::vector<GLuint> &shaderList) {
    GLuint program = glCreateProgram();

    for (size_t iLoop = 0; iLoop < shaderList.size(); iLoop++)
        glAttachShader(program, shaderList[iLoop]);

    glLinkProgram(program);

    GLint status;
    glGetProgramiv(program, GL_LINK_STATUS, &status);
    if (status == GL_FALSE) {
        GLint infoLogLength;
        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);

        GLchar *strInfoLog = new GLchar[infoLogLength + 1];
        glGetProgramInfoLog(program, infoLogLength, NULL, strInfoLog);
        fprintf(stderr, "Linker failure: %s\n", strInfoLog);
        delete[] strInfoLog;
    }

    for (size_t iLoop = 0; iLoop < shaderList.size(); iLoop++)
        glDetachShader(program, shaderList[iLoop]);

    return program;
}

GLuint theProgram;

const std::string strVertexShader("#version 330\n"
        "layout(location = 0) in vec4 position;\n"
        "void main()\n"
        "{\n"
        "   gl_Position = position;\n"
        "}\n");

const std::string strFragmentShader("#version 330\n"
        "out vec4 outputColor;\n"
        "void main()\n"
        "{\n"
        "   outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n"
        "}\n");

void InitializeProgram() {
    std::vector<GLuint> shaderList;

    shaderList.push_back(CreateShader(GL_VERTEX_SHADER, strVertexShader));
    shaderList.push_back(CreateShader(GL_FRAGMENT_SHADER, strFragmentShader));

    theProgram = CreateProgram(shaderList);

    std::for_each(shaderList.begin(), shaderList.end(), glDeleteShader);
}

const float vertexPositions2[] = { 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
        0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5,
        0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5,
        -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5,
        -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5,
        -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5 };

GLuint positionBufferObject;
GLuint vao;

void InitializeVertexBuffer() {
    glGenBuffers(1, &positionBufferObject);

    glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions2), vertexPositions2,
            GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
}

//Called after the window and OpenGL are initialized. Called exactly once, before the main loop.
void init() {
    InitializeProgram();
    InitializeVertexBuffer();

    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
}

void ComputePositionOffsets(float &fXOffset, float &fYOffset) {
    const float fLoopDuration = 5.0f;
    const float fScale = 3.14159f * 2.0f / fLoopDuration;

    float fElapsedTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;

    float fCurrTimeThroughLoop = fmodf(fElapsedTime, fLoopDuration);

    fXOffset = cosf(fCurrTimeThroughLoop * fScale) * 0.5f;
    fYOffset = sinf(fCurrTimeThroughLoop * fScale) * 0.5f;
}

void AdjustVertexData(float fXOffset, float fYOffset) {

    std::vector<float> fNewData(ARRAY_COUNT(vertexPositions2));
    memcpy(&fNewData[0], vertexPositions2, sizeof(vertexPositions2));

    for (int iVertex = 0; iVertex < ARRAY_COUNT(vertexPositions2); iVertex +=
            4) {
        fNewData[iVertex] += fXOffset;
        fNewData[iVertex + 1] += fYOffset;
    }

    glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertexPositions2), &fNewData[0]);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

}

//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of  the function.
void display() {
    glUseProgram(theProgram);
    float fXOffset = 0.0f, fYOffset = 0.0f;
    ComputePositionOffsets(fXOffset, fYOffset);
    AdjustVertexData(fXOffset, fYOffset);
    //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();

    glRotatef(rotate_x, 1.0, 0.0, 0.0);
    glRotatef(rotate_y, 0.0, 1.0, 0.0);

    glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);

    GLubyte indices[] = { 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11,
            8, 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22,
            23, 20 };    // back

    glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices);

    glDisableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glFlush();
    glUseProgram(0);
    glutSwapBuffers();
}

//Called whenever the window is resized. The new window size is given, in pixels.
//This is an opportunity to call glViewport or glScissor to keep up with the change in size.
void reshape(int w, int h) {
    glViewport(0, 0, (GLsizei) w, (GLsizei) h);
}

//Called whenever a key on the keyboard was pressed.
//The key is given by the ''key'' parameter, which is in ASCII.
//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to 
//exit the program.
void keyboard(unsigned char key, int x, int y) {
    switch (key) {
    case 27:
        glutLeaveMainLoop();
        return;
    }

    //  Right arrow - increase rotation by 5 degree
    if (key == GLUT_KEY_RIGHT) rotate_y += 5;
    //  Left arrow - decrease rotation by 5 degree
    else if (key == GLUT_KEY_LEFT) rotate_y -= 5;
    else if (key == GLUT_KEY_UP) rotate_x += 5;
    else if (key == GLUT_KEY_DOWN) rotate_x -= 5;

    //  Request display update
    glutPostRedisplay();
}

unsigned int defaults(unsigned int displayMode, int &width, int &height) {
    return displayMode;
}
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#定义数组计数(数组)(sizeof(数组)/(sizeof(数组[0])*(sizeof(数组)!=sizeof(void*))| | sizeof(数组[0]))
我猜这是一个组成立方体的3D向量列表,因为代码中有24个索引(6个面*4个角),所有值都是0.5或-0.5。但是,您告诉OpenGL这是一个包含4个组件的向量列表,而不是3个组件:

glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
将第二个参数设置为4是很不寻常的。如果将其设置为3,OpenGL将为您将
w
组件填充为1。试试看。如果这样做,您将看到一个正方形

除此之外,我在任何地方都看不到透视投影矩阵。如果没有透视投影矩阵,则会得到2D投影,而不是3D投影。事情不会按照您希望的方式显示。您需要在执行旋转和移动之前先将其输入

下面的这些行不会对您的程序产生影响,它们不属于现代图形程序。它们会更改固定函数矩阵堆栈中的矩阵,而您在着色器中不会使用这些矩阵(而且我认为不能,因为您使用的是GLSL 330)。您必须自己将矩阵定义为统一变量

glLoadIdentity();

glRotatef(rotate_x, 1.0, 0.0, 0.0);
glRotatef(rotate_y, 0.0, 1.0, 0.0);

如果您希望制表符的格式正确,则应使用四个空格替换制表符。请仅发布您遇到问题的代码,并将其组织在单独的代码块中,以便我们可以更轻松地缩小问题。如果您使用GL3,为什么要使用固定函数矩阵堆栈?这不像是在拉modelview ma在某个点进行trix并将其粘贴在制服中。甚至使用(不推荐使用)GLSL内置!我想你只是…希望顶点着色器会以某种方式出现。@genpfault我很不幸地试图将一本旧书与现代示例混合在一起。如果你的书太旧了,仍然使用固定的函数,这是行不通的。自那以后,一切都发生了变化。遗憾的是,让你的第一个三角形出现在屏幕上要复杂得多在现代OpenGL中是很难的,这使得它比以前更难学习。但是它的灵活性是值得的。你了解这段代码中有多少内容?
glLoadIdentity();

glRotatef(rotate_x, 1.0, 0.0, 0.0);
glRotatef(rotate_y, 0.0, 1.0, 0.0);