C++ 为什么我的展平着色器(来自Lighthouse 3D教程)不工作?
有一个称为展平着色器的示例,它将GLUT茶壶显示为展平茶壶 我所做的一切都与教程中提到的步骤一模一样,但我的茶壶并不像教程中的茶壶那样扁平。它看起来就像一个普通的茶壶 以下是顶点着色器的代码:C++ 为什么我的展平着色器(来自Lighthouse 3D教程)不工作?,c++,opengl,glsl,shader,glut,C++,Opengl,Glsl,Shader,Glut,有一个称为展平着色器的示例,它将GLUT茶壶显示为展平茶壶 我所做的一切都与教程中提到的步骤一模一样,但我的茶壶并不像教程中的茶壶那样扁平。它看起来就像一个普通的茶壶 以下是顶点着色器的代码: void main() { vec4 v = vec4(gl_Vertex); v.z = 0.0; gl_Position = gl_ModelViewProjectionMatrix * v; } 这是我的片段着色器: void main() {
void main()
{
vec4 v = vec4(gl_Vertex);
v.z = 0.0;
gl_Position = gl_ModelViewProjectionMatrix * v;
}
这是我的片段着色器:
void main()
{
gl_FragColor = gl_Color;
}
这是我画茶壶的方法:
void display ( void )
{
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0, 0.0, 2.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
glMultMatrixd(trackball->getRotation());
const GLfloat diffuseIntensity[] = { 0.8, 0.4, 0.4, 1.0 };
const GLfloat specularIntensity[] = { 0.5, 0.5, 0.5, 1.0 };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffuseIntensity);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specularIntensity);
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 5.0 );
glutSolidTeapot(1.0);
glutSwapBuffers();
}
虽然它应该是“平的”,但展示的茶壶与普通茶壶一样。如果您认为我错过了一些初始配置/设置步骤,请不要这样做,因为我已经完成了这些步骤:
GLuint createShader ( const GLchar* const source, GLenum type )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, const_cast<const GLchar**>(&source), 0 );
glCompileShader( shader );
return shader;
}
这里是所有东西聚集在一起的地方:
GLuint vertexShader = createShader(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fragmentShader = createShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
GLuint vertexShaderProgram = createProgram(vertexShader);
GLuint fragmentShaderProgram = createProgram(fragmentShader);
glUseProgram(vertexShaderProgram);
glUseProgram(fragmentShaderProgram);
我哪里出错了?有几件事:
GLuint createProgram ( const GLuint fshader, const GLuint vshader )
{
GLuint program = glCreateProgram();
glAttachShader(program, fshader);
glAttachShader(program, vshader);
glLinkProgram(program);
return program;
GLuint vertexShader = createShader(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fragmentShader = createShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
GLuint shaderProgram = createProgram(fragmentShader, vertexShader);
glUseProgram(shaderProgram);
}GLuint createProgram ( const GLuint fshader, const GLuint vshader )
{
GLuint program = glCreateProgram();
glAttachShader(program, fshader);
glAttachShader(program, vshader);
glLinkProgram(program);
return program;
GLuint vertexShader = createShader(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fragmentShader = createShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
GLuint shaderProgram = createProgram(fragmentShader, vertexShader);
glUseProgram(shaderProgram);
GLuint createProgram ( const GLuint fshader, const GLuint vshader )
{
GLuint program = glCreateProgram();
glAttachShader(program, fshader);
glAttachShader(program, vshader);
glLinkProgram(program);
return program;
GLuint vertexShader = createShader(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fragmentShader = createShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
GLuint shaderProgram = createProgram(fragmentShader, vertexShader);
glUseProgram(shaderProgram);
}GLuint createProgram ( const GLuint fshader, const GLuint vshader )
{
GLuint program = glCreateProgram();
glAttachShader(program, fshader);
glAttachShader(program, vshader);
glLinkProgram(program);
return program;
GLuint vertexShader = createShader(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fragmentShader = createShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
GLuint shaderProgram = createProgram(fragmentShader, vertexShader);
glUseProgram(shaderProgram);
作为Mikola回答的补充,您不需要每次都检查信息日志;您可以检查着色器是否正确编译以及程序链接是否正确,并且仅在发生错误时调用
glGetShaderInfoLog
和glGetProgramInfoLog
这里有一些代码可以做(在Python中,但是对C++的翻译是微不足道的):
作为Mikola回答的补充,您不需要每次都检查信息日志;您可以检查着色器是否正确编译以及程序链接是否正确,并且仅在发生错误时调用
glGetShaderInfoLog
和glGetProgramInfoLog
这里有一些代码可以做(在Python中,但是对C++的翻译是微不足道的):