简单的 OpenTK 着色器不工作

Simple OpenTK Shader not working

我目前正在尝试使用 OpenGL superbible 和 http://www.learnopengl.com/ 进入 GLSL。我想要的环境是 OpenTK。

我尝试将“Hello Triangle”入门级教程从 learnopengl.com 转换为 OpenTK,它旨在使用非常简单的着色器绘制三角形,而不使用任何 perspective/world/model 转换.

我的结果只是颜色缓冲区,还有一个空的 window,我根本不明白我在哪里犯了错误,所以如果能帮助我找到并更重要地理解它们,我们将不胜感激。

我的 OpenTK 代码:

using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;

namespace learnopengl.HelloTriangle
{
    public class MainWindow : GameWindow
    {
        int _shaderId;
        int _vao;
        int _glbuf;
        int _fragObj;
        int _vertexObj;
        Vector3[] _triangleVert;

        public MainWindow()
            : base(800,600)
        {
            KeyDown += MainWindow_KeyDown;
            _triangleVert = new Vector3[] { 
                new Vector3(-0.5f, -0.5f, 0.0f),
                new Vector3(0.5f, -0.5f, 0.0f),
                new Vector3(-0.5f, 0.5f, 0.0f)
            };

        }

        void MainWindow_KeyDown(object sender, KeyboardKeyEventArgs e)
        {
            if (e.Key == Key.Escape)
                this.Exit();

            if (e.Key == Key.F11)
                if (this.WindowState == WindowState.Fullscreen)
                    this.WindowState = WindowState.Normal;
                else
                    this.WindowState = WindowState.Fullscreen;
        }

        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            System.Diagnostics.Trace.WriteLine(string.Format("OpenGL version: {0}", GL.GetString(StringName.Version)));
            GL.ClearColor(Color.Purple);

            _vertexObj = GL.CreateShader(ShaderType.VertexShader);
            _fragObj = GL.CreateShader(ShaderType.FragmentShader);
            int statusCode;
            string info;

            GL.ShaderSource(_vertexObj, File.ReadAllText(@"shader\triangle.vert"));
            GL.CompileShader(_vertexObj);
            info = GL.GetShaderInfoLog(_vertexObj);
            Console.Write(string.Format("triangle.vert compile: {0}",info));
            GL.GetShader(_vertexObj, ShaderParameter.CompileStatus, out statusCode);
            if (statusCode != 1) throw new ApplicationException(info);

            GL.ShaderSource(_fragObj, File.ReadAllText(@"shader\triangle.frag"));
            GL.CompileShader(_fragObj);
            info = GL.GetShaderInfoLog(_fragObj);
            Console.Write(string.Format("triangle.frag compile: {0}", info));
            GL.GetShader(_fragObj, ShaderParameter.CompileStatus, out statusCode);
            if (statusCode != 1) throw new ApplicationException(info);

            _shaderId = GL.CreateProgram();
            GL.AttachShader(_shaderId, _fragObj);
            GL.AttachShader(_shaderId, _vertexObj);
            GL.LinkProgram(_shaderId);
            Console.Write(string.Format("link program: {0}", GL.GetProgramInfoLog(_shaderId)));
            GL.UseProgram(_shaderId);
            Console.Write(string.Format("use program: {0}", GL.GetProgramInfoLog(_shaderId)));

            _vao = GL.GenVertexArray();
            _glbuf = GL.GenBuffer();
            GL.BindVertexArray(_vao);
            GL.BindBuffer(BufferTarget.ArrayBuffer, _glbuf);
            GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, new IntPtr(Vector3.SizeInBytes * _triangleVert.Length), _triangleVert, BufferUsageHint.StaticDraw);
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes * _triangleVert.Length, 0);
            GL.EnableVertexAttribArray(0);
            GL.BindVertexArray(0);
        }

        protected override void OnResize(EventArgs e)
        {
            GL.Viewport(0, 0, Width, Height);
        }

        protected override void OnRenderFrame(FrameEventArgs e)
        {
            GL.Clear(ClearBufferMask.ColorBufferBit);

            GL.BindVertexArray(_vao);
            GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
            GL.BindVertexArray(0);

            this.SwapBuffers();
        }

        protected override void OnUnload(EventArgs e)
        {
            GL.DeleteProgram(_shaderId);
            GL.DeleteShader(_vertexObj);
            GL.DeleteShader(_fragObj);
            GL.DeleteVertexArray(_vao);
            GL.DeleteBuffer(_glbuf);
            base.OnClosed(e);
        }
    }
}

triangle.vert:

#version 330 core

layout(location = 0) in vec3 position;

void main()
{
    gl_Position = vec4(position.x, position.y, position.z, 1.0f);
}

triangle.frag:

#version 330 core

//out vec4 color;

void main()
{
    gl_FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
    //color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}

我的结果:

编辑: 使用评论中的建议更新了代码,这不会改变结果。

还验证了 vbo 是否正确填充了 gDEBugger:

编辑2: 我从 linking/using 着色器添加了信息日志,并将所有信息日志重新路由到控制台。我收到一些可以忽略的警告。

我还测试了如果我从所有着色器中删除浮动后缀是否会发生任何变化,但一切都保持不变。

终于找到问题的答案了:

GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes * _triangleVert.Length, 0);

第 5 个参数仅用于指定单个属性的大小,而不是整个数组的大小:

GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0);

现在可以正常使用了,感谢所有有用的评论!