无法获取索引缓冲区以在 OpenGL 中绘制正方形
Cannot get index buffers to draw a square in OpenGL
我绝对是在做一些非常菜鸟的事情,但我就是不能用索引缓冲区画一个正方形。我正在按照 video 中的说明进行操作。但我只是没有得到预期的输出。
如果我注释掉数组中的一个顶点,它会绘制第二个三角形。此外,drawElement()
调用似乎按预期工作,因为我的代码中 ELEMENT_ARRAY 和 ARRAY_BUFFER 之间肯定存在链接,但我无法得到我一生的正方形。我检查并重新检查了我的代码很多次。有谁知道我可能会错过什么?这是我的代码:
#include <GL\glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define print(x) std::cout << x << std::endl
static unsigned int CompileShader(unsigned int type, const std::string& source) {
// returns an empty shader object of type specified
unsigned int shader = glCreateShader(type);
// because one of the arguments requires a double pointer
const char* src = source.c_str();
// Replaces(in this case writes) the source code of a shader object
glShaderSource(shader, 1, &src, nullptr);
// Compiles the shader
glCompileShader(shader);
// Finds compile status of shader
int result;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length];
glGetShaderInfoLog(shader, length, &length, message);
print("Failed to compile shader");
std::cout << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << std::endl;
glDeleteShader(shader);
return 0;
}
return shader;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader) {
// All shaders must be attached to a program object before executed. This returns an empyty program object
unsigned int program = glCreateProgram();
// get shaders
unsigned vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
// Attaches the shader to the program
glAttachShader(program, vs);
glAttachShader(program, fs);
// creates shader executables
glLinkProgram(program);
// validates success/failure/performance of program. stores in program's log
glValidateProgram(program);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
print("Error");
}
float positions[8] = {
-0.5f, -0.5f, // 0
0.5f, -0.5f, // 1
-0.5f, 0.5f, // 2
0.5f, 0.5f // 3
};
unsigned int indices[6] = {
0, 1, 2,
1, 2, 3
};
// Assigns a memory to GL_ARRAY_BUFFER
unsigned int triangleBuffer;
glGenBuffers(1, &triangleBuffer);
glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer);
// Fills in data to GL_ARRAY_BUFFER memory
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
// Defines where positions are located in GL_ARRAY_BUFFER and how to draw them configurations
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
// Enables this vertex to be drawn using glDrawArrays().
glEnableVertexAttribArray(0);
// Shader programs in GLSL
std::string vertexShader =
// opengl version 3.3
"#version 330 core\n"
"\n"
// select vertex attribute 0. vec4 because gl_Position requires vec4 argument. vertex shaders are 'in'
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
// opengl version 3.3
"#version 330 core\n"
"\n"
// select vertex attribute 0. vec4 because color requires vec4 argument. fragment shader have 'out'
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
// colors in graphics are usually in 0-1 range. RGBA
" color = vec4(0.2, 0.3, 0.8, 1.0);\n"
"}\n";
// generate index buffers
unsigned int ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), &indices, GL_STATIC_DRAW);
// Use Shaders
unsigned int shaderProgram = CreateShader(vertexShader, fragmentShader);
glUseProgram(shaderProgram);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
总的来说,您的代码没有问题,但是顶点数组缓冲区大小的规范有误。 4顶点坐标
float positions[8] = { -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f };
由 8 个浮点数组成,而不是 6 个。
这意味着你的顶点数组是8*sizeof(float)
。像这样更改您的代码:
glBufferData(
GL_ARRAY_BUFFER,
8 * sizeof(float), // <----- 8 instead of 6
positions,
GL_STATIC_DRAW );
注意,可以使用sizeof
运算符来确定数组的字节大小:
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
在 C++ 中,我更喜欢这样的东西:
const std::vector<float> positions{ -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f };
glBufferData(GL_ARRAY_BUFFER, positions.size()*sizeof(positions[0]), positions.data(), GL_STATIC_DRAW);
我绝对是在做一些非常菜鸟的事情,但我就是不能用索引缓冲区画一个正方形。我正在按照 video 中的说明进行操作。但我只是没有得到预期的输出。
如果我注释掉数组中的一个顶点,它会绘制第二个三角形。此外,drawElement()
调用似乎按预期工作,因为我的代码中 ELEMENT_ARRAY 和 ARRAY_BUFFER 之间肯定存在链接,但我无法得到我一生的正方形。我检查并重新检查了我的代码很多次。有谁知道我可能会错过什么?这是我的代码:
#include <GL\glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define print(x) std::cout << x << std::endl
static unsigned int CompileShader(unsigned int type, const std::string& source) {
// returns an empty shader object of type specified
unsigned int shader = glCreateShader(type);
// because one of the arguments requires a double pointer
const char* src = source.c_str();
// Replaces(in this case writes) the source code of a shader object
glShaderSource(shader, 1, &src, nullptr);
// Compiles the shader
glCompileShader(shader);
// Finds compile status of shader
int result;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length];
glGetShaderInfoLog(shader, length, &length, message);
print("Failed to compile shader");
std::cout << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << std::endl;
glDeleteShader(shader);
return 0;
}
return shader;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader) {
// All shaders must be attached to a program object before executed. This returns an empyty program object
unsigned int program = glCreateProgram();
// get shaders
unsigned vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
// Attaches the shader to the program
glAttachShader(program, vs);
glAttachShader(program, fs);
// creates shader executables
glLinkProgram(program);
// validates success/failure/performance of program. stores in program's log
glValidateProgram(program);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
print("Error");
}
float positions[8] = {
-0.5f, -0.5f, // 0
0.5f, -0.5f, // 1
-0.5f, 0.5f, // 2
0.5f, 0.5f // 3
};
unsigned int indices[6] = {
0, 1, 2,
1, 2, 3
};
// Assigns a memory to GL_ARRAY_BUFFER
unsigned int triangleBuffer;
glGenBuffers(1, &triangleBuffer);
glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer);
// Fills in data to GL_ARRAY_BUFFER memory
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
// Defines where positions are located in GL_ARRAY_BUFFER and how to draw them configurations
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
// Enables this vertex to be drawn using glDrawArrays().
glEnableVertexAttribArray(0);
// Shader programs in GLSL
std::string vertexShader =
// opengl version 3.3
"#version 330 core\n"
"\n"
// select vertex attribute 0. vec4 because gl_Position requires vec4 argument. vertex shaders are 'in'
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
// opengl version 3.3
"#version 330 core\n"
"\n"
// select vertex attribute 0. vec4 because color requires vec4 argument. fragment shader have 'out'
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
// colors in graphics are usually in 0-1 range. RGBA
" color = vec4(0.2, 0.3, 0.8, 1.0);\n"
"}\n";
// generate index buffers
unsigned int ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), &indices, GL_STATIC_DRAW);
// Use Shaders
unsigned int shaderProgram = CreateShader(vertexShader, fragmentShader);
glUseProgram(shaderProgram);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
总的来说,您的代码没有问题,但是顶点数组缓冲区大小的规范有误。 4顶点坐标
float positions[8] = { -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f };
由 8 个浮点数组成,而不是 6 个。
这意味着你的顶点数组是8*sizeof(float)
。像这样更改您的代码:
glBufferData(
GL_ARRAY_BUFFER,
8 * sizeof(float), // <----- 8 instead of 6
positions,
GL_STATIC_DRAW );
注意,可以使用sizeof
运算符来确定数组的字节大小:
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
在 C++ 中,我更喜欢这样的东西:
const std::vector<float> positions{ -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f };
glBufferData(GL_ARRAY_BUFFER, positions.size()*sizeof(positions[0]), positions.data(), GL_STATIC_DRAW);