OpenGL gluLookat 无法使用着色器

OpenGL gluLookat not working with shaders on

当我想使用 gluLookat 并且在其上安装着色器时 "camera" 当我关闭着色器时它可以正常工作。

我的着色器中是否缺少某些东西,我不知道是什么。

void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT);
    glClearColor(0.8, 0.8, 0.8, 0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0.5,0,1,0.5,0,0,0,1,0);
    glColor3f(0, 0, 0);
    glDrawArrays(GL_TRIANGLES, 0, 6);
    glDrawArrays(GL_LINES, 6, 6);
    glDrawArrays(GL_TRIANGLES, 12,6);
    glDrawArrays(GL_LINES, 18, 4);
    glDrawArrays(GL_TRIANGLES, 22, 6);
    glColor3f(1, 0.7, 0);
    glDrawArrays(GL_TRIANGLES, 28, 6);
    glFlush();
}

顶点着色器:

#version 450 core  // 420, 330 core , compatibility
in vec4 position

out vec4 Color;
void main()
{ 
 gl_Position = position;
}

片段着色器:

#version 450 core  // 420, 330 core , compatibility
in vec4 Color;
layout(location=0) out vec4 fColor;
void main() 
{
 fColor = vec4(0,0,0,0); 
}

将 "camera" 移动到我希望它在着色器开启的位置

当您使用着色器程序时,当前矩阵不会神奇地处理顶点坐标属性。着色器程序必须进行顶点坐标的转换。


您有 2 种可能性,要么使用兼容性配置文件上下文,要么使用较低的 glsl 版本(例如 1.10)。

然后你可以使用内置的统一 gl_ModelViewProjectionMatrix (see GLSL 1.10 secification) 并且固定函数矩阵堆栈将起作用:

#version 110
attribute vec4 position

// varying vec4 Color;

void main()
{ 
     // ...  

     gl_Position = gl_ModelViewProjectionMatrix * position;
}

但请注意,几十年来这已被弃用。参见 Fixed Function Pipeline and Legacy OpenGL


我建议使用像 OpenGL Mathematics to calculate the view matrix by lookAt() and a uniform 变量这样的库:

#version 450 core  // 420, 330 core , compatibility
in vec4 position

// out vec4 Color;

layout(location = 7) uniform mat4 view_matrix;

void main()
{ 
    gl_Position = view_matrix * position;
}
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

// [...]
{
    // [...]

    glUseProgram(program);

    glm::mat4 view = glm::lookAt(
        glm::vec3(0.5f,0.0f,1.0f), glm::Vec3(0.5f,0.0f,0.0f), glm::Vec3(0.0f,1.0f,0.0f));
    glUniformMatrix4fv(7, 1, GL_FALSE, glm::value_ptr(view);

    // [...]
}

统一位置由 Layout qualifier (location = 7) 显式设置。
glUniformMatrix4fv sets the value of the uniform at the specified location in the default uniform block. This has to be done after the progroam was installed by glUseProgram.