在 OpenGL 中的 3D 平面上渲染 2D 矩形时出现问题
Having issues rendering a 2D rectangle on a 3D plane in OpenGL
我在 OpenGL space 中以 3D 渲染 2D 对象时遇到问题。每当我编译我的代码时,我都会得到一个紫色的背景,这就是我设置的。但是,我没有看到我应该能够看到的对象。我认为顶点着色器有问题,但是,我不完全确定。
这是我的代码:
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#ifndef STBI_INCLUDE_STB_IMAGE_H
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#endif
#include "Shader.h"
class Render3D {
private:
GLFWwindow* window;
const int windowWidth = 1920;
const int windowHeigth = 1080;
Render3D(Render3D& render){}
Render3D operator=(Render3D& render) {}
void processInput(GLFWwindow* window) {
}
void privateInit() {
if (!glfwInit()) {
throw(-1);
std::cout << "Error: GLFW Init Failed" << std::endl;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(windowWidth, windowHeigth, "HAHAH BRRR", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW Window \n";
glfwTerminate();
throw (-1);
}
glfwMakeContextCurrent(window);
glewExperimental = true;
if (glewInit() != GLEW_OK) {
std::cout << "GLEW INIT FAILED\n";
exit(1);
}
//The first two parameters set the position of the lower left corner
glViewport(0, 0, windowWidth, windowHeigth);
}
void render() {
float positions[] = {
// positions // colors // texture
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
const char* vertexShader =
"#version 330 core\n"
"\n"
"layout (location = 0) vec3 aPos;\n"
"layout (location = 1) vec3 aColors;\n"
"layout (location = 2) vec2 aTex;\n"
"\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"\n"
"out vec3 Colors;\n"
"out vec2 TextureCoords;\n"
"\n"
"void main(){\n"
"\n"
"gl_Position = projection * view * model * vec4(aPos, 1.0f);\n"
"Colors = aColors;\n"
"TextureCoords = aTex;\n"
"\n"
"}[=10=]";
const char* fragmentShader =
"#version 330 core\n"
"\n"
"out vec4 ourFrag;\n"
"\n"
"in vec3 Colors;\n"
"in vec2 TextureCoords;\n"
"\n"
"uniform sampler2D texture1;\n"
"uniform sampler2D texture2;\n"
"\n"
"void main(){\n"
"\n"
"ourFrag = mix(texture(texture1, TextureCoords), texture(texture2, TextureCoords), 0.2) * vec4(Colors, 1.0f);;\n"
"\n"
"\n"
"}[=10=]";
unsigned int VAO, VBO, EBO;
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
unsigned int Texture1, Texture2;
glGenTextures(1, &Texture1);
glGenTextures(1, &Texture2);
glBindTexture(GL_TEXTURE_2D, Texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
int width, height, nrChannels;
unsigned char* data = stbi_load("src/Images/woodblock.jpg", &width, &height, &nrChannels, 4);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "TEXTURE FAILED:";
std::cout << stbi_failure_reason() << std::endl;
}
glBindTexture(GL_TEXTURE_2D, Texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
stbi_set_flip_vertically_on_load(1);
data = stbi_load("src/Images/awesomeface.png", &width, &height, &nrChannels, 4);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "TEXTURE FAILED:";
std::cout << stbi_failure_reason() << std::endl;
}
Shader render3D_Program(vertexShader, fragmentShader, 1);
render3D_Program.use();
glUniform1i(glGetUniformLocation(render3D_Program.ID, "texture1"), 0);
glUniform1i(glGetUniformLocation(render3D_Program.ID, "texture2"), 1);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.5f, 0.2f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Texture2);
render3D_Program.use();
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view1 = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
view1 = glm::translate(view1, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), (float)windowWidth / (float)windowHeigth, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(render3D_Program.ID, "model"), 1, GL_FALSE, value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(render3D_Program.ID, "view"), 1, GL_FALSE, value_ptr(view1));
glUniformMatrix4fv(glGetUniformLocation(render3D_Program.ID, "projection"), 1, GL_FALSE, value_ptr(projection));
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
}
public:
Render3D(){}
void Init() {
privateInit();
}
void Run() {
render();
}
};
此外,这里是着色器class:
#ifndef SHADER_H
#define SHADER_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
Shader(const char* VertexShader, const char* FragmentShader, bool Specifier) {
unsigned int vertex = glCreateShader(GL_VERTEX_SHADER);
unsigned int fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex, 1, &VertexShader, NULL);
glShaderSource(fragment, 1, &FragmentShader, NULL);
glCompileShader(vertex);
int successVertex;
char infoLogVertex[512];
glGetShaderiv(vertex, GL_COMPILE_STATUS, &successVertex);
if (!successVertex) {
glGetShaderInfoLog(vertex, 512, NULL, infoLogVertex);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLogVertex << std::endl;
}
glCompileShader(fragment);
int successFragment;
glGetShaderiv(fragment, GL_COMPILE_STATUS, &successFragment);
if (!successFragment){
glGetShaderInfoLog(fragment, 512, NULL, infoLogVertex);
std::cout << "ERROR::SHADER:FRAGMENT::COMPILATION_FAILED\n" << infoLogVertex << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif
您的顶点着色器编译失败,因为您错过了顶点着色器输入(属性)的 in
类型限定符:
layout (location = 0) vec3 aPos;
layout (location = 1) vec3 aColors;
layout (location = 2) vec2 aTex;
必须是:
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColors;
layout (location = 2) in vec2 aTex;
我在 OpenGL space 中以 3D 渲染 2D 对象时遇到问题。每当我编译我的代码时,我都会得到一个紫色的背景,这就是我设置的。但是,我没有看到我应该能够看到的对象。我认为顶点着色器有问题,但是,我不完全确定。
这是我的代码:
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#ifndef STBI_INCLUDE_STB_IMAGE_H
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#endif
#include "Shader.h"
class Render3D {
private:
GLFWwindow* window;
const int windowWidth = 1920;
const int windowHeigth = 1080;
Render3D(Render3D& render){}
Render3D operator=(Render3D& render) {}
void processInput(GLFWwindow* window) {
}
void privateInit() {
if (!glfwInit()) {
throw(-1);
std::cout << "Error: GLFW Init Failed" << std::endl;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(windowWidth, windowHeigth, "HAHAH BRRR", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW Window \n";
glfwTerminate();
throw (-1);
}
glfwMakeContextCurrent(window);
glewExperimental = true;
if (glewInit() != GLEW_OK) {
std::cout << "GLEW INIT FAILED\n";
exit(1);
}
//The first two parameters set the position of the lower left corner
glViewport(0, 0, windowWidth, windowHeigth);
}
void render() {
float positions[] = {
// positions // colors // texture
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
const char* vertexShader =
"#version 330 core\n"
"\n"
"layout (location = 0) vec3 aPos;\n"
"layout (location = 1) vec3 aColors;\n"
"layout (location = 2) vec2 aTex;\n"
"\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"\n"
"out vec3 Colors;\n"
"out vec2 TextureCoords;\n"
"\n"
"void main(){\n"
"\n"
"gl_Position = projection * view * model * vec4(aPos, 1.0f);\n"
"Colors = aColors;\n"
"TextureCoords = aTex;\n"
"\n"
"}[=10=]";
const char* fragmentShader =
"#version 330 core\n"
"\n"
"out vec4 ourFrag;\n"
"\n"
"in vec3 Colors;\n"
"in vec2 TextureCoords;\n"
"\n"
"uniform sampler2D texture1;\n"
"uniform sampler2D texture2;\n"
"\n"
"void main(){\n"
"\n"
"ourFrag = mix(texture(texture1, TextureCoords), texture(texture2, TextureCoords), 0.2) * vec4(Colors, 1.0f);;\n"
"\n"
"\n"
"}[=10=]";
unsigned int VAO, VBO, EBO;
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
unsigned int Texture1, Texture2;
glGenTextures(1, &Texture1);
glGenTextures(1, &Texture2);
glBindTexture(GL_TEXTURE_2D, Texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
int width, height, nrChannels;
unsigned char* data = stbi_load("src/Images/woodblock.jpg", &width, &height, &nrChannels, 4);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "TEXTURE FAILED:";
std::cout << stbi_failure_reason() << std::endl;
}
glBindTexture(GL_TEXTURE_2D, Texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
stbi_set_flip_vertically_on_load(1);
data = stbi_load("src/Images/awesomeface.png", &width, &height, &nrChannels, 4);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "TEXTURE FAILED:";
std::cout << stbi_failure_reason() << std::endl;
}
Shader render3D_Program(vertexShader, fragmentShader, 1);
render3D_Program.use();
glUniform1i(glGetUniformLocation(render3D_Program.ID, "texture1"), 0);
glUniform1i(glGetUniformLocation(render3D_Program.ID, "texture2"), 1);
while (!glfwWindowShouldClose(window)) {
processInput(window);
glClearColor(0.5f, 0.2f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Texture2);
render3D_Program.use();
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view1 = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
view1 = glm::translate(view1, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), (float)windowWidth / (float)windowHeigth, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(render3D_Program.ID, "model"), 1, GL_FALSE, value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(render3D_Program.ID, "view"), 1, GL_FALSE, value_ptr(view1));
glUniformMatrix4fv(glGetUniformLocation(render3D_Program.ID, "projection"), 1, GL_FALSE, value_ptr(projection));
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
}
public:
Render3D(){}
void Init() {
privateInit();
}
void Run() {
render();
}
};
此外,这里是着色器class:
#ifndef SHADER_H
#define SHADER_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
Shader(const char* VertexShader, const char* FragmentShader, bool Specifier) {
unsigned int vertex = glCreateShader(GL_VERTEX_SHADER);
unsigned int fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex, 1, &VertexShader, NULL);
glShaderSource(fragment, 1, &FragmentShader, NULL);
glCompileShader(vertex);
int successVertex;
char infoLogVertex[512];
glGetShaderiv(vertex, GL_COMPILE_STATUS, &successVertex);
if (!successVertex) {
glGetShaderInfoLog(vertex, 512, NULL, infoLogVertex);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLogVertex << std::endl;
}
glCompileShader(fragment);
int successFragment;
glGetShaderiv(fragment, GL_COMPILE_STATUS, &successFragment);
if (!successFragment){
glGetShaderInfoLog(fragment, 512, NULL, infoLogVertex);
std::cout << "ERROR::SHADER:FRAGMENT::COMPILATION_FAILED\n" << infoLogVertex << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif
您的顶点着色器编译失败,因为您错过了顶点着色器输入(属性)的 in
类型限定符:
layout (location = 0) vec3 aPos; layout (location = 1) vec3 aColors; layout (location = 2) vec2 aTex;
必须是:
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColors;
layout (location = 2) in vec2 aTex;