为什么我的 openGL 程序显示空白屏幕?
Why my openGL program shows a blank screen?
我根据 Internet 示例创建了这个简单的 hello triangle 程序,但无论我如何尝试,我总是得到一个空白屏幕。如果有任何帮助,我将不胜感激。
开发环境 Visual Studio on Windows 10 with CUDA 10.
显示回调中的 glGetError return 0.
这里是完整的源代码:
#pragma comment(lib, "C:\GL\GLUT\lib\x64\freeglut.lib")
#define GLEW_STATIC
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glut.h>
const char* vertexShaderSource = "#version 460 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec3 aColor;\n"
"out vec4 vertexColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" vertexColor = vec4(aColor, 1.0);\n"
"}[=10=]";
unsigned int vertexShader;
const char* fragmentShaderSource = "#version 460 core\n"
"in vec4 vertexColor;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vertexColor;\n"
"}[=10=]";
unsigned int shaderProgram;
unsigned int VAO;
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
/* Exit on escape key press */
case '\x1B':
{
exit(EXIT_SUCCESS);
break;
}
}
}
void display()
{
glUseProgram(shaderProgram);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
printf("GL error=%d\n", glGetError()); fflush(stdout);
}
/* Main method */
int main(int argc, char** argv)
{
glutInitContextVersion(4, 6);
glutInit(&argc, argv);
glutInitWindowSize(800, 600);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Automaton");
printf("%s\n", glGetString(GL_VERSION));
glViewport(0, 0, 800, 600);
GLenum err = glewInit();
if (GLEW_OK != err)
{
printf("glew init %s\n", glewGetErrorString(err)); fflush(stdout);
return -1;
}
//
// Create shaders
//
int success;
char infoLog[512];
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
perror("Vertex shader failed.\n");
return -1;
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
perror("Vertex shader failed.\n");
return -1;
}
//
// Link shaders
//
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
perror("Linking error.\n");
return -1;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//
float vertices[] =
{
-1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
GLuint attribPos = 0;
GLuint attribCol = 1;
//
unsigned int VBO;
glCreateBuffers(1, &VBO);
glCreateVertexArrays(1, &VAO);
glNamedBufferStorage(VBO, sizeof(vertices), vertices, GL_DYNAMIC_STORAGE_BIT);
GLuint vaoBindingPoint = 0;
glVertexArrayVertexBuffer(VAO, vaoBindingPoint, VBO, 0, 6 * sizeof(float));
glEnableVertexArrayAttrib(VAO, attribPos);
glEnableVertexArrayAttrib(VAO, attribCol);
glVertexArrayAttribFormat(VAO, attribPos, 3, GL_FLOAT, 0/*false*/, 0);
glVertexArrayAttribFormat(VAO, attribCol, 3, GL_FLOAT, 0/*false*/, 3 * sizeof(float));
glVertexArrayAttribBinding(VAO, attribPos, vaoBindingPoint);
glVertexArrayAttribBinding(VAO, attribCol, vaoBindingPoint);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glutKeyboardFunc(&keyboard);
glutDisplayFunc(&display);
glutMainLoop();
return EXIT_SUCCESS;
}
该程序 运行 在配备 NVIDIA GPU 1050 的 DELL PC 中。
您必须调用 glutSwapBuffers
刷新显示,分别执行缓冲区交换:
void display()
{
glUseProgram(shaderProgram);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
printf("GL error=%d\n", glGetError()); fflush(stdout);
glutSwapBuffers();
}
我根据 Internet 示例创建了这个简单的 hello triangle 程序,但无论我如何尝试,我总是得到一个空白屏幕。如果有任何帮助,我将不胜感激。
开发环境 Visual Studio on Windows 10 with CUDA 10.
显示回调中的 glGetError return 0.
这里是完整的源代码:
#pragma comment(lib, "C:\GL\GLUT\lib\x64\freeglut.lib")
#define GLEW_STATIC
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glut.h>
const char* vertexShaderSource = "#version 460 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec3 aColor;\n"
"out vec4 vertexColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" vertexColor = vec4(aColor, 1.0);\n"
"}[=10=]";
unsigned int vertexShader;
const char* fragmentShaderSource = "#version 460 core\n"
"in vec4 vertexColor;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vertexColor;\n"
"}[=10=]";
unsigned int shaderProgram;
unsigned int VAO;
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
/* Exit on escape key press */
case '\x1B':
{
exit(EXIT_SUCCESS);
break;
}
}
}
void display()
{
glUseProgram(shaderProgram);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
printf("GL error=%d\n", glGetError()); fflush(stdout);
}
/* Main method */
int main(int argc, char** argv)
{
glutInitContextVersion(4, 6);
glutInit(&argc, argv);
glutInitWindowSize(800, 600);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Automaton");
printf("%s\n", glGetString(GL_VERSION));
glViewport(0, 0, 800, 600);
GLenum err = glewInit();
if (GLEW_OK != err)
{
printf("glew init %s\n", glewGetErrorString(err)); fflush(stdout);
return -1;
}
//
// Create shaders
//
int success;
char infoLog[512];
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
perror("Vertex shader failed.\n");
return -1;
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
perror("Vertex shader failed.\n");
return -1;
}
//
// Link shaders
//
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
perror("Linking error.\n");
return -1;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//
float vertices[] =
{
-1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
GLuint attribPos = 0;
GLuint attribCol = 1;
//
unsigned int VBO;
glCreateBuffers(1, &VBO);
glCreateVertexArrays(1, &VAO);
glNamedBufferStorage(VBO, sizeof(vertices), vertices, GL_DYNAMIC_STORAGE_BIT);
GLuint vaoBindingPoint = 0;
glVertexArrayVertexBuffer(VAO, vaoBindingPoint, VBO, 0, 6 * sizeof(float));
glEnableVertexArrayAttrib(VAO, attribPos);
glEnableVertexArrayAttrib(VAO, attribCol);
glVertexArrayAttribFormat(VAO, attribPos, 3, GL_FLOAT, 0/*false*/, 0);
glVertexArrayAttribFormat(VAO, attribCol, 3, GL_FLOAT, 0/*false*/, 3 * sizeof(float));
glVertexArrayAttribBinding(VAO, attribPos, vaoBindingPoint);
glVertexArrayAttribBinding(VAO, attribCol, vaoBindingPoint);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glutKeyboardFunc(&keyboard);
glutDisplayFunc(&display);
glutMainLoop();
return EXIT_SUCCESS;
}
该程序 运行 在配备 NVIDIA GPU 1050 的 DELL PC 中。
您必须调用 glutSwapBuffers
刷新显示,分别执行缓冲区交换:
void display()
{
glUseProgram(shaderProgram);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
printf("GL error=%d\n", glGetError()); fflush(stdout);
glutSwapBuffers();
}