Rendering a single triangle using TriangleStrip 渲染一个矩形
Rendering a single triangle using TriangleStrip renders a rectangle
我正在尝试用三角形带渲染一个三角形,但我得到的是一个矩形。
这是我的客户端应用程序代码。我对点和索引进行了硬编码,创建了一个 VBO 和一个索引缓冲区,然后调用 glDrawElements。
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
using namespace std;
#define PI 3.14159265359
static string ParseShader(string filepath) {
ifstream stream(filepath);
string line;
stringstream stringStream;
while (getline(stream, line))
{
stringStream << line << '\n';
}
return stringStream.str();
}
static unsigned int CompileShader(unsigned int type, const string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str(); // this returns a pointer to data inside the string, the first character
glShaderSource(id, 1, &src, nullptr); // shader id, count of source codes, a pointer to the array that holds the strings
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
cout << type << endl;
cout << message << endl;
glDeleteShader(id);
return 0;
}
return id;
}
// takes the shader codes as a string parameters
static unsigned int CreateShader(const string& vertexShader, const string& fragmentShader)
{
GLuint program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program); // validate if the program is valid and can be run in the current state of opengl
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
float Angle = 40;
/* 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);
// call glewInit after creating the context...
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
const int vertexCoordinateCount = 2;
const int coordinateCount = 6;
const int indexCount = 3;
GLfloat coordinates[coordinateCount] = {
500.0f, 0.0f,
-250.0f, 250.f,
-250.f, -250.f,
};
GLuint indices[indexCount] = { 0, 1, 2 };
GLuint position_buffer;
glGenBuffers(1, &position_buffer);
glBindBuffer(GL_ARRAY_BUFFER, position_buffer);
glBufferData(GL_ARRAY_BUFFER, coordinateCount * sizeof(float), coordinates, GL_STATIC_DRAW);
glVertexAttribPointer(0, vertexCoordinateCount, GL_FLOAT, GL_FALSE, sizeof(float) * vertexCoordinateCount, 0);
glEnableVertexAttribArray(0);
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(GLuint), indices, GL_STATIC_DRAW);
string vertexSource = ParseShader("vertex.shader");
string fragmentSource = ParseShader("fragment.shader");
unsigned int program = CreateShader(vertexSource, fragmentSource);
glUseProgram(program);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, nullptr);
//Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
glDeleteProgram(program);
glfwTerminate();
return 0;
}
我的顶点着色器:
#version 330 core
layout(location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos, 1.0);
}
还有我的片段着色器:
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
编辑:添加渲染结果的屏幕截图。
您不变换顶点坐标。因此,顶点必须在 Normalized Device Space 中指定,范围 [-1.0, 1.0]。例如:
GLfloat coordinates[coordinateCount] = {
1.0f, 1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
};
你实际上是在画一个三角形,但你只看到了它的内部部分。其余的被剪掉了。
我正在尝试用三角形带渲染一个三角形,但我得到的是一个矩形。
这是我的客户端应用程序代码。我对点和索引进行了硬编码,创建了一个 VBO 和一个索引缓冲区,然后调用 glDrawElements。
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
using namespace std;
#define PI 3.14159265359
static string ParseShader(string filepath) {
ifstream stream(filepath);
string line;
stringstream stringStream;
while (getline(stream, line))
{
stringStream << line << '\n';
}
return stringStream.str();
}
static unsigned int CompileShader(unsigned int type, const string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str(); // this returns a pointer to data inside the string, the first character
glShaderSource(id, 1, &src, nullptr); // shader id, count of source codes, a pointer to the array that holds the strings
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
cout << type << endl;
cout << message << endl;
glDeleteShader(id);
return 0;
}
return id;
}
// takes the shader codes as a string parameters
static unsigned int CreateShader(const string& vertexShader, const string& fragmentShader)
{
GLuint program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program); // validate if the program is valid and can be run in the current state of opengl
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
float Angle = 40;
/* 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);
// call glewInit after creating the context...
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
const int vertexCoordinateCount = 2;
const int coordinateCount = 6;
const int indexCount = 3;
GLfloat coordinates[coordinateCount] = {
500.0f, 0.0f,
-250.0f, 250.f,
-250.f, -250.f,
};
GLuint indices[indexCount] = { 0, 1, 2 };
GLuint position_buffer;
glGenBuffers(1, &position_buffer);
glBindBuffer(GL_ARRAY_BUFFER, position_buffer);
glBufferData(GL_ARRAY_BUFFER, coordinateCount * sizeof(float), coordinates, GL_STATIC_DRAW);
glVertexAttribPointer(0, vertexCoordinateCount, GL_FLOAT, GL_FALSE, sizeof(float) * vertexCoordinateCount, 0);
glEnableVertexAttribArray(0);
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(GLuint), indices, GL_STATIC_DRAW);
string vertexSource = ParseShader("vertex.shader");
string fragmentSource = ParseShader("fragment.shader");
unsigned int program = CreateShader(vertexSource, fragmentSource);
glUseProgram(program);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, nullptr);
//Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
glDeleteProgram(program);
glfwTerminate();
return 0;
}
我的顶点着色器:
#version 330 core
layout(location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos, 1.0);
}
还有我的片段着色器:
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
编辑:添加渲染结果的屏幕截图。
您不变换顶点坐标。因此,顶点必须在 Normalized Device Space 中指定,范围 [-1.0, 1.0]。例如:
GLfloat coordinates[coordinateCount] = {
1.0f, 1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
};
你实际上是在画一个三角形,但你只看到了它的内部部分。其余的被剪掉了。