OpenTK 不渲染我的三角形的颜色

OpenTK doesn't render the color of my triangle

我正在学习对游戏引擎进行编程,这就是我遵循教程的原因,通过该教程,我已经走到这一步了,尽管我的代码与他们的代码相同(他们的代码在视频中有效)但它不起作用它的意思是。无论如何,三角形保持黑色。没有任何错误。

主程序脚本:

      using System;
using OpenTK.Mathematics;
using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.Common;
using System.Drawing;
using OpenTK.Graphics.OpenGL4;
using System.IO;

namespace Game_Engine
{
    public static class Program
    {
        static void Main(string[] args)
        {
            Console.WriteLine("Hello World!");

            GameWindowSettings gws = GameWindowSettings.Default;
            NativeWindowSettings nws = NativeWindowSettings.Default;
            gws.IsMultiThreaded = false;
            gws.RenderFrequency = 60;
            gws.UpdateFrequency = 60;

            nws.APIVersion = Version.Parse("4.1.0");
            nws.AutoLoadBindings = true;
            nws.Size = new Vector2i(1280, 720);
            nws.Title = "Horizon";
            


            GameWindow window = new GameWindow(gws, nws);

            window.UpdateFrame += (FrameEventArgs args) => {

                
            };

            ShaderProgram shaderProgram = new ShaderProgram(){id = 0};
            window.Load += () =>
            {
                Console.WriteLine("Hello");
                ShaderProgram shaderProgram = LoadShaderProgram("../../../../vertex_shader.glsl", "../../../../fragment_shader.glsl");
            };

            window.RenderFrame += (FrameEventArgs args) =>
            {
                GL.UseProgram( shaderProgram.id );

                GL.ClearColor(1.0f, 0.0f, 0.0f, 0.0f);
                GL.Clear(ClearBufferMask.ColorBufferBit);

                float[] verts = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f };
                float[] color = { 1f, 0, 0, 0, 1f ,0 ,0, 0, 1f };

                int vao = GL.GenVertexArray();
                int vertices = GL.GenBuffer();
                int colors = GL.GenBuffer();
                GL.BindVertexArray(vao);
                GL.BindBuffer(BufferTarget.ArrayBuffer, vertices);
                GL.BufferData( BufferTarget.ArrayBuffer, verts.Length * sizeof(float), verts, BufferUsageHint.StaticCopy);
                GL.EnableVertexAttribArray( 0 );
                GL.VertexAttribPointer( 0, 3, VertexAttribPointerType.Float, false, 0, 0 );

                GL.BindBuffer(BufferTarget.ArrayBuffer, colors);
                GL.BufferData(BufferTarget.ArrayBuffer, color.Length * sizeof(float), color, BufferUsageHint.StaticCopy);
                GL.EnableVertexAttribArray(1);
                GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 0, 0);



                GL.DrawArrays(PrimitiveType.Triangles, 0, 3);

                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                GL.BindVertexArray(0);
                GL.DeleteBuffer(vertices);
                GL.DeleteBuffer(colors);
                GL.DeleteVertexArray( vao );



                window.SwapBuffers();
            };

            window.Run();
            
        }



        private static Shader LoadShader(string shaderLocation, ShaderType type)
        {
            int shaderId = GL.CreateShader( type );
            GL.ShaderSource( shaderId, File.ReadAllText( shaderLocation ) );
            GL.CompileShader( shaderId );
            string infoLog = GL.GetShaderInfoLog( shaderId );
            if (!string.IsNullOrEmpty(infoLog))
            {
                throw new Exception(infoLog);
            }

            return new Shader() { id = shaderId };
        }

        private static ShaderProgram LoadShaderProgram( string vertextShaderLocation, string fragmentShaderLocation)
        {
            int shaderProgramId = GL.CreateProgram();

            Shader vertextShader = LoadShader(vertextShaderLocation, ShaderType.VertexShader);
            Shader fragmentShader = LoadShader(fragmentShaderLocation, ShaderType.FragmentShader);

            GL.AttachShader(shaderProgramId, vertextShader.id);
            GL.AttachShader(shaderProgramId, fragmentShader.id);
            GL.LinkProgram(shaderProgramId);
            GL.DetachShader(shaderProgramId, vertextShader.id);
            GL.DetachShader(shaderProgramId, fragmentShader.id);
            GL.DeleteShader(vertextShader.id);
            GL.DeleteShader(fragmentShader.id);

            string infoLog = GL.GetProgramInfoLog(shaderProgramId);
            if (!string.IsNullOrEmpty(infoLog))
            {
                throw new Exception(infoLog);
            }

            return new ShaderProgram() { id = shaderProgramId };
        }


        public struct Shader
        {
            public int id;
        }

        public struct ShaderProgram
        {
            public int id;
        }
    }
}

片段着色器(在 glsl 中):

#version 400

in vec3 color_in;

out vec4 color_out;

void main(){
  color_out = vec4(color_in.r, color_in.g, color_in.b, 1);

}

顶点着色器(在 glsl 中):

#version 330


layout(location = 0) in vec3 vPosition;
layout(location = 1) in vec3 vColors;

out vec3 color_in;

void main() {
  color_in = vColors;
  gl_Position = vec4( vPosition, 1.0 );

}

我已经尝试了我对 OpenTK 非常有限的知识所能做的一切,但没有任何改变。我已经在网上搜索并找到答案他们仍然没有帮助

您实际上将着色器程序分配给事件回调函数范围内的局部变量。您需要将其分配给 Main:

范围内的变量
ShaderProgram shaderProgram = new ShaderProgram() { id = 0 };
window.Load += () =>
{
    Console.WriteLine("Hello");
                
    // ShaderProgram shaderProgram = LoadShaderProgram("../../../../vertex_shader.glsl", "../../../../fragment_shader.glsl");
    shaderProgram = LoadShaderProgram("../../../../vertex_shader.glsl", "../../../../fragment_shader.glsl");
};