无法获取索引缓冲区以在 OpenGL 中绘制正方形



我肯定在这里做了一些非常菜鸟的事情,但我根本无法用索引缓冲区绘制正方形。我正在关注此视频中的入侵。但我只是没有得到预期的输出。

如果我注释掉数组中的一个顶点,它会绘制第二个三角形。此外,drawElement()调用似乎按预期工作,因为我的代码中ELEMENT_ARRAY和ARRAY_BUFFER之间肯定有链接,但我无法为我的一生获得正方形。我检查并重新检查了很多我的代码。有谁知道我可能错过了什么?这是我的代码:

#include <GLglew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define print(x) std::cout << x << std::endl
static unsigned int CompileShader(unsigned int type, const std::string& source) {
    // returns an empty shader object of type specified
    unsigned int shader = glCreateShader(type);
    // because one of the arguments requires a double pointer
    const char* src = source.c_str();
    // Replaces(in this case writes) the source code of a shader object
    glShaderSource(shader, 1, &src, nullptr);
    // Compiles the shader
    glCompileShader(shader);
    // Finds compile status of shader
    int result;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
    if (result == GL_FALSE) {
        int length;
        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
        char* message = new char[length];
        glGetShaderInfoLog(shader, length, &length, message);
        print("Failed to compile shader");
        std::cout << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") <<   std::endl;
        glDeleteShader(shader);
        return 0;
    }
    return shader;
}
static unsigned int CreateShader(const std::string& vertexShader, const  std::string& fragmentShader) {
// All shaders must be attached to a program object before executed. This     returns an empyty program object
    unsigned int program = glCreateProgram();
    // get shaders
    unsigned vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
    // Attaches the shader to the program
    glAttachShader(program, vs);
    glAttachShader(program, fs);
    // creates shader executables
    glLinkProgram(program);
// validates success/failure/performance of program. stores in program's log
    glValidateProgram(program);
    return program;
}
int main(void)
{
    GLFWwindow* window;
    /* 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);
    if (glewInit() != GLEW_OK) {
        print("Error");
    }
    float positions[8] = {
        -0.5f, -0.5f, // 0
         0.5f, -0.5f, // 1
        -0.5f,  0.5f, // 2
         0.5f,  0.5f  // 3
    };
    unsigned int indices[6] = {
        0, 1, 2,
        1, 2, 3
    };
    // Assigns a memory to GL_ARRAY_BUFFER
    unsigned int triangleBuffer;
    glGenBuffers(1, &triangleBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer);
    // Fills in data to GL_ARRAY_BUFFER memory
    glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
    // Defines where positions are located in GL_ARRAY_BUFFER and how to draw them configurations
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
    // Enables this vertex to be drawn using glDrawArrays().
    glEnableVertexAttribArray(0);

    // Shader programs in GLSL
    std::string vertexShader =
        // opengl version 3.3
        "#version 330 coren"
        "n"
        // select vertex attribute 0. vec4 because gl_Position requires vec4 argument. vertex shaders are 'in'
        "layout(location = 0) in vec4 position;n"
        "n"
        "void main()n"
        "{n"
        "   gl_Position = position;n"
        "}n";
    std::string fragmentShader =
        // opengl version 3.3
        "#version 330 coren"
        "n"
        // select vertex attribute 0. vec4 because color requires vec4 argument. fragment shader have 'out'
        "layout(location = 0) out vec4 color;n"
        "n"
        "void main()n"
        "{n"
        // colors in graphics are usually in 0-1 range. RGBA
        "   color = vec4(0.2, 0.3, 0.8, 1.0);n"
        "}n";
    // generate index buffers
    unsigned int ibo;
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), &indices, GL_STATIC_DRAW);

    // Use Shaders
    unsigned int shaderProgram = CreateShader(vertexShader, fragmentShader);
    glUseProgram(shaderProgram);
    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
        /* Swap front and back buffers */
        glfwSwapBuffers(window);
        /* Poll for and process events */
        glfwPollEvents();
    }
    glfwTerminate();
    return 0;
}

一般来说,你的代码很好,但顶点数组缓冲区大小的规范是错误的。4 个坐标

float positions[8] = { -0.5f, -0.5f, 0.5f, -0.5f, -0.5f,  0.5f, 0.5f,  0.5f };

由 8 个浮子组成,而不是 6 个。

这意味着顶点数组的 sie 是 8*sizeof(float) .像这样更改代码:

glBufferData(
    GL_ARRAY_BUFFER,
    8 * sizeof(float), // <----- 8 instead of 6
    positions,
    GL_STATIC_DRAW );

请注意,您可以使用 sizeof 运算符来确定数组的大小(以字节为单位(:

glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);

在 c++ 中,我更喜欢这样的东西:

const std::vector<float> positions{ -0.5f, -0.5f, 0.5f, -0.5f, -0.5f,  0.5f, 0.5f,  0.5f };
glBufferData(GL_ARRAY_BUFFER, positions.size()*sizeof(positions[0]), positions.data(), GL_STATIC_DRAW);

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