Opengl顶点颜色总是导致一个黑色三角形



如果在片段着色器中指定了颜色,则我的第一个三角形效果良好。当我将顶点颜色添加到缓冲区时,三角形总是黑色的。

问题的最小代码:

type 
OGLfloat = float32
OGLuint = uint32
OGLint = int32
const
GLFW_CONTEXT_VERSION_MAJOR = 0x00022002
GLFW_CONTEXT_VERSION_MINOR = 0x00022003
GLFW_OPENGL_PROFILE = 0x00022008
GLFW_OPENGL_CORE_PROFILE = 0x00032001
const 
GL_COLOR_BUFFER_BIT = 0x00004000
GL_DEPTH_BUFFER_BIT = 0x00000100
GL_ACCUM_BUFFER_BIT = 0x00000200
GL_STENCIL_BUFFER_BIT = 0x00000400
GL_ARRAY_BUFFER = 0x8892
GL_ELEMENT_ARRAY_BUFFER = 0x8893
GL_FALSE = 0.char
GL_STATIC_DRAW = 0x88E4
GL_FLOAT = 0x1406
GL_VERTEX_SHADER = 0x8B31
GL_COMPILE_STATUS = 0x8B81
GL_INFO_LOG_LENGTH = 0x8B84
GL_FRAGMENT_SHADER = 0x8B30
GL_LINK_STATUS = 0x8B82
GL_TRIANGLES = 0x0004
GL_UNSIGNED_INT= 0x1405
GL_VERSION = 0x1F02
const 
POSITION_LENGTH = 3
COLOR_LENGTH = 3
const
WINDOW_W = 640
WINDOW_H = 480
var
colorDataOffset = 3 * sizeof(OGLfloat)
vertices = @[OGLfloat(0.0), 0.5, 0, 1, 1, 1,
0.5, -0.5, 0,  0, 0, 0,
-0.5, -0.5, 0,  0, 0, 0]
indices = @[OGLuint(0), 1 , 2]
# initialisation using glfw and glew
var glfwErr = glfwInit()
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
var winHandle = glfwCreateWindow(WINDOW_W, WINDOW_H)
glfwMakeContextCurrent(winHandle)
var glewErr = glewInit()
# shaders sources
var 
shadID:OGLuint
vertSrc:cstring = """
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 inColor;
void main()
{
gl_Position = vec4(aPos, 1.0f);
inColor = aColor;
}
"""
fragSrc:cstring = """
#version 330 core
out vec4 FragColor;        
in vec3 inColor;
void main()
{
FragColor = vec4(inColor, 1.0f);
}
"""
# create the shader program
proc send_src(vert:var cstring, frag:var cstring):OGLuint =
var success:OGLint
# vertex
var vertexShader = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertexShader, 1, addr vert, nil)
glCompileShader(vertexShader)
# Check compilation errors.
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, addr success)
if bool(success) == false:
echo(" vertex shader compilation failed (send_src)")
else:
echo("vertexShader compiled (send_src)")
# fragment
var fragmentShader = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragmentShader, 1, addr frag, nil)
glCompileShader(fragmentShader)
# Check compilation errors.
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, addr success)
if bool(success) == false:
echo("fragment shader compilation failed (send_src)"
else:
echo("fragmentShader compiled (send_src)")
# Shader program
result = glCreateProgram()
glAttachShader(result, vertexShader)
glAttachShader(result, fragmentShader)
glLinkProgram(result)
# Check for linkage errors.
glGetProgramiv(result, GL_LINK_STATUS, addr success)
if success == 0:
echo ("program linking failed (send_src)")
else:
echo ("shader linked (send_src)")
glDeleteShader(vertexShader)
glDeleteShader(fragmentShader)

glViewport(0, 0, WINDOW_W, WINDOW_H)
shadID = send_src(vertSrc, fragSrc)
var VAO, VBO, EBO:OGLuint
glGenVertexArrays(1, addr VAO)
glGenBuffers(1, addr VBO)
glGenBuffers(1, addr EBO)
glBindVertexArray(VAO)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.len * sizeof(OGLfloat), 
addr vertices[0], GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.len * sizeof(OGLuint), 
addr indices[0], GL_STATIC_DRAW)
# Position layout
glVertexAttribPointer(0, POSITION_LENGTH, GL_FLOAT, GL_FALSE, 6 * sizeof(OGLfloat), 
nil)
glEnableVertexAttribArray(0)
# Color layout
glVertexAttribPointer(1, COLOR_LENGTH, GL_FLOAT, GL_FALSE, 6 * sizeof(OGLfloat), 
addr colorDataOffset)
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glUseProgram(shadID)
while bool(glfwWindowShouldClose(winHandle)) == false:
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
glBindVertexArray(VAO)
glDrawElements(GL_TRIANGLES, OGLint(indices.len), GL_UNSIGNED_INT, nil)
glfwSwapBuffers(winHandle)
glfwPollEvents()
glDeleteVertexArrays(1, addr VAO)
glDeleteBuffers(1, addr VBO)
glDeleteBuffers(1, addr EBO)
glfwDestroyWindow(winHandle)
glfwTerminate()

首先参见OpenGL 4.6 API兼容性配置文件规范;10.3.9缓冲区对象中的顶点阵列;第409页

。。。当数组来源于顶点属性的缓冲区对象时,顶点缓冲区的偏移集[…]将用作该缓冲区数据存储中第一个元素的基本机器单位偏移。

这意味着glVertexAttribPointer的第6个参数必须是编码为pointer的颜色属性的偏移量。

当您在中执行addr colorDataOffset

glVertexAttribPointer(1, COLOR_LENGTH, GL_FLOAT, GL_FALSE, 6 * sizeof(OGLfloat),
addr colorDataOffset)

然后创建一个pointer,但指针的值是colorDataOffset的地址-请参阅addr运算符。

您要做的是通过cast[pointer](colorDataOffset)colorDataOffset强制转换为指针类型,指针的值必须是colorDataOffset的值-请参阅类型强制转换和类型:

glVertexAttribPointer(1, COLOR_LENGTH, GL_FLOAT, GL_FALSE, 6 * sizeof(OGLfloat), 
cast[pointer](colorDataOffset))

最新更新