嘿那里我试图通过vbo在OpenGL中绘制一个带有2个三角形的简单四边形。但是我多次看了我的代码,我看不到我错过了什么。我不是没有Open GL专家,代码工作正常,没有任何缓冲区但是当我切换到VBO我不再看到任何东西了。 OpenGL也不提供任何有用的错误。
Image::Image(Graphics * GFX)
{
glm::vec2 corners[2];
corners[0] = glm::vec2(0, 0);
corners[1] = glm::vec2(1, 1);
vertices = new GLfloat[30]
{
//Vertices XYZ TexCoord X,Y
corners[0].x, corners[0].y, 0.0f, 0,0,
corners[0].x, corners[1].y, 0.0f, 0,1,
corners[1].x, corners[0].y, 0.0f, 1,0,
corners[1].x,corners[1].y,0.0f, 1,1,
corners[0].x, corners[1].y,0.0f, 0,1,
corners[1].x, corners[0].y, 0.0f, 1,0
};
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//Setting up some stuff
const char *vertexShaderSource =
"attribute vec4 vPosition; \n"
"attribute vec2 vTexCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
const char *fragmentShaderSource =
"precision mediump float; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n"
"} \n";
// Load and compile the vertex/fragment shaders
vertexShader = GFX->LoadShader(GL_VERTEX_SHADER, (const char*)vertexShaderSource);
fragmentShader = GFX->LoadShader(GL_FRAGMENT_SHADER, (const char*)fragmentShaderSource);
// Create the program object
programObject = glCreateProgram();
// now we have the V and F shaders attach them to the progam object
glAttachShader(programObject, vertexShader);
glAttachShader(programObject, fragmentShader);
// Link the program
glLinkProgram(programObject);
// Check the link status
// Link the program
GLint AreTheylinked;
glGetProgramiv(programObject, GL_LINK_STATUS, &AreTheylinked);
if (!AreTheylinked)
{
GLint RetinfoLen = 0;
// check and report any errors
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &RetinfoLen);
if (RetinfoLen > 1)
{
GLchar* infoLog = (GLchar*)malloc(sizeof(char) * RetinfoLen);
glGetProgramInfoLog(programObject, RetinfoLen, NULL, infoLog);
fprintf(stderr, "Error linking program:\n%s\n", infoLog);
free(infoLog);
}
glDeleteProgram(programObject);
}
positionLocation = glGetAttribLocation(programObject, "vPosition");
textureCoordLocation = glGetAttribLocation(programObject, "vTexCoord");
if (glGetError() == GL_NO_ERROR) {}
else
printf("Init failed!\n");
//End setting up
}
Image::~Image()
{
}
void Image::Draw()
{
std::cout << "Calling Draw on Image" << std::endl;
glUseProgram(programObject);
glEnable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLsizei stride = (5) * sizeof(GLfloat);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
if (glGetError() != GL_NO_ERROR)
{
printf("UI Draw error\n");
}
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
以及我如何加载着色器:
GLuint Graphics::LoadShader(GLenum type, const char *shaderSrc)
{
// 1st create the shader object
GLuint TheShader = glCreateShader(type);
if (TheShader == 0) return FALSE; // can't allocate so stop.
// pass the shader source then compile it
glShaderSource(TheShader, 1, &shaderSrc, NULL);
glCompileShader(TheShader);
GLint IsItCompiled;
// After the compile we need to check the status and report any errors
glGetShaderiv(TheShader, GL_COMPILE_STATUS, &IsItCompiled);
if (!IsItCompiled)
{
GLint RetinfoLen = 0;
glGetShaderiv(TheShader, GL_INFO_LOG_LENGTH, &RetinfoLen);
if (RetinfoLen > 1)
{ // standard output for errors
char* infoLog = (char*)malloc(sizeof(char) * RetinfoLen);
glGetShaderInfoLog(TheShader, RetinfoLen, NULL, infoLog);
fprintf(stderr, "Error compiling this shader:\n%s\n", infoLog);
free(infoLog);
}
glDeleteShader(TheShader);
return FALSE;
}
return TheShader;
}
它以前没有缓冲区工作正常,并通过使用以下方式看到一个白色方块:
glVertexAttribPointer(0, 6, GL_FLOAT, GL_FALSE, 0, vertices);
但是现在我想通过VBO将纹理坐标添加到我的四边形但是没有任何显示。
Smoothy101
你的缓冲区创建看起来很好 - 问题是你的属性指针设置。您添加了纹理坐标,这些坐标已更改每个顶点的数据布局,但您没有在代码中处理它。
你需要这样的东西:
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, stride, 0);
glVertexAttribPointer(textureCoordLocation, 2, GL_FLOAT, GL_FALSE, stride, 8);
... 不是这个:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, 0);