#include<iostream>
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColour;"
"out vec3 vertexColour;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"vertexColour = aColour;\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 vertexColour;\n"
"void main()\n"
"{\n"
" FragColor = vec4(vertexColour,1.0f);\n"
"}\n\0";
// renderable classes
class Render {
};
class Quad : public Render {
public:
unsigned int VAO;
unsigned int VBO;
unsigned int IBO;
float vertices[24] = {
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom left index -- 0
0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom right index -- 1
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, // top left index -- 2
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, // top right index -- 3
};
unsigned int indices[6] = {
0,1,2,
1,3,2
};
void constructVAO() {
glGenVertexArrays(1, &VAO);
glBindVertexArray(0);
constructVBO(); // Bind the VBO
constructIBO(); // Bind the IBO
// position VAO
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// colour VAO
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
};
void constructVBO() {
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
};
void constructIBO() {
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
void quadForge() {
constructVBO();
constructIBO();
constructVAO();
}
};
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1920, 1080, "test", NULL, NULL);
glfwMakeContextCurrent(window);
gladLoadGL();
glViewport(0, 0, 1920, 1080);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
Quad quad1;
quad1.quadForge();
glfwSwapBuffers(window);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
}
glfwDestroyWindow(window);
glfwTerminate();
}
我创建了一个四边形类并初始化了一个要渲染的对象。然而,它只是在将其放入对象之前而不是在屏幕上渲染任何内容
我确实有这些警告
Severity Code Description Project File Line Suppression State
Warning C26495 Variable 'Quad::IBO' is uninitialized. Always initialize a member variable (type.6). OpenGLProject C:\\Users\\intel\\source\\repos\\OpenGLProject\\main.cpp 79
Warning C26495 Variable 'Quad::VAO' is uninitialized. Always initialize a member variable (type.6). OpenGLProject C:\\Users\\intel\\source\\repos\\OpenGLProject\\main.cpp 79
Warning C26495 Variable 'Quad::VBO' is uninitialized. Always initialize a member variable (type.6). OpenGLProject C:\\Users\\intel\\source\\repos\\OpenGLProject\\main.cpp 79
(虽然变量已经初始化)
我尝试首先从函数中实际返回 VAO,然后分配它们,但这些都没有返回任何结果
由于使用了未初始化的变量,编译器会给出适当的警告。编译器不知道这些函数实际上会初始化它们。
您不检查着色器是否已编译,也不检查程序的链接是否成功。我不是 100% 确定这是否值得关注,但顶点着色器源代码中第 3 行末尾缺少
\n
。
如果编译或链接不成功,着色器信息日志或程序信息日志会告诉您出了什么问题。
同样重要的是:
glDebugMessageCallback
(OpenGL 4.3+)
quadForge
被调用,它调用 constructVBO
、constructIBO
和 constructVAO
,但后者还调用前面的函数(vbo、ibo)。看起来很多余,不是吗?
zero
顶点数组对象在函数
constructVAO
中,您生成一个顶点数组对象名称,但不使用生成的顶点数组对象,而是使用名为zero
的特殊顶点数组对象,该对象通常用于打破现有绑定。
所以,不要使用
glBindVertexArray(0)
,而是使用 glBindVertexArray(VAO)