无法在OpenGL中更改背景颜色

问题描述 投票:1回答:1

我刚刚开始尝试使用OpenGL(使用freeglut和GLEW)。我可以弹出一个窗口,但是没有画任何东西,甚至无法改变背景颜色。

这是主要功能的样子:

int
main(int argc, char **argv)
{ 
  GLenum err;

  /* Initialize GLUT library */
  glutInit(&argc, argv);

  /* Set window mode */
  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);

  /* Choose OpenGL version */
  glutInitContextVersion(3, 3);

  /* Choose OpenGL profile */
  glutInitContextFlags(GLUT_CORE_PROFILE);

  /* Create a GLUT window */
  glutCreateWindow("OpenGL 2D");

  /* Initialize GLEW library */
  glewExperimental = GL_TRUE;
  err = glewInit();
  if(err != GLEW_OK) {
    printf("Cannot initialize GLEW: %s\n",
       glewGetErrorString(err));
    return 1;
  }

  /* WORKAROUND: Ignore all GLEW errors */
  while(glGetError() != GL_NO_ERROR)
    ;

  (void) printf("OpenGL vendor: \"%s\"\n"
        "       renderer: \"%s\"\n"
        "       version: \"%s\"\n"
        "       SL version: \"%s\"\n",
        glGetString(GL_VENDOR),
        glGetString(GL_RENDERER),
        glGetString(GL_VERSION),
        glGetString(GL_SHADING_LANGUAGE_VERSION));

  /* Set up callback function for "reshape" event */
  printf("Setting callback functions\n");
  glutReshapeFunc(canvas_reshape);

  /* Set up callback function for "display" event */
  glutDisplayFunc(canvas_display);

  /* Set up callback function for "keyboard" event */
  glutKeyboardFunc(canvas_keyboard);

  /* Set up callback function for "timer" event */
  glutTimerFunc(30, canvas_timer, 0);

  /* Initialize OpenGL */
  init();

  /* Choose the window's position */
  glutPositionWindow(100, 100);

  /* Choose the window's size */
  glutReshapeWindow(800, 600);

  /* Start main loop */
  printf("Entering main loop\n");
  glutMainLoop();

  return 0;
}

这是初始化的样子:

init()
{
  const GLchar *vertex_shader_source[] = {
    "#version 330 core\n",
    "\n",
    "layout(location=0) in vec4 position;\n",
    "out vec4 color;\n",
    "uniform mat4 viewtrans;\n",
    "\n",
    "void\n",
    "main()\n",
    "{\n",
    "  gl_Position = viewtrans * position;\n"
    "  color =  vec4(1.0, 1.0, 1.0, 1.0);\n"
    "}\n" };
  const GLchar *fragment_shader_source[] = {
    "#version 330 core\n",
    "in vec4 color;\n",
    "layout(location=0) out vec4 fcolor;\n",
    "void\n",
    "main()\n",
    "{\n",
    "  fcolor = color;\n",
    "}\n" };
  char compiler_log[LOGSIZE];

  /* Obtain an unused name for our vertex array */
  printf("Creating vertex array\n");
  glGenVertexArrays(1, &vertex_array);
  check_error("glGenVertexArrays");

  /* Tell OpenGL to use the new vertex array */
  glBindVertexArray(vertex_array);
  check_error("glBindVertexArray");

  /* Obtain an unused name for our vertex buffer */
  printf("Creating vertex buffer\n");
  glGenBuffers(1, &vertex_buffer);
  check_error("glGenBuffers");

  /* Tell OpenGL to use the new vertex buffer as the
   * vertex array */
  glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
  check_error("glBindBuffer");

  /* We want to get two coordinates from the vertex buffer and
   * feed them as the first parameter to the vertex shader */
  glEnableVertexAttribArray(0);
  glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, 0);

  /* Create vertex shader */
  printf("Creating vertex shader\n");
  vertex_shader = glCreateShader(GL_VERTEX_SHADER);
  check_error("glCreateShader");

  /* Assign vertex shader source code */
  glShaderSource(vertex_shader, sizeof(vertex_shader_source) / sizeof(GLchar *),
         vertex_shader_source, 0);
  check_error("glShaderSource");

  /* Compile vertex shader */
  glCompileShader(vertex_shader);
  check_error("glCompileShader");

  /* Get compiler log *//* Set up callback function for "timer" event */
  glGetShaderInfoLog(vertex_shader, LOGSIZE, 0, compiler_log);
  printf("  Compiler log: \"%s\"\n", compiler_log);

  /* Create fragment shader */
  printf("Creating fragment shader\n");
  fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
  check_error("glCreateShader");

  /* Assign fragment shader source code */
  glShaderSource(fragment_shader, sizeof(fragment_shader_source) / sizeof(GLchar *),
         fragment_shader_source, 0);
  check_error("glShaderSource");

  /* Compile fragment shader */
  glCompileShader(fragment_shader);
  check_error("glCompileShader");

  /* Get compiler log */
  glGetShaderInfoLog(fragment_shader, LOGSIZE, 0, compiler_log);
  printf("  Compiler log: \"%s\"\n", compiler_log);

  /* Create shader program */
  printf("Creating shader program\n");
  shader_program = glCreateProgram();
  check_error("glCreateProgram");

  /* Attach vertex shader */
  glAttachShader(shader_program, vertex_shader);
  check_error("glAttachShader");

  /* Attach fragment shader */
  glAttachShader(shader_program, fragment_shader);
  check_error("glAttachShader");

  /* Link shader program */
  glLinkProgram(shader_program);
  check_error("glLinkProgram");

  /* Get linker log */
  glGetProgramInfoLog(shader_program, LOGSIZE, 0, compiler_log);
  printf("  Linker log: \"%s\"\n", compiler_log);

  /* Get location of "viewtrans" matrix */
  viewtrans = glGetUniformLocation(shader_program, "viewtrans");
  check_error("glGetUniformLocation");

  /* Tell OpenGL to use the new shader program */
  glUseProgram(shader_program);

  /* Choose background color */
  glClearColor(1.0, 0.0, 1.0, 0.0);
}

这是我用来绘制的内容:

static void
canvas_display()
{
  glClearColor(0.0, 0.0, 0.0, 0.0);

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}

全部基于教程。实际发生的事情是出现一个类似300 x 300的白色窗口,被重塑为800 x 600的黑色窗口,但是中间或角落仍然有一个300 x 300的白色正方形,其像素在部分情况下会变成黑色调整窗口大小,以便(手动或通过代码)消失正方形的一部分。我还编写了绘制三角形的代码,但这也不起作用,正如人们所期望的那样。但是无论如何,这是代码:

static void
canvas_display()
{
    glClearColor(0.0, 0.0, 0.0, 0.0);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    GLfloat vertices[] =
    { 0.0, 0.0,
      0.5, 0.5,
      0.5, 0.0 };

    glGenVertexArrays(1, &vertex_array);
    glBindVertexArray(vertex_array);

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 2, vertices);

    glDrawArrays(GL_TRIANGLES, 0, 3);
}
c opengl glsl freeglut vao
1个回答
0
投票

不要连续指定新的顶点数组对象。初始化时创建1 Vertex Array Object。顶点数组包含在Vertex Buffer Object中。当命名缓冲区对象绑定到ARRAY_BUFFER目标时,glVertexAttribPointer的最后一个参数将被视为缓冲区对象数据存储区中的字节偏移量。因此,偏移量必须为glVertexAttribPointer

NULL

确保在绘制几何图形时已安装程序并绑定了VAO。默认情况下,制服的值初始化为零。至少您必须先设置void init() { // [...] GLfloat vertices[] = { 0.0, 0.0, 0.5, 0.5, 0.5, 0.0 }; glGenVertexArrays(1, &vertex_array); glBindVertexArray(vertex_array); glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 2, NULL); } ,然后设置矩阵统一Identity matrix。由于您使用了双缓冲(viewtrans),因此在通过GLUT_DOUBLE

绘制所有几何图形后,必须交换当前窗口的缓冲区。
glutSwapBuffers
© www.soinside.com 2019 - 2024. All rights reserved.