我正在尝试使用着色器运行程序.在Another question I made,我发现我正在将固定管道功能与更新的东西(来自OpenGL 2.0)混合,所以我试图删除像glMatrixMode这样的所有“旧东西”,但我不确定我是否正确地做到了.怀疑我还删除了像glLightfv这样的调用,如果我使用可编程管道,我不确定它们是否被允许.
这是主要代码:
#include <GL/glew.h>
#include <GL/glut.h>
#include <iostream>
#include <vector>
#include "utility.hpp"
#include "program.hpp"
GLfloat width=600, height=800;
Program* program_ref;
void init()
{
glewInit();
Shader vertex_shader= Shader("vertex_shader",GL_VERTEX_SHADER);
// This just reads the file "vertex_shader", creates the shader and compiles it
Shader geometry_shader= Shader(); // This means that the shader is empty
// So the program class will be enough smart to recognize it and don't attach it
Shader fragment_shader= Shader("fragment_shader",GL_FRAGMENT_SHADER);
program_ref= new Program(vertex_shader,geometry_shader,fragment_shader);
// This creates a program, attaches the shaders to it, links and uses it
}
void display()
{
vector<GLfloat> quad{-0.5,-0.5,0.5,-0.5,0.5,0.5,-0.5,0.5};
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,GL_FLOAT,0,quad.data());
glDrawArrays(GL_QUADS,0,4);
glDisableClientState(GL_VERTEX_ARRAY);
glutSwapBuffers();
cout << glGetError() << endl;
}
void reshape(int w, int h)
{
width=w;
height=h;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutInitWindowPosition(100,100);
glutInitWindowSize(500,500);
glutCreateWindow("test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
init();
glewInit();
glutMainLoop();
return 0;
}
(可选的类看,在我写的评论中,程序和着色器是如何表现的)
shader.hpp:
#ifndef shader_hpp
#define shader_hpp
#include "utility.hpp"
#include "shader.hpp"
#include <fstream>
#define MAX_SIZE (size_t)1.0e5
class Shader
{
private:
GLuint id;
GLenum type;
bool null;
public:
Shader()
{
id=-1;
type= -1;
null= true;
}
Shader(const string& filename,GLenum type)
{
GLchar* data= new GLchar[MAX_SIZE];
streamsize count;
this->type= type;
ifstream is;
is.open(filename);
is.read(data,MAX_SIZE);
count= is.gcount();
is.close();
id=glCreateShader(type);
glShaderSource(id,1,(const GLchar**)&data,&count);
glCompileShader(id);
delete[] data;
null= false;
}
GLuint getId() const
{
return id;
}
GLenum getType() const
{
return type;
}
bool isNull() const
{
return null;
}
};
#endif
program.hpp:
#ifndef program_hpp
#define program_hpp
#include "utility.hpp"
#include "shader.hpp"
class Program
{
private:
GLuint id;
public:
Program(const Shader& vertex_shader, const Shader& geometry_shader, const Shader& fragment_shader)
{
id= glCreateProgram();
if(!vertex_shader.isNull())
{
glAttachShader(id,vertex_shader.getId());
}
if(!geometry_shader.isNull())
{
glAttachShader(id,geometry_shader.getId());
}
if(!fragment_shader.isNull())
{
glAttachShader(id,fragment_shader.getId());
}
glLinkProgram(id);
glUseProgram(id);
}
GLuint getId()
{
return id;
}
};
#endif
当使用glew编译着色器并将它们附加到程序时,只有两个类用于简化所有内容.
问题如下:如果我只是附加顶点着色器而不是片段着色器,一切都很好,我看到用正确颜色绘制的四边形(红色,因为在下面的顶点着色器中我将颜色设置为红色) .如果相反我也附加片段着色器,我看到四边形是白色的.我也试着看看哪些不对,我打印了glGetError()的结果.如果我包含片段着色器,我会收到错误1282,如果我不包含它,我不会收到任何错误(0).
顶点着色器:
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = vec4(1,0,0,1);
// The only relevant thing I do is to set the color to red
// I see the quad red if I attach only the vertex shader and not the fragment shader
gl_TexCoord[0] = gl_MultiTexCoord0;
}
片段着色器:
void main()
{
gl_fragColor= gl_Color;
}
解决方法:
试一试:
#include <GL/glew.h>
#include <GL/glut.h>
#include <vector>
#include <iostream>
using namespace std;
void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE, len = 10;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_INFO_LOG_LENGTH, &len );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_INFO_LOG_LENGTH, &len );
vector< char > log( len, 'X' );
if( glIsShader(obj) ) glGetShaderInfoLog( obj, len, NULL, &log[0] );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, len, NULL, &log[0] );
cerr << &log[0] << endl;
exit( -1 );
}
GLuint LoadShader( GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
return shader;
}
GLuint LoadProgram( const char* vert, const char* geom, const char* frag )
{
GLuint program = glCreateProgram();
if( vert ) glAttachShader( program, LoadShader( GL_VERTEX_SHADER, vert ) );
if( geom ) glAttachShader( program, LoadShader( GL_GEOMETRY_SHADER, geom ) );
if( frag ) glAttachShader( program, LoadShader( GL_FRAGMENT_SHADER, frag ) );
glLinkProgram( program );
CheckStatus( program );
return program;
}
#define GLSL(version, shader) "#version " #version "\n" #shader
const GLchar* vert = GLSL
(
120,
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = vec4(1.0,0.0,0.0,1.0);
// The only relevant thing I do is to set the color to red
// I see the quad red if I attach only the vertex shader and not the fragment shader
gl_TexCoord[0] = gl_MultiTexCoord0;
}
);
const GLchar* frag = GLSL
(
120,
void main()
{
gl_FragColor= gl_Color;
}
);
void display()
{
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
static GLuint prog = LoadProgram( vert, NULL, frag );
glUseProgram( prog );
glEnableClientState(GL_VERTEX_ARRAY);
GLfloat quad[] = {-0.5,-0.5,0.5,-0.5,0.5,0.5,-0.5,0.5};
glVertexPointer(2,GL_FLOAT,0,quad);
glDrawArrays(GL_QUADS,0,4);
glDisableClientState(GL_VERTEX_ARRAY);
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutInitWindowPosition(100,100);
glutInitWindowSize(500,500);
glutCreateWindow("test");
glutDisplayFunc(display);
glewInit();
glutMainLoop();
return 0;
}
正如Antonie Blom所指出的那样,gl_fragColor应该是gl_FragColor.小写的f会阻塞我系统上的GLSL编译器.