所以首先,我是一名初學者,我從learnopengl.com學習opengl。所以我明白主要方法的代碼中發生了什麼。代碼在主要方法中起作用。但是當我試圖爲它創建一個類時,它不會呈現任何東西!我完全不知道出了什麼問題!Open gl sprite class not working
Sprite.h
#pragma once
#include"Shader.h"
#include<GL\glew.h>
class Sprite {
GLuint vao;
GLuint vbo;
int vertexCount;
Shader shader;
public:
Sprite(const GLfloat vertices[9], int noOfVertices, Shader s = Shader()) : vertexCount(noOfVertices) , shader(s)
{
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, this->vertexCount, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void draw() {
glBindVertexArray(this->vao);
glDrawArrays(GL_TRIANGLES, 0, this->vertexCount);
glBindVertexArray(0);
}
};
Shader.h
#pragma once
#include<iostream>
#include<fstream>
#include<sstream>
#include<string>
#include<vector>
#include<GL\glew.h>
class Shader {
GLuint programID;
GLuint vertID;
GLuint fragID;
public:
Shader(std::string vertex = "Shaders/Dvert.vert", std::string fragment = "Shaders/Dfrag.frag")
{
this->programID = glCreateProgram();
this->vertID = glCreateShader(GL_VERTEX_SHADER);
this->fragID = glCreateShader(GL_FRAGMENT_SHADER);
this->CompileShaders(vertex, fragment);
this->LinkProgram();
}
GLuint getProgramId() {
return this->programID;
}
private:
void CompileShaders(std::string vertexShaderPath, std::string FragShaderPath) {
std::string vCode = GetContentsFrom(vertexShaderPath).c_str();
const char * vertexCode = vCode.c_str();
glShaderSource(this->vertID, 1, &vertexCode, NULL);
glCompileShader(this->vertID);
this->HandleShaderErrors(this->vertID);
std::string fCode = GetContentsFrom(FragShaderPath).c_str();
const char * fragCode = fCode.c_str();
glShaderSource(this->fragID, 1, &fragCode, NULL);
glCompileShader(this->fragID);
std::cout << fragCode << std::endl;
this->HandleShaderErrors(this->fragID);
}
void LinkProgram() {
glAttachShader(this->programID, this->vertID);
glAttachShader(this->programID, this->fragID);
glLinkProgram(this->programID);
this->HandleLinkErrors();
}
std::string GetContentsFrom(std::string path) {
std::ifstream file(path);
std::ostringstream stream;
if (!file) {
std::cout << "Specified file path is invalid" << std::endl;
return "";
}
stream << file.rdbuf();
std::cout << stream.str() << std::endl << std::endl;
return stream.str();
}
void HandleLinkErrors() {
int result;
glGetProgramiv(this->programID, GL_LINK_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetProgramiv(this->programID, GL_INFO_LOG_LENGTH, &length);
std::vector<char> error(length);
glGetProgramInfoLog(this->programID, length , &length, &error[0]);
std::cout << &error[0] << std::endl;
glDetachShader(this->programID, this->vertID);
glDetachShader(this->programID, this->fragID);
}
}
void HandleShaderErrors(GLuint shader) {
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> error(length);
glGetShaderInfoLog(shader, length, &length, &error[0]);
std::cout << &error[0] << std::endl;
glDeleteShader(shader);
}
}
};
Main.cpp的
#include<GL\glew.h>
#include<GLFW\glfw3.h>
#include"Console.h"
#include"Headers\Shader.h"
#include"Headers\Sprite.h"
#include<iostream>
static const GLfloat vertices[] = {
0.5f, -0.5f ,0.0f ,
-0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
int main() {
if (!glfwInit()) {
Console.Log("GLFW could not be initialised!!");
Console.Wait();
}
GLFWwindow *window = glfwCreateWindow(600, 400, "Open GL", nullptr, nullptr);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
Console.Log("GLEW could not be initialised!!");
Console.Wait();
}
Sprite s(vertices, 3);
glClearColor(0, 0, 0, 1);
glfwWindowHint(GLFW_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_VERSION_MINOR, 3);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwPollEvents();
s.draw();
glfwSwapBuffers(window);
}
}
請幫我!
注意: - 主要方法中的代碼呈現沒有着色器的白色三角形,所以我的圖形卡無需着色器。
另外,我創建的控制檯類只是打印到控制檯,並與opengl的東西沒有關係。 Console.Log isstd :: cout < < and Console.Wait is std :: cin.get();
你應該之前'glfwCreateWindow'調用'glfwWindowHint'。 – SurvivalMachine