2016-05-04 31 views
3

我無法繪製到我用以下代碼創建的窗口。我的OpenGL和SDL2代碼有什麼問題?

我所知道的是正確的:

  • SDL2初始化
  • GLEW初始化
  • 窗口創建
  • 上下文創建

我想可能是這個問題:

  • glsl着色器,但它們編譯成功。
  • glVertexAttribPointer()
  • 缺少函數調用?

我已經排除了錯誤檢查:

  • SDL初始化
  • GLEW初始化
  • 窗口創建
  • 上下文創建
  • 頂點着色器編譯
  • 片段着色器編譯
  • 程序鏈接

注意:我寫了我的着色器內聯(glsl.h)。

的main.cpp

#include <GL\glew.h> 
    #include <SDL.h> 
    #include <glm\glm.hpp> 
    #include <iostream> 
    #include "glsl.h" 

    #define SDL_INIT_FAIL -1 
    #define IMAGE_INIT_FAIL 0 

    #define glsl(version, glsl) "#version " #version "\n" #glsl 

    namespace glsl { namespace vs { 
    //VERTEX SHADERS 
    //========================= 
    // simple VS 
    //========================= 
    constexpr GLchar * const simple = glsl(450 core, 
     layout(location = 0) in vec3 position; 

     void main() { 
      gl_Position = vec4(position, 1.0f); 
     } 
     ); 

    } namespace fs { 
    //FRAGMENT SHADERS 
    //========================= 
    // simple FS 
    //========================= 
    constexpr GLchar * const simple = glsl(450 core, 
     out vec4 color; 

     void main() { 
      color = vec4(1.0f, 0.0f, 0.0f, 1.0f); 
     }  
     ); 

} } 

    constexpr GLint image_Flags{ IMG_INIT_PNG | IMG_INIT_JPG }; 
    constexpr GLuint init_Flags{ SDL_INIT_VIDEO | SDL_INIT_EVENTS },window_Flags{ SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE}; 
    constexpr GLchar * window_Title{ "Sprite Game with OpenGL" }; 
    constexpr GLint window_Width{ 1200 }, window_Height{ 740 }, window_PositionX{ SDL_WINDOWPOS_CENTERED }, 
     window_PositionY{ SDL_WINDOWPOS_CENTERED }; 

    int main(int argc, char * argv[]) { 

     std::cout << glsl::vs::simple << std::endl << std::endl; 

    std::cout << glsl::fs::simple << std::endl << std::endl; 
    system("pause"); 

    if (SDL_Init(init_Flags) == SDL_INIT_FAIL) { 
     std::cerr << "error init sdl" << std::endl; 
     return 1; 
    } 

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); 
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); 
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); 
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); 
    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); 
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 23); 
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); 
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); 
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); 

    SDL_Window * window = nullptr; 
    window = SDL_CreateWindow(window_Title, window_PositionX, window_PositionY, window_Width, window_Height, window_Flags); 
    if (window == nullptr) { 
     std::cerr << "error window is nullptr" << std::endl; 
     SDL_Quit(); 
     return 4; 
    } 

    SDL_GLContext context = nullptr; 
    context = SDL_GL_CreateContext(window); 
    if (context == nullptr) { 
     std::cerr << "error context is nullptr" << std::endl; 
     SDL_DestroyWindow(window); 
     window = nullptr; 
     SDL_Quit(); 
     return 5; 
    } 

    glewExperimental = true; 

    GLenum glewError = glewInit(); 
    if (glewError != GLEW_OK) { 
     std::cerr << "error glew init: " << glewGetErrorString(glewError) << std::endl; 
     SDL_Quit(); 
     return 3; 
    } 
    std::cout << "OpenGL Version " << glGetString(GL_VERSION) << std::endl; 

    struct Mouse 
    { 
     Uint32 mouseState = 0; 
     GLint mx{ 0 }, my{ 0 }; 
    }; 
    struct Input { 
     Mouse mouse; 
     SDL_Event e; 
     const Uint8 * keyState = nullptr; 

    } input; 
    struct Shader { 
     GLuint program; 
     GLuint vertexShader; 
     GLuint fragmentShader; 
    } shader; 

    shader.vertexShader = glCreateShader(GL_VERTEX_SHADER); 
    glShaderSource(shader.vertexShader, 1, &glsl::vs::simple, NULL); 
    glCompileShader(shader.vertexShader); 

    GLint vertexCompilei; 
    GLchar vsiInfo[512]; 
    glGetShaderiv(shader.vertexShader, GL_COMPILE_STATUS, &vertexCompilei); 
    if (vertexCompilei == GL_FALSE) { 
     glGetShaderInfoLog(shader.vertexShader, sizeof vsiInfo, NULL, vsiInfo); 
     std::cerr << vsiInfo << std::endl; 
    } 

    shader.fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 
    glShaderSource(shader.fragmentShader, 1, &glsl::fs::simple, NULL); 
    glCompileShader(shader.fragmentShader); 

    GLint fragmentCompilei; 
    GLchar fsiInfo[512]; 
    glGetShaderiv(shader.fragmentShader, GL_COMPILE_STATUS, &fragmentCompilei); 
    if (fragmentCompilei == GL_FALSE) { 
     glGetShaderInfoLog(shader.fragmentShader, sizeof fsiInfo, NULL, fsiInfo); 
     std::cerr << fsiInfo << std::endl; 
    } 

    shader.program = glCreateProgram(); 
    glAttachShader(shader.program, shader.vertexShader); 
    glAttachShader(shader.program, shader.fragmentShader); 
    glLinkProgram(shader.program); 

    GLint programLinki; 
    GLchar programInfo[512]; 
    glGetProgramiv(shader.program, GL_LINK_STATUS, &programLinki); 
    if (programLinki == GL_FALSE) { 
     glGetProgramInfoLog(shader.program, sizeof programInfo, NULL, programInfo); 
     std::cerr << programInfo << std::endl; 
    } 


    struct Object { 
     GLuint VAO; 
     GLuint VBO; 
    } object; 

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

    glGenVertexArrays(1, &object.VAO); 
    glGenBuffers(1, &object.VBO); 

    glBindVertexArray(object.VAO); 
    glBindBuffer(GL_ARRAY_BUFFER, object.VBO); 
    glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW); 

    glEnableVertexAttribArray(0); 
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof GLfloat * 3, (GLvoid*)0); 

    glBindVertexArray(0); 

    glEnable(GL_DEPTH_TEST); 

    do { 
     glViewport(0, 0, window_Width, window_Height); 
     glClearColor(0.3f, 0.1f, 0.1f, 1.0f); 
     glClear(GL_COLOR_BUFFER_BIT | GL_COLOR_BUFFER_BIT); 

     glUseProgram(shader.program); 
     glBindVertexArray(object.VAO); 
     glDrawArrays(GL_TRIANGLES, 0, 3); 
     glBindVertexArray(0); 
     glUseProgram(0); 

     SDL_GL_SwapWindow(window); 

     SDL_PollEvent(&input.e); 
     input.keyState = SDL_GetKeyboardState(0); 
     input.mouse.mouseState = SDL_GetMouseState(&input.mouse.mx, &input.mouse.my); 
    } while (!input.keyState[SDL_SCANCODE_ESCAPE] && input.e.type != SDL_QUIT); 


    glDeleteShader(shader.vertexShader); 
    glDeleteShader(shader.fragmentShader); 
    glDeleteProgram(shader.program); 
    SDL_GL_DeleteContext(context); 
    context = nullptr; 
    SDL_DestroyWindow(window); 
    window = nullptr; 
    SDL_Quit(); 
    return 0; 
    } 
+0

這幾乎是* a [mcve]。刪除未使用的SDL_Image文件,將'glsl.h'文件合併到main.cpp文件中,並統一代碼格式。 – genpfault

+0

Lol請求23位深度緩衝區...這是第一個。 – Andreas

+1

Xbox One使用23位深度緩衝區lol –

回答

0

深度測試是搞亂它。這是通過註釋代碼直到它工作的時間已久的方法發現的。當然,在調試黑屏錯誤時,這並不總是奏效。

爲什麼會搞亂?由於glClear(GL_COLOR_BUFFER_BIT | GL_COLOR_BUFFER_BIT);看起來是錯誤粘貼的,並且未清除深度緩衝區,因此後續三角形未能通過默認的深度測試(對於啓用深度測試而不設置深度函數,這很奇怪)。