2012-07-11 81 views
2

我一直在将一些旧代码转换为OpenGL 3,并且我已经完成了大部分工作。所有的VAO,VBO等工作都很好,经OpenGL调试程序验证,我的着色器编译得很好,但屏幕上除了清晰的颜色外没有任何东西出现。我认为我所有的矩阵都应该没问题,但我不确定投影矩阵是否应该将负Z坐标转换为正值;我试过的每个代码示例都会生成这样的矩阵。这里是我的着色器:OpenGL 3程序空白屏幕

顶点着色器:

#version 330 

uniform mat4 modelview; 
uniform mat4 projection; 

in vec4 position; 
in vec4 normal; 
in vec4 texCoord; 

void main() { 
    gl_Position = projection * modelview * position; 
} 

片段着色器:

#version 330 

out vec4 fragColor; 

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

我的代码是复杂的,所以我就发布一个修改,注释的glIntercept通话记录的版本,它应该有所有相关的电话:

//Create shaders 
glCreateShader(GL_VERTEX_SHADER)=1 
glShaderSource(1,1,vertShaderText,vertShaderTextLen) 
glCompileShader(1) 
glGetShaderiv(1,GL_COMPILE_STATUS,buf) 
glCreateShader(GL_FRAGMENT_SHADER)=2 
glShaderSource(2,1,fragShaderText,fragShaderTextLen) 
glCompileShader(2) 
glGetShaderiv(2,GL_COMPILE_STATUS,buf) 
glCreateProgram()=3 
glAttachShader(3,1) 
glAttachShader(3,2) 
glLinkProgram(3) 
glGetProgramiv(3,GL_LINK_STATUS,buf) 
//Find uniform/attribute locations 
//Extra glUseProgram() calls are for safety. 
glGetUniformLocation(3,"modelview")=0 
glUseProgram(3) 
glGetUniformLocation(3,"projection")=1 
glUseProgram(3) 
glGetAttribLocation(3,"position")=0 
glUseProgram(3) 
glGetAttribLocation(3,"normal")=-1 
glUseProgram(3) 
glGetAttribLocation(3,"texCoord")=-1 
//Create a texture; probably irrelevant to this code 
glGenTextures(1,texId) 
glBindTexture(GL_TEXTURE_2D,1) 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) 
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,texData) 
glGenTextures(1,01DD275C) 
//Create VAO, VBO 
glGenVertexArrays(1,vaoId) 
glBindVertexArray(1) 
glGenBuffers(1,bufId) 
glBindBuffer(GL_ARRAY_BUFFER,1) 
//Redundant call; actual data set later 
glBufferData(GL_ARRAY_BUFFER,0,00000000,GL_STATIC_DRAW) 

glGenBuffers(1,indexBufId) 
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,4) 
glBufferData(GL_ELEMENT_ARRAY_BUFFER,0,00000000,GL_STATIC_DRAW) 

//Set up buffer data 
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,4) 
glBufferData(GL_ELEMENT_ARRAY_BUFFER,96,indexData,GL_STATIC_DRAW) 
glBindBuffer(GL_ARRAY_BUFFER,1) 
glBufferData(GL_ARRAY_BUFFER, 48,01DC3D00,GL_STATIC_DRAW) 

//Start drawing 
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 
glUseProgram(3) 
glUseProgram(3) 
//Modelview 
glUniformMatrix4fv(modelviewLocation,1,false,[1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,-6.000000,1.000000]) 
glUseProgram(3) 
//Projection 
glUniformMatrix4fv(projectionLocation,1,false,[0.200000,0.000000,0.000000,0.000000,0.000000,0.150000,0.000000,0.000000,0.000000,0.000000,-1.000200,-1.000000,0.000000,0.000000,-0.200020,0.000000]) 
//Bind VAO, VBOs, and attribute positions 
glBindVertexArray(1) 
glBindBuffer(GL_ARRAY_BUFFER,1) 
glVertexAttribPointer(positionAttributeLocation,3,GL_FLOAT,false,12,00000000) 
glEnableVertexAttribArray(positionAttributeLocation) 
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,4) 
glDrawElements(GL_TRIANGLES,24,GL_UNSIGNED_INT,00000000) GLSL=3 Textures[ (0,2) ] 
glDisableVertexAttribArray(0) 

我有一架飞机直接面对c amera,但它根本没有出现。我看到的只是清晰的颜色。剔除和深度测试已关闭。

+0

我已经做了一些更多的调试工作;使用AMD的GPUPerfStudio,我可以验证这些原语是由glDrawElements正确发送的,但他们永远不会到达屏幕。我不确定什么可以阻止他们达成目标;我尽了最大努力来验证我所有的矩阵,甚至尝试使用一个标识投影矩阵;似乎没有任何工作。 – blm768 2012-07-13 00:37:44

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从我所看到的片段着色器只会显示红色像素。那是你想要的吗? – user892644 2013-05-07 02:31:27

回答

0

事实证明,我的问题是在我的初始化代码。我有未初始化的变量传递给glViewport,给我一个0x0视口。

0

当传递制服我在使用方式如下glGetUniformLocation()着色器:

myUniformLocation = glGetUniformLocation(program, "myUniform") 
glUniform1f(myUniformLocation, variable_value) 
+0

这基本上是我使用的形式;到编辑呼叫跟踪时,我已经停止用描述性变量名称替换跟踪值。我应该解决这个问题。 – blm768 2012-07-11 15:52:03

0

你的日志不显示任何glEnableVertexAttribArray电话。你忘了吗?

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它看起来不是在第一帧中调用的,而是在之后的每一帧中调用的。我解决了这个问题。仍然没有运气。 – blm768 2012-07-11 16:19:33