因此,在我的OpenGL代码中,每当我尝试在项目中使用着色器程序时,屏幕就保持黑色。
我特意在着色器代码中犯了一个错误,以确保错误检查有效,并且确实如此,因此当我去修复它并再次运行该程序时,它只是出现了黑屏。
我已经进入其他项目以确保着色器程序能够正常工作,但确实可以,但是对于这个特定项目,它们根本不起作用。
此代码只是简单的三角形程序的一部分。
但是如您所见,UseProgram
调用已被注释掉。
当我取消注释时,我只会得到黑屏。
// I'm only using this for testing purposes
static constexpr const char* vertexShaderCode = R"(
#version 460 core
layout (location = 0) in vec2 vertexPosition;
void main() {
gl_Position = vec4(vertexPosition, 0.0, 0.0);
}
)";
static constexpr const char* fragmentShaderCode = R"(
#version 460 core
out vec4 fragmentColor;
void main() {
fragmentColor = vec4(0.1, 0.1, 1.0, 1.0);
}
)";
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderCode, nullptr);
glShaderSource(fragmentShader, 1, &fragmentShaderCode, nullptr);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
// error checking
// I've made sure it logs errors to the console, and it does.
{
int compileSuccess;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &compileSuccess);
if (!compileSuccess) {
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
cerr << "Failed to compile vertex shader!" << '\n';
cerr << "Shader Info log: " << infoLog << '\n';
}
}
{
int compileSuccess;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &compileSuccess);
if (!compileSuccess) {
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
cerr << "Failed to compile fragment shader!" << '\n';
cerr << "Shader Info log: " << infoLog << '\n';
}
}
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// This logs errors and it works as well.
{
int linkSuccess;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &linkSuccess);
if (!linkSuccess) {
char infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
cerr << "Failed to link Shader Program!" << '\n';
cerr << "Shader Program Info log: " << infoLog << '\n';
}
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// when this is un commented the screen stays black
//glUseProgram(shaderProgram);
// rest of code to create triangle ...
最佳答案
剪辑空间坐标的第四部分应为1.0:gl_Position = vec4(vertexPosition, 0.0, 0.0);
gl_Position = vec4(vertexPosition, 0.0, 1.0);
剪辑空间坐标是Homogeneous coordinates。归一化设备坐标是Cartesian coordinate,它是通过将剪辑空间坐标的x,y和z分量除以剪辑空间坐标(Perspective divide)的w分量而计算得出的。
关于c++ - OpenGL Shader Program使用时导致屏幕变黑,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/64957872/