OpenGL显示空白屏幕

时间:2019-07-07 15:46:22

标签: c++ opengl

我正在尝试将openGL函数抽象到自己的类中。 VertexBuffer和IndexBuffer类正常工作。但是在尝试抽象VertexArray类之后。它没有用,而且我似乎无法锻炼出什么问题。我提供3个文件,主要是Application文件,Buffer类文件和VertexArray类文件。我遗漏了一些功能和一个文件,我认为这不是必需的

我尝试使用VS-2019进行调试。我在VS-2017中创建了此项目,但已升级。 glEnableVertexAttribArray之前的所有功能均正常运行,并且我检查了_Elem的值,它们似乎正确。但我看不到三角形。但是当我尝试在原始函数中执行此操作时,

Main.cpp:

#include "Buffer.h"
#include "VertexArray.h"

int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    if (glewInit() != GLEW_OK)
    {
        glfwTerminate();
        return -1;
    }

    glEnable(GL_DEBUG_CALLBACK_FUNCTION);
    glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
    glDebugMessageCallback(GLErrLogger, nullptr);

    {
        float pos[] = {
             0.0f,  0.5f,
             0.5f, -0.5f,
            -0.5f, -0.5f
        };

        unsigned int indices[] = {
            0, 1, 2
        };

        // Some Shader stuff

        VertexBuffer vb(_BufferDataParams(pos));
        BufferLayout bLayout;
        bLayout.Push<GL_FLOAT, sizeof(GLfloat)>(2);
        //RefID va;
        //glGenVertexArrays(1, &va);
        //vb.BindSelf();
        //glBindVertexArray(va);
        VertexArray va(vb, bLayout);
        //glEnableVertexAttribArray(0);
        //glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);

        IndexBuffer ib(_BufferDataParams(indices));
        glUseProgram(shader);

        GLint location = glGetUniformLocation(shader, "u_Color");
        if (location != -1)
                    glUniform4f(location, 0.2f, 0.3f, 0.8f, 1.0f);
        else
                    std::cerr << "u_Color doesn't exists.\n";

        /* Loop until the user closes the window */
        while (!glfwWindowShouldClose(window))
        {
            /* Render here */
            glClear(GL_COLOR_BUFFER_BIT);

            glDrawElements(GL_TRIANGLES, ib.GetCount(), ib.GetDataType(), nullptr);

            /* Swap front and back buffers */
            glfwSwapBuffers(window);

            /* Poll for and process events */
            glfwPollEvents();
        }
        glDeleteProgram(shader);
    }
    glfwTerminate();
    return 0;
}

Buffer.h:

#pragma once

#define _LenArr(_Arr) std::extent<decltype(_Arr)>::value
#define _BufferDataParams(_Arr) _Arr, sizeof(_Arr), _LenArr(_Arr)

using GLTYPE = unsigned int;
using Countable = unsigned int;
using LayoutElem = struct {
    GLTYPE Type;
    unsigned int Count;
    size_t ElemSize;
    GLTYPE Normalized;
};

struct BufferLayout
{
private:
    std::vector<LayoutElem> Layout;
    Countable Stride;
public:
    BufferLayout() : Stride(0)  {}

    template<GLTYPE _GL_Ty, size_t _ElemSize>
    void Push(Countable Count, GLTYPE normalized = GL_FALSE)
    {
        Layout.push_back({ _GL_Ty, Count, _ElemSize, normalized });
        Stride += Count * _ElemSize;
    }

    inline const std::vector<LayoutElem>& GetElements() const { return Layout; }
    inline Countable GetStride() const { return Stride; }
};

template <unsigned int TYPE, GLTYPE _DataType>
class Buffer
{
private:
    unsigned int mRefID;
    size_t m_Count;
    GLTYPE mDataType;
public:
    Buffer(const void* data, size_t size, size_t count,
        GLTYPE dataType = _DataType, unsigned int usage = GL_STATIC_DRAW)
        : mRefID(0), m_Count(count), mDataType(dataType)
    {
        glGenBuffers(1, &mRefID);
        glBindBuffer(TYPE, mRefID);
        glBufferData(TYPE, size, data, usage);
    }

    inline unsigned int GetRefID() const { return mRefID; }
    inline size_t GetCount() const { return m_Count; }
    inline GLTYPE GetDataType() const { return mDataType; }
    void SetData(const void* data, size_t size, size_t count,
        GLTYPE dataType = _DataType, unsigned int usage = GL_STATIC_DRAW)
    {
        glBindBuffer(TYPE, mRefID);
        glBufferData(TYPE, size, data, usage);
        m_Count = count;
        mDataType = dataType;
    }

    inline static void Bind(const Buffer& buf)
        { glBindBuffer(TYPE, buf.GetRefID()); }

    void BindSelf() const { Bind(*this); }
    inline static void Unbind() { glBindBuffer(TYPE, 0); }

    void Delete() const { glDeleteBuffers(1, &mRefID); }
    ~Buffer() { glDeleteBuffers(1, &mRefID);}
};

using VertexBuffer  = Buffer<GL_ARRAY_BUFFER, GL_FLOAT>;
using IndexBuffer   = Buffer<GL_ELEMENT_ARRAY_BUFFER, GL_UNSIGNED_INT>;

VertexArray.cpp:

#include "stdafx.h"
#include "VertexArray.h"

VertexArray::VertexArray()
    : mRefID(0)
{ glGenVertexArrays(1, &mRefID);}

void VertexArray::Bind(const VertexArray& vArr)
{ glBindVertexArray(vArr.GetRefID()); }

void VertexArray::BindSelf() const { Bind(*this); }

void VertexArray::AddBuffer(const VertexBuffer& vBuf, const BufferLayout& bufLayout)
{
    BindSelf();
    vBuf.BindSelf();

    const auto& Layout = bufLayout.GetElements();
    Countable i = 0;
    size_t offset = 0;
    for (LayoutElem _Elem : Layout)
    {
        std::cout << _Elem.Count << " " << _Elem.Type << " " <<
            _Elem.Normalized << " " << bufLayout.GetStride();
        glEnableVertexAttribArray(i);
        glVertexAttribPointer(i, _Elem.Count, _Elem.Type, _Elem.Normalized,
            bufLayout.GetStride(), (const void*)&offset);
        offset += _Elem.Count * _Elem.ElemSize;
        i++;
    }
}

VertexArray::VertexArray(const VertexBuffer& vBuf, const BufferLayout& bufLayout)
    : mRefID(0)
{
    glGenVertexArrays(1, &mRefID);
    AddBuffer(vBuf, bufLayout);
}

void VertexArray::Unbind() { glBindVertexArray(0); }

inline void VertexArray::Delete() const { glDeleteVertexArrays(1, &mRefID); }

VertexArray::~VertexArray() { Delete(); }

我希望看到一个带蓝色的三角形。为了使抽象起作用。

1 个答案:

答案 0 :(得分:1)

问题是线

  
glVertexAttribPointer(i, _Elem.Count, _Elem.Type, _Elem.Normalized,
       bufLayout.GetStride(), (const void*)&offset);

由于已将命名缓冲区对象绑定到目标GL_ARRAY_BUFFER,因此glVertexAttribPointer的最后一个参数被视为缓冲区中的字节偏移量。

您尝试将0传递给最后一个参数,并将其强制转换为void*,但值

(const void*)&offset

是局部变量offset的地址。只需(const void*)offset

glVertexAttribPointer(i, _Elem.Count, _Elem.Type, GL_FALSE, 
    bufLayout.GetStride(), (const void*)offset);

还要注意,glewExperimental = GL_TRUE在您的代码中似乎丢失了。参见GLEW documentation

glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
    glfwTerminate();
    return -1;
}