0

Ich versuche, ein rotes Rechteck mit zwei Dreiecken zu zeichnen. Ich kann den Bildschirm löschen, aber ich kann meine Dreiecke nicht zum Rendern bringen. Was mache ich falsch?OpenGL ES2 kann nicht angezeigt werden, um etwas anzuzeigen

Solid.vert Shader:

#ifndef STRINGIFY 
#define STRINGIFY(a) #a 
#endif 

char *vsSolid = STRINGIFY(

uniform mat4 Projection; 
uniform mat4 ModelView; 

attribute vec4 vPosition; 

void main() 
{ 
    gl_Position = Projection * ModelView * vPosition; 
} 

); 

Solid.frag Shader:

#ifndef STRINGIFY 
#define STRINGIFY(a) #a 
#endif 

char *fsSolid = STRINGIFY(

precision mediump float; 

void main() 
{ 
    gl_FragColor = vec4(1.0, 0, 0, 1); 

} 

); 

Programm:

#import <Foundation/Foundation.h> 
#include "SDL.h" 
#include <time.h> 

#include "SDL_opengles.h" 
#include "SDL_opengles2.h" 

#define FALSE 0 
#define TRUE 1 

#ifndef BOOL 
#define BOOL int 
#endif 

#define min(a,b) ((a) < (b) ? (a) : (b)) 
#define max(a,b) ((a) > (b) ? (a) : (b)) 

#define SCREEN_WIDTH 320 
#define SCREEN_HEIGHT 480 

#include "Solid.vert" 
#include "Solid.frag" 

GLuint g_SolidProgram = 0; 

BOOL   g_Running  = TRUE; 

SDL_Window *g_SDLWindow = NULL; 
SDL_Surface *g_SDLSurface = NULL; 
SDL_Renderer *g_SDLRenderer = NULL; 
SDL_Texture *g_SDLTexture = NULL; 
int g_ScreenHeight = SCREEN_HEIGHT; 
int g_ScreenWidth = SCREEN_WIDTH; 


//-------------------------------------------------------------------------------------------- 
// BuildShader() 
//-------------------------------------------------------------------------------------------- 
GLuint BuildShader(char *pszSource, GLenum shaderType) 
{ 
    GLuint hShader = glCreateShader(shaderType); 
    glShaderSource(hShader, 1, &pszSource, 0); 
    glCompileShader(hShader); 

    GLint compileSuccess; 

    if(compileSuccess == GL_FALSE) 
    { 
    GLchar message[ 256 ]; 
    glGetShaderInfoLog(hShader, sizeof(message), 0, &message[ 0 ]); 
    printf("%s\n", message); 
    exit(1); 
    } 

    return hShader; 
} 

//-------------------------------------------------------------------------------------------- 
// BuildProgram() 
//-------------------------------------------------------------------------------------------- 
GLuint BuildProgram(char *pszVertexShaderSource, char *pszFragmentShaderSource) 
{ 
    GLuint vShader = BuildShader(pszVertexShaderSource, GL_VERTEX_SHADER); 
    GLuint fShader = BuildShader(pszFragmentShaderSource, GL_FRAGMENT_SHADER); 

    GLuint hProgram = glCreateProgram(); 
    glAttachShader(hProgram, vShader); 
    glAttachShader(hProgram, fShader); 
    glLinkProgram(hProgram); 

    GLint linkSuccess; 

    glGetProgramiv(hProgram, GL_LINK_STATUS, &linkSuccess); 

    if(linkSuccess == GL_FALSE) 
    { 
    GLchar message[ 256 ]; 
    glGetProgramInfoLog(hProgram, sizeof(message), 0, &message[ 0 ]); 
    printf("%s\n", message); 
    exit(1); 
    } 

    return hProgram; 
} 

//-------------------------------------------------------------------------------------------- 
// ApplyOrtho() 
//-------------------------------------------------------------------------------------------- 
void ApplyOrtho(float maxX, float maxY) 
{ 
    float a = 1.0f/maxX; 
    float b = 1.0f/maxY; 

    float ortho[ 16 ] = 
    { 
    a, 0, 0, 0, 
    0, b, 0, 0, 
    0, 0, -1, 0, 
    0, 0, 0, 1 
    }; 

    GLint uProjection = glGetUniformLocation(g_SolidProgram, "Projection"); 
    glUniformMatrix4fv(uProjection, 1, 0, &ortho[ 0 ]); 
} 

//-------------------------------------------------------------------------------------------- 
// ApplyRotation() 
//-------------------------------------------------------------------------------------------- 
void ApplyRotation(float degrees) 
{ 
    float radians = degrees * 3.14159f/180.0f; 
    float s = sinf(radians); 
    float c = cosf(radians); 

    float zRotation[ 16 ] = 
    { 
    c, s, 0, 0, 
    -s, c, 0, 0, 
    0, 0, 1, 0, 
    0, 0, 0, 1 
    }; 

    GLint uModelView = glGetUniformLocation(g_SolidProgram, "ModelView"); 
    glUniformMatrix4fv(uModelView, 1, 0, &zRotation[ 0 ]); 
} 

//-------------------------------------------------------------------------------------------- 
// InitSDL() 
//-------------------------------------------------------------------------------------------- 
void InitSDL(void) 
{ 
    if(SDL_Init(SDL_INIT_VIDEO) < 0) 
    exit(-1); 

    atexit(SDL_Quit); 

    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // *new* 

    SDL_DisplayMode currentDisplay; 

    SDL_GetCurrentDisplayMode(0, &currentDisplay); 

    g_ScreenWidth = max(currentDisplay.w, currentDisplay.h); 
    g_ScreenHeight = min(currentDisplay.w, currentDisplay.h); 

    SDL_DisplayMode displayMode; 
    SDL_GetDesktopDisplayMode(0, &displayMode); 

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); 

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); 
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); 

    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); 
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); 

    g_SDLWindow = SDL_CreateWindow("Test", 
           SDL_WINDOWPOS_UNDEFINED, 
           SDL_WINDOWPOS_UNDEFINED, 
           g_ScreenWidth, 
           g_ScreenHeight, 
           /* SDL_WINDOW_FULLSCFREEN | */ SDL_WINDOW_OPENGL); 
    if(g_SDLWindow == NULL) 
    exit(-1); 

    SDL_GL_CreateContext(g_SDLWindow); 

    glViewport(0, 0, g_ScreenWidth, g_ScreenHeight);     // Reset The Current Viewport 
    glClearColor(0.9f, 0.9f, 0.9f, 1.0f); 

    g_SolidProgram = BuildProgram(vsSolid, fsSolid); 
    glUseProgram(g_SolidProgram); 

    ApplyOrtho(2, 3); 
    ApplyRotation(0); 

} 

// We have to create the vertices of our triangle. 
float vertices[] = 
{ 
    10.0f, 200.0f, 0.0f, 
    10.0f, 100.0f, 0.0f, 
    100.0f, 100.0f, 0.0f, 
    100.0f, 200.0f, 0.0f, 
}; 

short indices[] = 
{ 
    0, 1, 2, 
    0, 2, 3 

}; // The order of vertex rendering. 


//-------------------------------------------------------------------------------------------- 
// Draw() 
//-------------------------------------------------------------------------------------------- 
void Draw(int x, int y) 
{ 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    GLuint hPosition = glGetAttribLocation(g_SolidProgram, "vPosition"); 

    glEnableVertexAttribArray(hPosition); 

    // Prepare the triangle coordinate data 
    glVertexAttribPointer(hPosition, 3, GL_FLOAT, FALSE, 0, vertices); 

    // Draw the triangle 
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); 

    // Disable vertex array 
    glDisableVertexAttribArray(hPosition); 
} 


//-------------------------------------------------------------------------------------------- 
// main() 
//-------------------------------------------------------------------------------------------- 
int main(int argc, char* argv[]) 
{ 
    InitSDL(); 

    SDL_Event  event; 

    while(g_Running) 
    { 
    while(SDL_PollEvent(&event)) 
    { 
     switch(event.type) 
     { 
     case SDL_QUIT: 
      g_Running = false; 
      break; 
     } 
    } 

    Draw(100, 100); 

    SDL_GL_SwapWindow(g_SDLWindow); 
    } 

    SDL_Quit(); 

    return EXIT_SUCCESS; 
} 

Antwort

0

Das Problem ist die Projektion * Modelview Multiplikator in der Vertex-Shader. Entfernen Sie das und es funktioniert .. Ich verstehe offensichtlich nicht den Buchinhalt, von dem es abgeleitet ist.

UPDATE: Die Scheitelpunkte, die ich benutzte, waren riesig. Das folgende Programm funktioniert. Ich hoffe, es hilft jedem anderen, der feststeckt:

#import <Foundation/Foundation.h> 
#include "SDL.h" 
#include <time.h> 

#include "SDL_opengles.h" 
#include "SDL_opengles2.h" 


#define FALSE 0 
#define TRUE 1 

#ifndef BOOL 
#define BOOL int 
#endif 

#define min(a,b) ((a) < (b) ? (a) : (b)) 
#define max(a,b) ((a) > (b) ? (a) : (b)) 

#define SCREEN_WIDTH 320 
#define SCREEN_HEIGHT 480 

#include "Solid.vert" 
#include "Solid.frag" 

void Draw(int x, int y); 

GLuint g_SolidProgram = 0; 

BOOL   g_Running  = TRUE; 

SDL_Window *g_SDLWindow = NULL; 
SDL_Surface *g_SDLSurface = NULL; 
SDL_Renderer *g_SDLRenderer = NULL; 
SDL_Texture *g_SDLTexture = NULL; 
int g_ScreenHeight = SCREEN_HEIGHT; 
int g_ScreenWidth = SCREEN_WIDTH; 


//-------------------------------------------------------------------------------------------- 
// BuildShader() 
//-------------------------------------------------------------------------------------------- 
GLuint BuildShader(char *pszSource, GLenum shaderType) 
{ 
    GLuint hShader = glCreateShader(shaderType); 
    glShaderSource(hShader, 1, &pszSource, 0); 
    glCompileShader(hShader); 

    GLint compileSuccess; 

    if(compileSuccess == GL_FALSE) 
    { 
    GLchar message[ 256 ]; 
    glGetShaderInfoLog(hShader, sizeof(message), 0, &message[ 0 ]); 
    printf("%s\n", message); 
    exit(1); 
    } 

    return hShader; 
} 

//-------------------------------------------------------------------------------------------- 
// BuildProgram() 
//-------------------------------------------------------------------------------------------- 
GLuint BuildProgram(char *pszVertexShaderSource, char *pszFragmentShaderSource) 
{ 
    GLuint vShader = BuildShader(pszVertexShaderSource, GL_VERTEX_SHADER); 
    GLuint fShader = BuildShader(pszFragmentShaderSource, GL_FRAGMENT_SHADER); 

    GLuint hProgram = glCreateProgram(); 
    glAttachShader(hProgram, vShader); 
    glAttachShader(hProgram, fShader); 
    glLinkProgram(hProgram); 

    GLint linkSuccess; 

    glGetProgramiv(hProgram, GL_LINK_STATUS, &linkSuccess); 

    if(linkSuccess == GL_FALSE) 
    { 
    GLchar message[ 256 ]; 
    glGetProgramInfoLog(hProgram, sizeof(message), 0, &message[ 0 ]); 
    printf("%s\n", message); 
    exit(1); 
    } 

    return hProgram; 
} 

//-------------------------------------------------------------------------------------------- 
// ApplyOrtho() 
//-------------------------------------------------------------------------------------------- 
void ApplyOrtho(float maxX, float maxY) 
{ 
    float a = 1.0f/maxX; 
    float b = 1.0f/maxY; 

    float ortho[ 16 ] = 
    { 
    a, 0, 0, 0, 
    0, b, 0, 0, 
    0, 0, -1, 0, 
    0, 0, 0, 1 
    }; 

    GLint uProjection = glGetUniformLocation(g_SolidProgram, "Projection"); 
    glUniformMatrix4fv(uProjection, 1, 0, &ortho[ 0 ]); 
} 

//-------------------------------------------------------------------------------------------- 
// ApplyRotation() 
//-------------------------------------------------------------------------------------------- 
void ApplyRotation(float degrees) 
{ 
    float radians = degrees * 3.14159f/180.0f; 
    float s = sinf(radians); 
    float c = cosf(radians); 

    float zRotation[ 16 ] = 
    { 
    c, s, 0, 0, 
    -s, c, 0, 0, 
    0, 0, 1, 0, 
    0, 0, 0, 1 
    }; 

    GLint uModelView = glGetUniformLocation(g_SolidProgram, "ModelView"); 
    glUniformMatrix4fv(uModelView, 1, 0, &zRotation[ 0 ]); 
} 

//-------------------------------------------------------------------------------------------- 
// InitSDL() 
//-------------------------------------------------------------------------------------------- 
void InitSDL(void) 
{ 
    if(SDL_Init(SDL_INIT_VIDEO) < 0) 
    exit(-1); 

    atexit(SDL_Quit); 

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); 
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); 
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); 
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); 
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); 
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); 
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); 
    SDL_GL_SetAttribute(SDL_GL_BLUE_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, 24); 

    SDL_DisplayMode currentDisplay; 

    SDL_GetCurrentDisplayMode(0, &currentDisplay); 

    g_ScreenWidth = max(currentDisplay.w, currentDisplay.h); 
    g_ScreenHeight = min(currentDisplay.w, currentDisplay.h); 

    SDL_DisplayMode displayMode; 
    SDL_GetDesktopDisplayMode(0, &displayMode); 

    g_SDLWindow = SDL_CreateWindow("Test", 
           SDL_WINDOWPOS_UNDEFINED, 
           SDL_WINDOWPOS_UNDEFINED, 
           g_ScreenWidth, 
           g_ScreenHeight, 
           /* SDL_WINDOW_FULLSCFREEN | */ SDL_WINDOW_OPENGL); 
    if(g_SDLWindow == NULL) 
    exit(-1); 

    SDL_GL_CreateContext(g_SDLWindow); 

    g_SolidProgram = BuildProgram(vsSolid, fsSolid); 

    glUseProgram(g_SolidProgram); 

    ApplyOrtho(4, 3); 
    ApplyRotation(0); 
} 

// We have to create the vertices of our triangle. 
float vertices[] = 
{ 
    -0.25, -0.25, 0.0f, 
    -0.25, 0.25, 0, 
    0.25, 0.25, 0, 
    0.25, -0.25, 0, 
}; 

short indices[] = 
{ 
    0, 1, 2, 
    0, 2, 3 

}; // The order of vertex rendering. 


//-------------------------------------------------------------------------------------------- 
// Draw() 
//-------------------------------------------------------------------------------------------- 
void Draw(int x, int y) 
{ 
    glViewport(0, 0, g_ScreenWidth, g_ScreenHeight);     // Reset The Current Viewport 
    glClearColor(0.9f, 0.9f, 0.9f, 1.0f); 

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    GLuint hPosition = glGetAttribLocation(g_SolidProgram, "vPosition"); 

    glEnableVertexAttribArray(hPosition); 

    // Prepare the triangle coordinate data 
    glVertexAttribPointer(hPosition, 3, GL_FLOAT, FALSE, 0, vertices); 

    // Draw the triangle 
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); 

    // Disable vertex array 
    glDisableVertexAttribArray(hPosition); 
} 

//-------------------------------------------------------------------------------------------- 
// main() 
//-------------------------------------------------------------------------------------------- 
int main(int argc, char* argv[]) 
{ 
    InitSDL(); 

    SDL_Event  event; 

    while(g_Running) 
    { 
    while(SDL_PollEvent(&event)) 
    { 
     switch(event.type) 
     { 
     case SDL_QUIT: 
      g_Running = false; 
      break; 
     } 
    } 

    Draw(100, 100); 

    SDL_GL_SwapWindow(g_SDLWindow); 
    } 

    SDL_Quit(); 

    return EXIT_SUCCESS; 
} 
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