英文:
Fragment Shader doesn't seem to output any colors
问题
我最近决定开始学习OpenGL,并且买了一本关于OpenGL核心3.3版本的书。这本书主要是关于C++的。
因此,在稍微搜索了一下后,我找到了一个我更熟悉的语言中的库,它提供了几乎相同的功能:lwjgl。
我成功地使用基本的顶点和片段着色器绘制了几个形状。然而,当我尝试让片段着色器输出除白色以外的颜色时,它似乎没有影响;这些形状仍然以白色渲染。
我的问题是着色器本身是否有问题,或者我没有正确加载它。
在我的Main.java中的代码(ShaderLoader只是一个加载.vs(顶点着色器)和.fs(片段着色器)文件的简单类):
try {
String vshaderSource, fshaderSource;
vshaderSource = ShaderLoader.loadShaderSource(vertexShader, Path.of("main.vs"));
glShaderSource(vertexShader, vshaderSource);
fshaderSource = ShaderLoader.loadShaderSource(fragmentShader, Path.of("main.fs"));
glShaderSource(fragmentShader, fshaderSource);
} catch (IOException e) {
log.severe(String.format("由于IOException加载着色器失败:%s", e.getMessage()));
return;
}
glCompileShader(vertexShader);
int success = glGetShaderi(vertexShader, GL_COMPILE_STATUS);
String infoLog;
if(success == 0) {
infoLog = glGetShaderInfoLog(vertexShader);
log.severe("着色器编译失败:" + infoLog);
}
glCompileShader(fragmentShader);
success = glGetShaderi(fragmentShader, GL_COMPILE_STATUS);
if(success == 0) {
infoLog = glGetShaderInfoLog(fragmentShader);
log.severe("着色器编译失败:" + infoLog);
}
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glUseProgram(shaderProgram);
//在渲染循环中
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glUseProgram(shaderProgram);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
顶点着色器 main.vs:
#version 330 core
layout (location = 0) in vec3 aPos;
out vec4 vertexColor;
void main()
{
gl_Position = vec4(aPos, 1.0);
vertexColor = vec4(0.5, 0.0, 0.0, 1);
}
片段着色器 main.fs:
#version 330 core
in vec4 vertexColor;
out vec4 FragColor;
void main()
{
FragColor = vertexColor;
};
英文:
I recently decided to start Learning OpenGL and got myself a book about OpenGL Core 3.3. The book is generally about C++.
So, after looking for a bit, I found a library in a language I was better in which provided almost the same functionality: lwjgl.
I managed to draw several shapes with basic vertex and fragment shaders. When I tried getting the Fragment shader to output a color other than white though, it didn't affect anything; The shapes are still getting rendered in white.
My question is if something is wrong with the shader itself or if i didn't load it up correctly.
The code in my Main.java(The ShaderLoader is simply a class that loads .vs(vertex shader) and .fs(fragment shader) files):
try {
String vshaderSource, fshaderSource;
vshaderSource = ShaderLoader.loadShaderSource(vertexShader, Path.of("main.vs"));
glShaderSource(vertexShader, vshaderSource);
fshaderSource = ShaderLoader.loadShaderSource(fragmentShader, Path.of("main.fs"));
glShaderSource(fragmentShader, fshaderSource);
} catch (IOException e) {
log.severe(String.format("Loading of Shaders failed due to IOException: %s", e.getMessage()));
return;
}
glCompileShader(vertexShader);
int success = glGetShaderi(vertexShader, GL_COMPILE_STATUS);
String infoLog;
if(success == 0) {
infoLog = glGetShaderInfoLog(vertexShader);
log.severe("Shader Compilation failed: " + infoLog);
}
glCompileShader(fragmentShader);
success = glGetShaderi(fragmentShader, GL_COMPILE_STATUS);
if(success == 0) {
infoLog = glGetShaderInfoLog(fragmentShader);
log.severe("Shader Compilation failed:" + infoLog);
}
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glUseProgram(shaderProgram);
//In the rendering Loop
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glUseProgram(shaderProgram);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
Vertex Shader main.vs:
#version 330 core
layout (location = 0) in vec3 aPos;
out vec4 vertexColor;
void main()
{
gl_Position = vec4(aPos, 1.0);
vertexColor = vec4(0.5, 0.0, 0.0, 1);
}
fragment shader main.fs:
#version 330 core
in vec4 vertexColor;
out vec4 FragColor;
void main()
{
FragColor = vertexColor;
};
答案1
得分: 2
你没有调用 glLinkProgram
函数来链接着色器程序。因此,在将着色器附加到程序之后、再次分离它们之前,你应该加入 glLinkProgram(shaderProgram)
。
英文:
You are not glLinkProgram
the shader program. So, between attaching the shaders to the program and detaching them again, you should add glLinkProgram(shaderProgram)
.
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