我已经竭尽所能得到的OpenGL 3.2,在我的游戏引擎CG着色渲染,但我有没有运气。 所以,我决定做一个光秃秃的最小的项目,但仍着色器将无法正常工作。 从理论上说我的测试项目应只呈现一个红色的三角形,但它是白色的,因为着色器没有做任何事情。
我会在这里发布的代码:
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <string>
#include <GL/glew.h>
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#include <SDL2/SDL.h>
int main()
{
SDL_Window *mainwindow;
SDL_GLContext maincontext;
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
mainwindow = SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 512, 512, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
maincontext = SDL_GL_CreateContext(mainwindow);
glewExperimental = GL_TRUE;
glewInit();
_CGcontext* cgcontext;
cgcontext = cgCreateContext();
cgGLRegisterStates(cgcontext);
CGerror error;
CGeffect effect;
const char* string;
std::string shader;
shader =
"struct VS_INPUT"
"{"
" float3 pos : ATTR0;"
"};"
"struct FS_INPUT"
"{"
" float4 pos : POSITION;"
" float2 tex : TEXCOORD0;"
"};"
"struct FS_OUTPUT"
"{"
" float4 color : COLOR;"
"};"
"FS_INPUT VS( VS_INPUT In )"
"{"
" FS_INPUT Out;"
" Out.pos = float4( In.pos, 1.0f );"
" Out.tex = float2( 0.0f, 0.0f );"
" return Out;"
"}"
"FS_OUTPUT FS( FS_INPUT In )"
"{"
" FS_OUTPUT Out;"
" Out.color = float4(1.0f, 0.0f, 0.0f, 1.0f);"
" return Out;"
"}"
"technique t0"
"{"
" pass p0"
" {"
" VertexProgram = compile gp4vp VS();"
" FragmentProgram = compile gp4fp FS();"
" }"
"}";
effect = cgCreateEffect(cgcontext, shader.c_str(), NULL);
error = cgGetError();
if(error)
{
string = cgGetLastListing(cgcontext);
fprintf(stderr, "Shader compiler: %s\n", string);
}
glClearColor ( 0.0, 0.0, 1.0, 1.0 );
glClear ( GL_COLOR_BUFFER_BIT );
float* vert = new float[9];
vert[0] = 0.0; vert[1] = 0.5; vert[2] =-1.0;
vert[3] =-1.0; vert[4] =-0.5; vert[5] =-1.0;
vert[6] = 1.0; vert[7] =-0.5; vert[8]= -1.0;
unsigned int m_vaoID;
unsigned int m_vboID;
glGenVertexArrays(1, &m_vaoID);
glBindVertexArray(m_vaoID);
glGenBuffers(1, &m_vboID);
glBindBuffer(GL_ARRAY_BUFFER, m_vboID);
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(GLfloat), vert, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
CGtechnique tech = cgGetFirstTechnique( effect );
CGpass pass = cgGetFirstPass(tech);
while (pass)
{
cgSetPassState(pass);
glDrawArrays(GL_TRIANGLES, 0, 3);
cgResetPassState(pass);
pass = cgGetNextPass(pass);
}
glDisableVertexAttribArray( 0 );
glBindVertexArray(0);
delete[] vert;
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &m_vboID);
glDeleteVertexArrays(1, &m_vaoID);
SDL_GL_SwapWindow(mainwindow);
SDL_Delay(2000);
SDL_GL_DeleteContext(maincontext);
SDL_DestroyWindow(mainwindow);
SDL_Quit();
return 0;
}
我究竟做错了什么?