OpenGL 3.2、GLFW、および GLEW を使用しています。OS X (10.8.2) で VAO と単純なシェーダーを使用して単純な三角形をレンダリングしようとしましたが、何も表示されず、白い画面しか表示されません。シェーダーは正常にコンパイルされ、GLEW は正常に初期化され、glGetString(GL_VERSION) は 3.2 を示し、すべての行の後に glGetError を配置しようとしましたが、エラーは報告されませんでした。何が間違っているのかわかりません。コードは次のとおりです。
#include "include/GL/glew.h"
#include "include/GL/glfw.h"
#include <cstdlib>
#include <iostream>
GLuint program;
char *textFileRead(char *fn) {
FILE *fp;
char *content = NULL;
int count=0;
if (fn != NULL) {
fp = fopen(fn,"rt");
if (fp != NULL) {
fseek(fp, 0, SEEK_END);
count = ftell(fp);
rewind(fp);
if (count > 0) {
content = (char *)malloc(sizeof(char) * (count+1));
count = fread(content,sizeof(char),count,fp);
content[count] = '\0';
}
fclose(fp);
}
}
return content;
}
void checkCompilationStatus(GLuint s) {
GLint status = 0;
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (status == 0) {
int infologLength = 0;
int charsWritten = 0;
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &infologLength);
if (infologLength > 0)
{
GLchar* infoLog = (GLchar *)malloc(infologLength);
if (infoLog == NULL)
{
printf( "ERROR: Could not allocate InfoLog buffer");
exit(1);
}
glGetShaderInfoLog(s, infologLength, &charsWritten, infoLog);
printf( "Shader InfoLog:\n%s", infoLog );
free(infoLog);
}
}
}
void setShaders() {
GLuint v, f;
char *vs = NULL,*fs = NULL;
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead("minimal.vert");
fs = textFileRead("minimal.frag");
const char * vv = vs;
const char * ff = fs;
glShaderSource(v, 1, &vv,NULL);
glShaderSource(f, 1, &ff,NULL);
free(vs);free(fs);
glCompileShader(v);
checkCompilationStatus(v);
glCompileShader(f);
checkCompilationStatus(f);
program = glCreateProgram();
glAttachShader(program,v);
glAttachShader(program,f);
GLuint error;
glLinkProgram(program);
glUseProgram(program);
}
int main(int argc, char* argv[]) {
glfwInit();
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwOpenWindow(800, 600, 8, 8, 8, 8, 24, 8, GLFW_WINDOW);
glViewport(0, 0, 800, 600);
glfwSetWindowTitle("Triangle");
glewExperimental = GL_TRUE;
GLenum result = glewInit();
if (result != GLEW_OK) {
std::cout << "Error: " << glewGetErrorString(result) << std::endl;
}
std::cout << "VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "VERSION: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
setShaders();
GLfloat vertices[] = {
1.0f, 1.0f, 0.f,
-1.f, -1.f, 0.f,
1.f, -1.f, 0.f
};
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint pos = glGetAttribLocation(program, "position");
glEnableVertexAttribArray(pos);
glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, 0, 0);
glClearColor(1.0, 1.0, 1.0, 1.0);
while (glfwGetWindowParam(GLFW_OPENED)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers();
glfwSleep(0.001);
}
}
そして、シェーダー、頂点シェーダーは次のとおりです。
#version 150
in vec3 position;
void main()
{
gl_Position = vec4(position, 0);
}
フラグメント シェーダー:
#version 150
out vec4 out_color;
void main()
{
out_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}