我正在关注an OpenGL tutorial并且到了我应该将颜色数据传递到顶点着色器的点,但我得到的只是一个黑色立方体 . 我知道片段着色器从顶点着色器中获取颜色,因为我通过将颜色vec3设置为1,0,0来测试它并且它起作用 .

Graphics Driver :Nvidia 388.13

OpenGL Version :4.3

Drawing Cube:

GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
/*--------------------------------------------------------------------------------------------------*/
static const GLfloat g_vertex_buffer_data[] = {
    -1.0f,-1.0f,-1.0f, // triangle 1 : begin
    -1.0f,-1.0f, 1.0f,
    -1.0f, 1.0f, 1.0f, // triangle 1 : end
    1.0f, 1.0f,-1.0f, // triangle 2 : begin
    -1.0f,-1.0f,-1.0f,
    -1.0f, 1.0f,-1.0f, // triangle 2 : end
    1.0f,-1.0f, 1.0f,
    -1.0f,-1.0f,-1.0f,
    1.0f,-1.0f,-1.0f,
    1.0f, 1.0f,-1.0f,
    1.0f,-1.0f,-1.0f,
    -1.0f,-1.0f,-1.0f,
    -1.0f,-1.0f,-1.0f,
    -1.0f, 1.0f, 1.0f,
    -1.0f, 1.0f,-1.0f,
    1.0f,-1.0f, 1.0f,
    -1.0f,-1.0f, 1.0f,
    -1.0f,-1.0f,-1.0f,
    -1.0f, 1.0f, 1.0f,
    -1.0f,-1.0f, 1.0f,
    1.0f,-1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f,-1.0f,-1.0f,
    1.0f, 1.0f,-1.0f,
    1.0f,-1.0f,-1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f,-1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f,-1.0f,
    -1.0f, 1.0f,-1.0f,
    1.0f, 1.0f, 1.0f,
    -1.0f, 1.0f,-1.0f,
    -1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    -1.0f, 1.0f, 1.0f,
    1.0f,-1.0f, 1.0f
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
/*--------------------------------------------------------------------------------------------------*/
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 12*3);
glDisableVertexAttribArray(0);
/*--------------------------------------------------------------------------------------------------*/
static const GLfloat g_color_buffer_data[] = {
    0.583f,  0.771f,  0.014f,
    0.609f,  0.115f,  0.436f,
    0.327f,  0.483f,  0.844f,
    0.822f,  0.569f,  0.201f,
    0.435f,  0.602f,  0.223f,
    0.310f,  0.747f,  0.185f,
    0.597f,  0.770f,  0.761f,
    0.559f,  0.436f,  0.730f,
    0.359f,  0.583f,  0.152f,
    0.483f,  0.596f,  0.789f,
    0.559f,  0.861f,  0.639f,
    0.195f,  0.548f,  0.859f,
    0.014f,  0.184f,  0.576f,
    0.771f,  0.328f,  0.970f,
    0.406f,  0.615f,  0.116f,
    0.676f,  0.977f,  0.133f,
    0.971f,  0.572f,  0.833f,
    0.140f,  0.616f,  0.489f,
    0.997f,  0.513f,  0.064f,
    0.945f,  0.719f,  0.592f,
    0.543f,  0.021f,  0.978f,
    0.279f,  0.317f,  0.505f,
    0.167f,  0.620f,  0.077f,
    0.347f,  0.857f,  0.137f,
    0.055f,  0.953f,  0.042f,
    0.714f,  0.505f,  0.345f,
    0.783f,  0.290f,  0.734f,
    0.722f,  0.645f,  0.174f,
    0.302f,  0.455f,  0.848f,
    0.225f,  0.587f,  0.040f,
    0.517f,  0.713f,  0.338f,
    0.053f,  0.959f,  0.120f,
    0.393f,  0.621f,  0.362f,
    0.673f,  0.211f,  0.457f,
    0.820f,  0.883f,  0.371f,
    0.982f,  0.099f,  0.879f
};
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
/*--------------------------------------------------------------------------------------------------*/
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
/*--------------------------------------------------------------------------------------------------*/
mat4 Projection = perspective(radians(45.0f), (float)4 / (float)3, 0.1f, 100.0f);
mat4 View = lookAt(
    vec3(x_Pos, y_Pos, z_Pos), 
    vec3(0, 0, 0), // looks at the origin
    vec3(0, 1, 0)  // Head is up (set to 0,-1,0 to look upside-down)
);
mat4 Model = mat4((float)scale);
mat4 mvp = Projection * View * Model;
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp[0][0]);

Main Loop:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) z_Pos -= 1;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) z_Pos += 1;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) y_Pos += 1;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) y_Pos -= 1;
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) scale += 0.01f;
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS && scale - 0.01f > 0) scale -= 0.01f;

glUseProgram(programID);
draw_Cube(x_Pos, y_Pos, z_Pos, scale, programID);

glfwSwapBuffers(window);
glfwPollEvents();

Vertex Shader:

#version 430 core

layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;

out vec3 fragmentColor;

uniform mat4 MVP;

void main() {
   gl_Position = MVP * vec4(vertexPosition_modelspace,1);

   fragmentColor = vertexColor;
}

Fragment Shader:

#version 430 core

in vec3 fragmentColor;
out vec3 color;

void main(){
  color = fragmentColor;
}

Minimal:

Main Loop:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw_Cube(x_Pos, y_Pos, z_Pos, scale, programID);
glfwSwapBuffers(window);
glfwPollEvents();

Drawing Cube:

GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);

static const GLfloat g_vertex_buffer_data[] = {
    -1.0f,-1.0f,-1.0f, // triangle 1 : begin
    -1.0f,-1.0f, 1.0f,
    -1.0f, 1.0f, 1.0f, // triangle 1 : end
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data),     g_vertex_buffer_data, GL_STATIC_DRAW);

glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 12*3);
glDisableVertexAttribArray(0);

static const GLfloat g_color_buffer_data[] = {
    0.583f,  0.771f,  0.014f,
    0.609f,  0.115f,  0.436f,
    0.327f,  0.483f,  0.844f,
};
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);

glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

mat4 Projection = perspective(radians(45.0f), (float)4 / (float)3, 0.1f, 100.0f);
mat4 View = lookAt(
    vec3(4, 3, 3), 
    vec3(0, 0, 0), // looks at the origin
    vec3(0, 1, 0)  // Head is up (set to 0,-1,0 to look upside-down)
);
mat4 Model = mat4(1.0f);
mat4 mvp = Projection * View * Model;
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp[0][0]);

我想,我无法从着色器中删除 .