我正在尝试使用着色器构建测试场景。这是我的代码。
vertexArray = GL.GenVertexArray();
GL.BindVertexArray(vertexArray);
float[] Vertices = new float[] {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
float[] Colors = new float[] {
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f
};
vertexBuffer = GL.GenBuffer();
colorBuffer = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(sizeof(float) * Vertices.Length), Vertices, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, colorBuffer);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(sizeof(float) * Colors.Length), Colors, BufferUsageHint.StaticDraw);
//Loading shaders...
我的渲染循环:
GL.UseProgram(shaderProgram);
GL.EnableVertexAttribArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, colorBuffer);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 0, 0);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
GL.DisableVertexAttribArray(0);
GL.UseProgram(0);
我使用这个顶点着色器:
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec4 color;
out vec4 vColor;
void main()
{
gl_Position = vec4(position, 1.0);
vColor = color;
}
并且这个片段着色器:
#version 330 core
in vec4 vColor;
out vec4 fColor;
void main(void)
{
fColor = vColor;
}
当我运行它时,我可以得到三角形,但是它是黑色的。我希望颜色和我的颜色数组中一样。 当我在片元着色器中将vColor更改为
vec4(1,0,0,1)时,我得到了一个红色的三角形。所以问题肯定是出现在两个着色器之间,可能是顶点着色器没有将颜色传递给片元着色器……
我做错什么了?如何正确传递颜色?