フレームごとに三角形の色を更新しようとしています。私は運がないので、なぜ誰かが私を助けてくれるのか分かりません。何度も試してみました。毎回データを更新する必要があります。OpenGLシェーダvec3が更新されていません
#include <glew.h>
#include <glfw3.h>
#include <iostream>
#include <fstream>
#include <time.h>
using namespace std;
GLuint compileshaders() {
GLuint vshader, fshader, program;
static const GLchar * vshadersource[] = {
"#version 450 core \n"
" layout (location=0) in vec3 position;\n"
" layout (location=1) in vec3 color;\n"
" out vec3 color_out ;\n"
"void main() \n"
"{ \n"
"color_out = color; \n"
"gl_Position = vec4(position,1.0);\n"
"} \n"
};
static const GLchar * fshadersource[] = {
"#version 450 core \n"
"in vec3 color_out; \n"
"out vec4 colorO; \n"
"void main() \n"
"{ \n"
" colorO = vec4(color_out,1.0); \n"
"} \n"
};
vshader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshader, 1, vshadersource, NULL);
glCompileShader(vshader);
fshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fshader, 1, fshadersource, NULL);
glCompileShader(fshader);
GLint vCompiled = 0;
glGetShaderiv(vshader, GL_COMPILE_STATUS, &vCompiled);
GLint fCompiled = 0;
glGetShaderiv(fshader, GL_COMPILE_STATUS, &fCompiled);
if (vCompiled && fCompiled != GL_FALSE) {
program = glCreateProgram();
glAttachShader(program, vshader);
glAttachShader(program, fshader);
glLinkProgram(program);
glDeleteShader(vshader);
glDeleteShader(fshader);
return program;
}
else {
cout << "Shader Error!" << endl;
}
glDeleteShader(vshader);
glDeleteShader(fshader);
return NULL;
}
int main(void)
{
srand(time(0));
GLFWwindow* window;
GLuint program;
GLuint vertex_array_object;
GLuint buffers[2];
if (!glfwInit())
return -1;
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
static const GLfloat positions[] = {0.25,-0.25,0.5,0.25,0.25,0.5,-0.25,-0.25,0.5};
static GLfloat color[] = {1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0};
program = compileshaders();
glUseProgram(program);
glCreateVertexArrays(1, &vertex_array_object);
glCreateBuffers(2, &buffers[0]);
glNamedBufferStorage(buffers[0], sizeof(positions), positions, 0);
glVertexArrayVertexBuffer(vertex_array_object, 0, buffers[0], 0, sizeof(GLfloat) * 3);
glVertexArrayAttribFormat(vertex_array_object, 0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vertex_array_object, 0, 0);
glEnableVertexArrayAttrib(vertex_array_object, 0);
glNamedBufferStorage(buffers[1], sizeof(color), color, 0);
glVertexArrayVertexBuffer(vertex_array_object, 1, buffers[1], 0, sizeof(GLfloat) * 3);
glVertexArrayAttribFormat(vertex_array_object, 1, 3, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vertex_array_object, 1, 1);
glEnableVertexArrayAttrib(vertex_array_object, 1);
glBindVertexArray(vertex_array_object);
GLfloat clearcolor[4] = { 0.0,0.0,0.0,1.0 };
glPointSize(40);
int width, height;
while (!glfwWindowShouldClose(window))
{
glfwGetWindowSize(window, &width, &height);
glViewport(0, 0, width, height);
glClearBufferfv(GL_COLOR, 0, clearcolor);
for (int i = 0; i < 9; i++) {
color[i] = (rand() % 2);
}
glVertexAttrib3fv(1, color);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1,&vertex_array_object);
glDeleteProgram(program);
glfwTerminate();
return 0;
}
感謝。私の問題を解決した –