在 vs 2013 上安装过剩和 glew
Installation glut and glew on vs 2013
我有 vs 2013 社区 edition.Using 我安装了 nuget nupengl.core 包。
我添加到我的项目中的唯一东西(nupengl.core 包除外)是 opengl32.lib(到 c/c++-linker-input-Additional Dependencies)。我从非常简单的示例开始,但它呈现只有一个点(着色器程序应该渲染三个点)。同样奇怪的是,如果我向着色器代码添加一些错误,而是说 "void main" 放入我的着色器代码 "avoid main",它编译时没有信号错误(当我问 glew 是否有错误通过通常的 glew - 函数 glew 说一切正常)。例如,此示例适用于 PyOpenGL,但不适用于 vs 2013.Can 有人告诉我我的代码有什么问题吗?
代码是:
#include <GL\glew.h>
#include <GL\freeglut.h>
#include <iostream>
using namespace std;
static const GLchar * vertex_shader_source[] = {
"#version 440 core \n ",
"void main(void){ \n",
"vec4 ves[3]=vec4[3] (vec4(0.0,-0.5,0.5,1.0),
vec4(0.0,0.5,0.5,1.0),vec4(-0.5,-0.5,0.6,1.0)) ; \n"
" gl_Position=ves[gl_VertexID] ; \n",
"} \n"
};
static const GLchar * fragment_shader_source[] = {
"#version 440 core \n ",
"out vec4 color ; \n",
"void main(void){ \n",
" color=vec4(0.0,0.1,0.0,1.0) ; \n",
"} \n"
};
static GLfloat g_nearPlane = 1;
static GLfloat g_farPlane = 1000;
void reshape(GLint width, GLint height){
static int g_Width = width;
static int g_Height = height;
glViewport(0, 0, g_Width, g_Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (float)g_Width / g_Height, g_nearPlane, g_farPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
GLuint gf;
GLuint program;
void display(void){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPointSize(10.0f);
const static GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, red);
glDrawArrays(GL_POINTS, 0, 3);
glutSwapBuffers();
glutPostRedisplay();
}
void init(void){
GLuint vertex_shader, fragment_shader ;
glEnable(GL_DEPTH_TEST);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glUseProgram(program);
glGenVertexArrays(1, &gf);
glBindVertexArray(gf);
glPointSize(10.0f);
}
int main(int argc, char **argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitContextVersion(4, 4);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow("shader doesn't work");
glewExperimental = GL_TRUE;
glewInit();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
init();
glDrawArrays(GL_POINTS, 0, 3);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
在这里工作很好:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
#include <cstdarg>
struct Program
{
static GLuint Load( const char* shader, ... )
{
GLuint prog = glCreateProgram();
va_list args;
va_start( args, shader );
while( shader )
{
const GLenum type = va_arg( args, GLenum );
AttachShader( prog, type, shader );
shader = va_arg( args, const char* );
}
va_end( args );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 15 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
exit( EXIT_FAILURE );
}
static void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};
#define GLSL(version, shader) "#version " #version "\n" #shader
const char* vert = GLSL
(
440 core,
void main(void)
{
vec4 ves[3] = vec4[3]
(
vec4( 0.0, -0.5, 0.5, 1.0 ),
vec4( 0.0, 0.5, 0.5, 1.0 ),
vec4( -0.5, -0.5, 0.6, 1.0 )
);
gl_Position = ves[ gl_VertexID ];
}
);
const char* frag = GLSL
(
440 core,
out vec4 color;
void main(void)
{
color = vec4( 0.0, 1.0, 0.0, 1.0 );
}
);
GLuint gf;
GLuint program;
void init()
{
glEnable(GL_DEPTH_TEST);
program = Program::Load
(
vert, GL_VERTEX_SHADER,
frag, GL_FRAGMENT_SHADER,
NULL
);
glUseProgram(program);
glGenVertexArrays(1, &gf);
glBindVertexArray(gf);
glPointSize(10.0f);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const static GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, red);
glPointSize(10.0f);
glDrawArrays(GL_POINTS, 0, 3);
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitContextVersion(4, 4);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption
(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow("shader doesn't work");
glewExperimental = GL_TRUE;
glewInit();
glutDisplayFunc(display);
init();
glutMainLoop();
return 0;
}
仅供参考,您在 reshape()
和 display()
中所做的旧固定函数矩阵中的 none 将在核心上下文中工作。
我有 vs 2013 社区 edition.Using 我安装了 nuget nupengl.core 包。 我添加到我的项目中的唯一东西(nupengl.core 包除外)是 opengl32.lib(到 c/c++-linker-input-Additional Dependencies)。我从非常简单的示例开始,但它呈现只有一个点(着色器程序应该渲染三个点)。同样奇怪的是,如果我向着色器代码添加一些错误,而是说 "void main" 放入我的着色器代码 "avoid main",它编译时没有信号错误(当我问 glew 是否有错误通过通常的 glew - 函数 glew 说一切正常)。例如,此示例适用于 PyOpenGL,但不适用于 vs 2013.Can 有人告诉我我的代码有什么问题吗? 代码是:
#include <GL\glew.h>
#include <GL\freeglut.h>
#include <iostream>
using namespace std;
static const GLchar * vertex_shader_source[] = {
"#version 440 core \n ",
"void main(void){ \n",
"vec4 ves[3]=vec4[3] (vec4(0.0,-0.5,0.5,1.0),
vec4(0.0,0.5,0.5,1.0),vec4(-0.5,-0.5,0.6,1.0)) ; \n"
" gl_Position=ves[gl_VertexID] ; \n",
"} \n"
};
static const GLchar * fragment_shader_source[] = {
"#version 440 core \n ",
"out vec4 color ; \n",
"void main(void){ \n",
" color=vec4(0.0,0.1,0.0,1.0) ; \n",
"} \n"
};
static GLfloat g_nearPlane = 1;
static GLfloat g_farPlane = 1000;
void reshape(GLint width, GLint height){
static int g_Width = width;
static int g_Height = height;
glViewport(0, 0, g_Width, g_Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (float)g_Width / g_Height, g_nearPlane, g_farPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
GLuint gf;
GLuint program;
void display(void){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPointSize(10.0f);
const static GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, red);
glDrawArrays(GL_POINTS, 0, 3);
glutSwapBuffers();
glutPostRedisplay();
}
void init(void){
GLuint vertex_shader, fragment_shader ;
glEnable(GL_DEPTH_TEST);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glUseProgram(program);
glGenVertexArrays(1, &gf);
glBindVertexArray(gf);
glPointSize(10.0f);
}
int main(int argc, char **argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitContextVersion(4, 4);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow("shader doesn't work");
glewExperimental = GL_TRUE;
glewInit();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
init();
glDrawArrays(GL_POINTS, 0, 3);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
在这里工作很好:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
#include <cstdarg>
struct Program
{
static GLuint Load( const char* shader, ... )
{
GLuint prog = glCreateProgram();
va_list args;
va_start( args, shader );
while( shader )
{
const GLenum type = va_arg( args, GLenum );
AttachShader( prog, type, shader );
shader = va_arg( args, const char* );
}
va_end( args );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 15 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
exit( EXIT_FAILURE );
}
static void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};
#define GLSL(version, shader) "#version " #version "\n" #shader
const char* vert = GLSL
(
440 core,
void main(void)
{
vec4 ves[3] = vec4[3]
(
vec4( 0.0, -0.5, 0.5, 1.0 ),
vec4( 0.0, 0.5, 0.5, 1.0 ),
vec4( -0.5, -0.5, 0.6, 1.0 )
);
gl_Position = ves[ gl_VertexID ];
}
);
const char* frag = GLSL
(
440 core,
out vec4 color;
void main(void)
{
color = vec4( 0.0, 1.0, 0.0, 1.0 );
}
);
GLuint gf;
GLuint program;
void init()
{
glEnable(GL_DEPTH_TEST);
program = Program::Load
(
vert, GL_VERTEX_SHADER,
frag, GL_FRAGMENT_SHADER,
NULL
);
glUseProgram(program);
glGenVertexArrays(1, &gf);
glBindVertexArray(gf);
glPointSize(10.0f);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const static GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, red);
glPointSize(10.0f);
glDrawArrays(GL_POINTS, 0, 3);
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitContextVersion(4, 4);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption
(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow("shader doesn't work");
glewExperimental = GL_TRUE;
glewInit();
glutDisplayFunc(display);
init();
glutMainLoop();
return 0;
}
仅供参考,您在 reshape()
和 display()
中所做的旧固定函数矩阵中的 none 将在核心上下文中工作。