OpenGL3.3 Mac OSX 11.4
OpenGL3.3 Mac OSX 11.4
我实际上正在学习 OpenGL3.3 来创建一个多平台应用程序,它会绘制一些精灵。
目前,我正在为vertexShader和fragShader的编译而苦恼。 OpenGL 向我显示信息,我的设备不支持 3.3 版本。什么时候 明确表示支持
main.cpp
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <sstream>
#include <filesystem>
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f};
std::string readFile(const std::string &fileLoc)
{
std::ifstream file;
file.open(fileLoc, std::ios::in);
std::stringstream contex;
if (!file.fail())
{
contex << file.rdbuf();
}
return contex.str();
}
GLuint createandComplieShader(const std::string &fileLoc, GLuint shaderType)
{
GLuint shader = glCreateShader(shaderType);
std::string shaderString = readFile(fileLoc);
const char *ShaderSource = shaderString.c_str();
glShaderSource(shader, 1, &ShaderSource, nullptr);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
std::cerr << "Shader Error :" << infoLog << std::endl;
exit(-1);
}
return shader;
}
GLuint createAndLinkShader()
{
std::string path = std::filesystem::current_path();
std::string VertexShader = "/vertShader.vert" ;
std::string FragmentShader = "/fragShader.vert";
GLuint vertexShader = createandComplieShader(path + VertexShader , GL_VERTEX_SHADER);
GLuint fragmentShader = createandComplieShader(path + FragmentShader , GL_FRAGMENT_SHADER);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
int succes;
glGetProgramiv(program, GL_LINK_STATUS, &succes);
if (!succes)
{
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
std::cerr << "Linking Error: " << infoLog << std::endl;
exit(-2);
}
return program;
}
int main(int argc, char **argv)
{
if (!glfwInit())
{
std::cerr << "GLFW init failed..." << std::endl;
return -1;
}
GLFWwindow *window = glfwCreateWindow(1280, 720, "A-Engine", nullptr, nullptr);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
if (window == nullptr)
{
std::cerr << "Window init failed..." << std::endl;
glfwTerminate();
return -2;
}
glfwMakeContextCurrent(window);
// glfwSetKeyCallback (window, HandleKeyInput);
if (glewInit() != GLEW_OK)
{
std::cerr << "Glew init failed..." << std::endl;
glfwDestroyWindow(window);
glfwTerminate();
return -3;
}
glClearColor(0.2f, 0.2f, 0.45f, 1.0f);
GLuint ShaderProgram = createAndLinkShader();
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
int width;
int height;
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(ShaderProgram);
glfwDestroyWindow(window);
return EXIT_SUCCESS;
}
fragShader.vert
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
vertShader.vert
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
主要的二进制文件与 vertShader 和 fragShader 位于同一文件夹下
Shader Error :ERROR: 0:1: '' : version '330' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:2: 'layout' : syntax error: syntax error
根据评论,至少您应该在 创建 window 之前设置 glfw
window 提示 。所以 main
中的 window 创建代码应该是...
if (!glfwInit())
{
std::cerr << "GLFW init failed..." << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
GLFWwindow *window = glfwCreateWindow(1280, 720, "A-Engine", nullptr, nullptr);
.
.
.
否则,与新创建的上下文关联的 OpenGL
版本可以是任何版本(据我所知)。
我实际上正在学习 OpenGL3.3 来创建一个多平台应用程序,它会绘制一些精灵。
目前,我正在为vertexShader和fragShader的编译而苦恼。 OpenGL 向我显示信息,我的设备不支持 3.3 版本。什么时候 明确表示支持
main.cpp
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <sstream>
#include <filesystem>
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f};
std::string readFile(const std::string &fileLoc)
{
std::ifstream file;
file.open(fileLoc, std::ios::in);
std::stringstream contex;
if (!file.fail())
{
contex << file.rdbuf();
}
return contex.str();
}
GLuint createandComplieShader(const std::string &fileLoc, GLuint shaderType)
{
GLuint shader = glCreateShader(shaderType);
std::string shaderString = readFile(fileLoc);
const char *ShaderSource = shaderString.c_str();
glShaderSource(shader, 1, &ShaderSource, nullptr);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
std::cerr << "Shader Error :" << infoLog << std::endl;
exit(-1);
}
return shader;
}
GLuint createAndLinkShader()
{
std::string path = std::filesystem::current_path();
std::string VertexShader = "/vertShader.vert" ;
std::string FragmentShader = "/fragShader.vert";
GLuint vertexShader = createandComplieShader(path + VertexShader , GL_VERTEX_SHADER);
GLuint fragmentShader = createandComplieShader(path + FragmentShader , GL_FRAGMENT_SHADER);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
int succes;
glGetProgramiv(program, GL_LINK_STATUS, &succes);
if (!succes)
{
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
std::cerr << "Linking Error: " << infoLog << std::endl;
exit(-2);
}
return program;
}
int main(int argc, char **argv)
{
if (!glfwInit())
{
std::cerr << "GLFW init failed..." << std::endl;
return -1;
}
GLFWwindow *window = glfwCreateWindow(1280, 720, "A-Engine", nullptr, nullptr);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
if (window == nullptr)
{
std::cerr << "Window init failed..." << std::endl;
glfwTerminate();
return -2;
}
glfwMakeContextCurrent(window);
// glfwSetKeyCallback (window, HandleKeyInput);
if (glewInit() != GLEW_OK)
{
std::cerr << "Glew init failed..." << std::endl;
glfwDestroyWindow(window);
glfwTerminate();
return -3;
}
glClearColor(0.2f, 0.2f, 0.45f, 1.0f);
GLuint ShaderProgram = createAndLinkShader();
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
int width;
int height;
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(ShaderProgram);
glfwDestroyWindow(window);
return EXIT_SUCCESS;
}
fragShader.vert
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
vertShader.vert
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
主要的二进制文件与 vertShader 和 fragShader 位于同一文件夹下
Shader Error :ERROR: 0:1: '' : version '330' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:2: 'layout' : syntax error: syntax error
根据评论,至少您应该在 创建 window 之前设置 glfw
window 提示 。所以 main
中的 window 创建代码应该是...
if (!glfwInit())
{
std::cerr << "GLFW init failed..." << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
GLFWwindow *window = glfwCreateWindow(1280, 720, "A-Engine", nullptr, nullptr);
.
.
.
否则,与新创建的上下文关联的 OpenGL
版本可以是任何版本(据我所知)。