C++ opengl2.1 中的着色器无法在 arch 中编译 linux
shader in C++ opengl2.1 doesn't compile in arch linux
我正在尝试使用图形 api opengl 2.1 在 C++ 中创建一个红色三角形,如下所示:
它仍然可以编译,但我的代码显示有错误,并且显示为白色,如下所示:
opengl 2.1 is supported!
error!
我的代码是:
#include <GL/gl.h>
#include <GL/glew.h>
#include <GL/glu.h>
#include <GLFW/glfw3.h>
#include <iostream>
void error_check() {
GLenum error = glGetError();
if (error != NULL) {
std::cout << "error!" << std::endl;
}
}
static unsigned int CompileShader(unsigned int type,
const std::string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
return id;
}
static unsigned int CreateShader(const std::string& vertexshader,
const std::string& fragmentshader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexshader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentshader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
return program;
}
int main() {
glfwInit();
GLFWwindow* engine_window =
glfwCreateWindow(600, 600, "Senku-Engine 2", NULL, NULL);
if (engine_window == NULL) {
printf("window not opening!..");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(engine_window);
glewExperimental = GL_TRUE;
glewInit();
if (GLEW_VERSION_2_1 == GL_TRUE) {
std::cout << "opengl 2.1 is supported!" << std::endl;
}
float vertices[6] = {-0.5f, -0.5f, 0.0f, 0.5f, 0.5f, -0.5f};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
std::string vertexShader =
"#version 120 core\n"
"layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 120 core\n"
"layout(location = 0) out vec4 color;\n"
"void main()\n"
"{\n"
" color = vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
error_check();
glViewport(0, 0, 600, 600);
while (!glfwWindowShouldClose(engine_window)) {
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(engine_window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
似乎我的代码在着色器源代码中仅使用一行代码时显示红色,但如果我使用多个字符串则不起作用。
纯 GLSL 120 实现可能不支持配置文件字符串 core,请使用
#version 120
in 和 out 是 GLSL 130,布局限定符是 GLSL 330。你需要
attribute vec4 position;
在片段着色器中,删除out
变量并执行
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
这些是最明显的问题。如果您还有其他错误,请使用 glGetShaderInfoLog
查询编译输出,它告诉您有关问题的信息。参见 Shader error handling。
我正在尝试使用图形 api opengl 2.1 在 C++ 中创建一个红色三角形,如下所示:
它仍然可以编译,但我的代码显示有错误,并且显示为白色,如下所示:
opengl 2.1 is supported!
error!
我的代码是:
#include <GL/gl.h>
#include <GL/glew.h>
#include <GL/glu.h>
#include <GLFW/glfw3.h>
#include <iostream>
void error_check() {
GLenum error = glGetError();
if (error != NULL) {
std::cout << "error!" << std::endl;
}
}
static unsigned int CompileShader(unsigned int type,
const std::string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
return id;
}
static unsigned int CreateShader(const std::string& vertexshader,
const std::string& fragmentshader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexshader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentshader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
return program;
}
int main() {
glfwInit();
GLFWwindow* engine_window =
glfwCreateWindow(600, 600, "Senku-Engine 2", NULL, NULL);
if (engine_window == NULL) {
printf("window not opening!..");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(engine_window);
glewExperimental = GL_TRUE;
glewInit();
if (GLEW_VERSION_2_1 == GL_TRUE) {
std::cout << "opengl 2.1 is supported!" << std::endl;
}
float vertices[6] = {-0.5f, -0.5f, 0.0f, 0.5f, 0.5f, -0.5f};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
std::string vertexShader =
"#version 120 core\n"
"layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 120 core\n"
"layout(location = 0) out vec4 color;\n"
"void main()\n"
"{\n"
" color = vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
error_check();
glViewport(0, 0, 600, 600);
while (!glfwWindowShouldClose(engine_window)) {
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(engine_window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
似乎我的代码在着色器源代码中仅使用一行代码时显示红色,但如果我使用多个字符串则不起作用。
纯 GLSL 120 实现可能不支持配置文件字符串 core,请使用
#version 120
in 和 out 是 GLSL 130,布局限定符是 GLSL 330。你需要
attribute vec4 position;
在片段着色器中,删除out
变量并执行
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
这些是最明显的问题。如果您还有其他错误,请使用 glGetShaderInfoLog
查询编译输出,它告诉您有关问题的信息。参见 Shader error handling。