OpenGL 代码在其他计算机上 window 中不显示任何内容
OpenGL code does not display anything in the window on other computers
我写了一些代码来在 window 中显示一个形状(在本例中是五边形)。五边形在我的电脑上显示得很好,但是当我创建一个 zip 文件并将其发送给其他人在他们的电脑上试用时,window 仍然打开,但 window 的内部是空白的,而不是显示五边形就像在我的电脑上一样。谁能告诉我为什么我在我的电脑上打开exe文件时在window中看到一个五边形,而其他人什么也看不到?
这里是“main.cpp”代码:
#include <iostream>
#include <fstream>
#include "program.h";
int main()
{
Program myProgram;
myProgram.greetUser();
return 0;
}
这是“program.h”代码:
#pragma once
class Program {
public:
void greetUser();
private:
char decision;
void promptUser();
void runOpenGL();
};
这里是“program.cpp”代码:
#include "program.h";
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
void Program::greetUser() {
cout << endl;
cout << "Hello. Welcome to this program test." << endl;
cout << endl;
promptUser();
}
void Program::promptUser() {
cout << "Would you like to open the program? (Y/N)" << endl;
cout << endl;
cin >> decision;
cout << endl;
if (decision == 'y' || decision == 'Y' || decision == 'Yes' || decision == 'yes') {
cout << "Opening program... ";
runOpenGL();
}
else if (decision == 'n' || decision == 'N' || decision == 'No' || decision == 'no') {
cout << "Okay. Exiting the program.";
}
else {
cout << "Make up your mind already.";
}
}
void Program::runOpenGL() {
cout << "Program opened.";
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0 in vec3 Apos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}[=13=]";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.8f, o.3f, 0.2f, 1.0f);\n"
"}\n[=13=]";
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLfloat vertices[] =
{
-0.4f, -0.5f, 0.0f,
0.4f, -0.5f, 0.0f,
0.6f, 0.1f, 0.0f,
0.0f, 0.6f, 0.0f,
-0.6f, 0.1f, 0.0f
};
GLFWwindow* window = glfwCreateWindow(800, 800, "H6-Project", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
//return -1;
}
glfwMakeContextCurrent(window);
gladLoadGL();
glViewport(0, 0, 800, 800);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLuint VAO, VBO;
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);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
while (!glfwWindowShouldClose(window))
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_LINE_LOOP, 0, 5);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
}
由于语法错误,您的顶点和片段着色器将无法编译。
顶点着色器:
layout (location = 0 in vec3 Apos;
layout (location = 0) in vec3 aPos;
片段着色器:
FragColor = vec4(0.8f, o.3f, 0.2f, 1.0f);
FragColor = vec4(0.8f, 0.3f, 0.2f, 1.0f);
使用glGetShaderiv
and glGetProgramInfoLog
检查编译错误。例如:
bool CompileStatus(GLuint shader)
{
GLint status = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetShaderInfoLog(shader, logLen, &written, log.data());
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
return status != GL_FALSE;
}
glCompileShader(vertexShader);
CompileStatus(vertexShader);
glCompileShader(fragmentShader);
CompileStatus(fragmentShader);
我写了一些代码来在 window 中显示一个形状(在本例中是五边形)。五边形在我的电脑上显示得很好,但是当我创建一个 zip 文件并将其发送给其他人在他们的电脑上试用时,window 仍然打开,但 window 的内部是空白的,而不是显示五边形就像在我的电脑上一样。谁能告诉我为什么我在我的电脑上打开exe文件时在window中看到一个五边形,而其他人什么也看不到?
这里是“main.cpp”代码:
#include <iostream>
#include <fstream>
#include "program.h";
int main()
{
Program myProgram;
myProgram.greetUser();
return 0;
}
这是“program.h”代码:
#pragma once
class Program {
public:
void greetUser();
private:
char decision;
void promptUser();
void runOpenGL();
};
这里是“program.cpp”代码:
#include "program.h";
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
void Program::greetUser() {
cout << endl;
cout << "Hello. Welcome to this program test." << endl;
cout << endl;
promptUser();
}
void Program::promptUser() {
cout << "Would you like to open the program? (Y/N)" << endl;
cout << endl;
cin >> decision;
cout << endl;
if (decision == 'y' || decision == 'Y' || decision == 'Yes' || decision == 'yes') {
cout << "Opening program... ";
runOpenGL();
}
else if (decision == 'n' || decision == 'N' || decision == 'No' || decision == 'no') {
cout << "Okay. Exiting the program.";
}
else {
cout << "Make up your mind already.";
}
}
void Program::runOpenGL() {
cout << "Program opened.";
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0 in vec3 Apos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}[=13=]";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.8f, o.3f, 0.2f, 1.0f);\n"
"}\n[=13=]";
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLfloat vertices[] =
{
-0.4f, -0.5f, 0.0f,
0.4f, -0.5f, 0.0f,
0.6f, 0.1f, 0.0f,
0.0f, 0.6f, 0.0f,
-0.6f, 0.1f, 0.0f
};
GLFWwindow* window = glfwCreateWindow(800, 800, "H6-Project", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
//return -1;
}
glfwMakeContextCurrent(window);
gladLoadGL();
glViewport(0, 0, 800, 800);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLuint VAO, VBO;
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);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
while (!glfwWindowShouldClose(window))
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_LINE_LOOP, 0, 5);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
}
由于语法错误,您的顶点和片段着色器将无法编译。
顶点着色器:
layout (location = 0 in vec3 Apos;
layout (location = 0) in vec3 aPos;
片段着色器:
FragColor = vec4(0.8f, o.3f, 0.2f, 1.0f);
FragColor = vec4(0.8f, 0.3f, 0.2f, 1.0f);
使用glGetShaderiv
and glGetProgramInfoLog
检查编译错误。例如:
bool CompileStatus(GLuint shader)
{
GLint status = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetShaderInfoLog(shader, logLen, &written, log.data());
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
return status != GL_FALSE;
}
glCompileShader(vertexShader);
CompileStatus(vertexShader);
glCompileShader(fragmentShader);
CompileStatus(fragmentShader);