尝试启动并运行一个非常简单的opengl / glut / glew程序。目前,未调用传递给display()
的{{1}}函数。执行时,glutDisplayFunc()
设置所有内容并给我一个空白的白色窗口,但显示永远不会用生成的点填充它。以下是init()
函数,该函数在进入init()
之前调用:
glutMainLoop()
以下是void init()
{
//generate points
const int NumPoints = 5000;
point3 points[NumPoints];
point3 vertices[3] = {point3(-1.0, -1.0, 0.0),
point3(0.0, 1.0, 0.0),
point3(1.0, -1.0, 0.0)};
points[0] = point3(0.25, 0.5, 0.0);
for(int k = 1; k < NumPoints; k++)
{
int j = rand() % 3;
points[k] = (points[k-1]+vertices[j])/2.0;
}
//load shaders and use the resulting shader program
GLuint program = InitShader("shaders/vshader.glsl", "shaders/fshader.glsl");
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if( !linked ){
std::cerr << "Shader program failed to link" << std::endl;
GLint logSize;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize);
char *logMsg = new char[logSize];
glGetProgramInfoLog( program, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete [] logMsg;
exit( EXIT_FAILURE );
}
glUseProgram( program );
//create Vertex-Array object
GLuint aBuffer;
glGenVertexArrays(1, &aBuffer);
glBindVertexArray((GLuint)&aBuffer);
//create Buffer object
GLuint buffer;
//glGenBuffers(1, &buffer);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(points),
points, GL_STATIC_DRAW);
//initialize the vertex position attribute from the vertex shader
GLuint loc = glGetAttribLocation( program, "vPosition");
glEnableVertexAttribArray( loc );
glVertexAttribPointer( loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glClearColor( 1.0, 1.0, 1.0, 1.0); // white background
}
和main()
函数:
display()
使用带有MinGW的eclipse CDT C / C ++。调试显示glutMainLoop确实被调用但我无法遵循它。它可能是着色器问题吗?据报道他们编译和链接很好,但在这里他们是
void display()
{
fprintf(stderr, "display called!\n");
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 5000);
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutDisplayFunc(display);
glutCreateWindow("Program 1");
glewInit();
init();
glutMainLoop();
return 0;
}
vshader.glsl
#version 150
in vec4 vPosition;
void main() {
gl_Position = vPosition;
}
编辑:着色器绝对有用。通过将fshader.glsl
#version 150
out vec4 fColor;
void main() {
fColor = vec4(1.0, 0.0, 0.0, 1.0);
}
插入glutIdleFunc(display);
,程序可以正常执行并绘制所有预期的点。就像我原先想的那样,由于某种原因,main()
只是不想调用传递给glutMainLoop()
的函数?或者我做了一件非常糟糕的事情?
答案 0 :(得分:2)
GLUT可以创建多个窗口。 glutDisplayFunc在当前活动的窗口上运行,所以你必须在glut ... Func函数之前调用glutCreateWindow。