我一直在编写一个简单的GTK +应用程序,我刚开始使用图形开发。我知道这可能不是一个好的开始,直接进入3D渲染的地方,但我之前已经完成了少量的使用Glade和阅读大量文档取得了巨大的成功,我认为它不会难以整合两者 - 我想错了。手头的问题是glDrawArrays
似乎不起作用。我看了this question,不幸的是,它没有帮助我。我跟着this tutorial on OpenGL和this tutorial on GtkGLArea中的一些再次无效。
有人能指出我在这个方向上正确的方向吗?我不确定从哪里开始。
相关代码如下:
#include "RenderingManager.hpp"
RenderingManager::RenderingManager() {
///GTK+ Setup///
std::cout << "starting render constructor" << std::endl;
glArea = GTK_GL_AREA(gtk_gl_area_new());
std::cout << "got new glarea" << std::endl;
g_signal_connect(GTK_WIDGET(glArea), "render", G_CALLBACK(signal_render), this);
g_signal_connect(GTK_WIDGET(glArea), "realize", G_CALLBACK(signal_realize), this);
g_signal_connect(GTK_WIDGET(glArea), "unrealize", G_CALLBACK(signal_unrealize), this);
gtk_widget_show(GTK_WIDGET(glArea));
///Get Shaders///
// vshader.open("vertex.shader");
// fshader.open("fragment.shader");
std::cout << "finished render constructor" << std::endl;
}
void RenderingManager::onRender() {
// Dark blue background
glClearColor(0.1f, 0.0f, 0.1f, 0.0f);
draw_triangle();
glFlush();
}
void RenderingManager::initBuffers () {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
}
void RenderingManager::loadShaders() {
// Read the Vertex Shader code from the file
std::ifstream VertexShaderStream("vertex.shader", std::ios::in);
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
vshader += "\n" + Line;
VertexShaderStream.close();
}
// Read the Fragment Shader code from the file
std::ifstream FragmentShaderStream("fragment.shader", std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
fshader += "\n" + Line;
FragmentShaderStream.close();
}
GLuint vsh, fsh;
vsh = glCreateShader(GL_VERTEX_SHADER);
fsh = glCreateShader(GL_FRAGMENT_SHADER);
vshp = vshader.data();
fshp = fshader.data();
// vshp = vshader.get().c_str();
// fshp = fshader.get().c_str();
// vshader.get(vshp);
// fshader.get(fshp);
printf("%s\n%s\n", vshp, fshp);
glShaderSource(vsh, 1, &vshp, NULL);
glShaderSource(fsh, 1, &fshp, NULL);
glCompileShader(vsh);
glCompileShader(fsh);
shaderProgramID = glCreateProgram();
glAttachShader(shaderProgramID, vsh);
glAttachShader(shaderProgramID, fsh);
glLinkProgram(shaderProgramID);
GLint Result = GL_FALSE;
int InfoLogLength;
// Check Vertex Shader
glGetShaderiv(vsh, GL_COMPILE_STATUS, &Result);
glGetShaderiv(vsh, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
char* VertexShaderErrorMessage = new char[InfoLogLength+1];
glGetShaderInfoLog(vsh, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Check Fragment Shader
glGetShaderiv(fsh, GL_COMPILE_STATUS, &Result);
glGetShaderiv(fsh, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
char* FragmentShaderErrorMessage = new char[InfoLogLength+1];
glGetShaderInfoLog(fsh, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
}
void RenderingManager::onActivate() {
// We need to make the context current if we want to
// call GL API
gtk_gl_area_make_current (glArea);
glewExperimental = GL_TRUE;
glewInit();
loadShaders();
initBuffers();
}
void RenderingManager::signal_render(GtkGLArea *a, gpointer *user_data) {
reinterpret_cast<RenderingManager*>(user_data)->onRender();
}
void RenderingManager::signal_realize(GtkGLArea *a, gpointer *user_data) {
reinterpret_cast<RenderingManager*>(user_data)->onActivate();
}
void RenderingManager::signal_unrealize(GtkGLArea *a, gpointer *user_data) {
//Don't do this
//reinterpret_cast<RenderingManager*>(user_data)->~RenderingManager();
}
void RenderingManager::draw_triangle() {
// Clear the screen
glClear( GL_COLOR_BUFFER_BIT );
// Use our shader
glUseProgram(shaderProgramID);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
}
GtkGLArea *RenderingManager::expose() {
//yikes
return glArea;
}
RenderingManager::~RenderingManager() {
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(shaderProgramID);
std::cout << "GL Resources deleted." << std::endl;
}
答案 0 :(得分:1)
由于X11的异步特性(Gtk +使用它),gl-context不能在窗口实现之前创建(与X11建立连接)。
在signal_realize()中创建gl-context并在绘制之前使其成为当前的,应该处理信号expose_event
(gtk + 2)或draw
(gtk + 3)< / p>