如何解决此编译错误

时间:2013-06-22 00:43:11

标签: c++ c visual-studio opengl fopen

我正在编译一些OpenGl代码,因为我收到此错误

1>c:\users\student\documents\visual studio 2012\projects\openglproject1\openglproject1\initshader.h(10): error C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. 该计划

#include "Angel.h"

namespace Angel {

// Create a NULL-terminated string by reading the provided file
static char*
readShaderSource(const char* shaderFile)
{
    FILE* fp = fopen(shaderFile, "r");

    if ( fp == NULL ) { return NULL; }

    fseek(fp, 0L, SEEK_END);
    long size = ftell(fp);

    fseek(fp, 0L, SEEK_SET);
    char* buf = new char[size + 1];
    fread(buf, 1, size, fp);

    buf[size] = '\0';
    fclose(fp);

    return buf;
}


// Create a GLSL program object from vertex and fragment shader files
GLuint
InitShader(const char* vShaderFile, const char* fShaderFile)
{
    struct Shader {
    const char*  filename;
    GLenum       type;
    GLchar*      source;
    }  shaders[2] = {
    { vShaderFile, GL_VERTEX_SHADER, NULL },
    { fShaderFile, GL_FRAGMENT_SHADER, NULL }
    };

    GLuint program = glCreateProgram();


    for ( int i = 0; i < 2; ++i ) {
    Shader& s = shaders[i];
    s.source = readShaderSource( s.filename );
    if ( shaders[i].source == NULL ) {
        std::cerr << "Failed to read " << s.filename << std::endl;
        exit( EXIT_FAILURE );
    }

    GLuint shader = glCreateShader( s.type );

    glShaderSource( shader, 1, (const GLchar**) &s.source, NULL );
    glCompileShader( shader );

    GLint  compiled;
    glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
    if ( !compiled ) {
        std::cerr << s.filename << " failed to compile:" << std::endl;
        GLint  logSize;
        glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize );
        char* logMsg = new char[logSize];
        glGetShaderInfoLog( shader, logSize, NULL, logMsg );
        std::cerr << logMsg << std::endl;
        delete [] logMsg;

        exit( EXIT_FAILURE );
    }

    delete [] s.source;

    glAttachShader( program, shader );
    }

    /* link  and error check */
    glLinkProgram(program);

    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 );
    }

    /* use program object */
    glUseProgram(program);

    return program;
}

}  // Close namespace Angel block

你能告诉我如何修改程序吗?

1 个答案:

答案 0 :(得分:3)

您可以在包含头文件之前在生成错误的头文件中定义_CRT_SECURE_NO_WARNINGS,或者通过将其添加到“Project-&gt; Properties-&gt; Configuration”中的项目设置将其应用于整个项目属性 - &gt; C / C ++ - &gt;预处理器 - &gt;预处理器定义“。

#define _CRT_SECURE_NO_WARNINGS
#include "initshader.h"

//... your code here

如果您使用预编译的标头,并且stdafx.h中包含生成错误的标头,则需要将其添加到stdafx.h标头中,或者如上所述添加项目设置。< / p>