我终于设法在Ubuntu上获得了在QtCreator中编译的代码。但是,当我运行它时,它运行得如此之快,窗口立即关闭。我编译时有一些警告,但没有错误。
告诉我如何查看程序是否真的崩溃或者运行得非常快。
以下是代码:
这是主要功能
// Two-Dimensional Sierpinski Gasket
// Generated using randomly selected vertices and bisection
#include "Angel.h"
const int NumPoints = 5000;
//----------------------------------------------------------------------------
void
init( void )
{
vec2 points[NumPoints];
// Specifiy the vertices for a triangle
vec2 vertices[3] = {
vec2( -1.0, -1.0 ), vec2( 0.0, 1.0 ), vec2( 1.0, -1.0 )
};
// Select an arbitrary initial point inside of the triangle
points[0] = vec2( 0.25, 0.50 );
// compute and store N-1 new points
for ( int i = 1; i < NumPoints; ++i ) {
int j = rand() % 3; // pick a vertex at random
// Compute the point halfway between the selected vertex
// and the previous point
points[i] = ( points[i - 1] + vertices[j] ) / 2.0;
}
// Create a vertex array object
GLuint vao[1];
glGenVertexArraysAPPLE( 1, vao );
glBindVertexArrayAPPLE( vao[0] );
// Create and initialize a buffer object
GLuint buffer;
glGenBuffers( 1, &buffer );
glBindBuffer( GL_ARRAY_BUFFER, buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW );
// Load shaders and use the resulting shader program
GLuint program = InitShader( "vshader21.glsl", "fshader21.glsl" );
glUseProgram( program );
// Initialize the vertex position attribute from the vertex shader
GLuint loc = glGetAttribLocation( program, "vPosition" );
glEnableVertexAttribArray( loc );
glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET(0) );
glClearColor( 1.0, 1.0, 1.0, 1.0 ); // white background
}
//----------------------------------------------------------------------------
void
display( void )
{
glClear( GL_COLOR_BUFFER_BIT ); // clear the window
glDrawArrays( GL_POINTS, 0, NumPoints ); // draw the points
glFlush();
}
//----------------------------------------------------------------------------
void
keyboard( unsigned char key, int x, int y )
{
switch ( key ) {
case 033:
exit( EXIT_SUCCESS );
break;
}
}
//----------------------------------------------------------------------------
int
main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA );
glutInitWindowSize( 512, 512 );
glutCreateWindow( "Sierpinski Gasket" );
init();
glutDisplayFunc( display );
glutKeyboardFunc( keyboard );
glutMainLoop();
return 0;
}
这是Angel.h文件:
//////////////////////////////////////////////////////////////////////////////
//
// --- Angel.h ---
//
// The main header file for all examples from Angel 6th Edition
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __ANGEL_H__
#define __ANGEL_H__
//----------------------------------------------------------------------------
//
// --- Include system headers ---
//
#include <cmath>
#include <iostream>
// Define M_PI in the case it's not defined in the math header file
#ifndef M_PI
# define M_PI 3.14159265358979323846
#endif
//----------------------------------------------------------------------------
//
// --- Include OpenGL header files and helpers ---
//
// The location of these files vary by operating system. We've included
// copies of open-soruce project headers in the "GL" directory local
// this this "include" directory.
//
#ifdef __APPLE__ // include Mac OS X verions of headers
# include <OpenGL/OpenGL.h>
# include <GLUT/glut.h>
#else // non-Mac OS X operating systems
# include <GL/glew.h>
# include <GL/freeglut.h>
# include <GL/freeglut_ext.h>
#endif // __APPLE__
// Define a helpful macro for handling offsets into buffer objects
#define BUFFER_OFFSET( offset ) ((GLvoid*) (offset))
//----------------------------------------------------------------------------
//
// --- Include our class libraries and constants ---
//
namespace Angel {
// Helper function to load vertex and fragment shader files
GLuint InitShader( const char* vertexShaderFile,
const char* fragmentShaderFile );
// Defined constant for when numbers are too small to be used in the
// denominator of a division operation. This is only used if the
// DEBUG macro is defined.
const GLfloat DivideByZeroTolerance = GLfloat(1.0e-07);
// Degrees-to-radians constant
const GLfloat DegreesToRadians = M_PI / 180.0;
} // namespace Angel
#include "vec.h"
#include "mat.h"
//#include "CheckError.h"
// #define Print(x) do { std::cerr << #x " = " << (x) << std::endl; } while(0)
// Globally use our namespace in our example programs.
using namespace Angel;
#endif // __ANGEL_H__
以下是Initshader.h包含:
#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
答案 0 :(得分:1)
该程序以某种方式编写,只有在出现故障时才会以自己的帐户终止。发生这种情况时,它会打印一条错误消息。我建议你从终端运行它,这样你就可以看到输出(即不要双击生成的二进制文件)。
答案 1 :(得分:0)
我怀疑该程序运行得太快,因为显示功能忽略了限制GL渲染。
void
display( void )
{
glClear( GL_COLOR_BUFFER_BIT ); // clear the window
glDrawArrays( GL_POINTS, 0, NumPoints ); // draw the points
glFlush();
}
OpenGL程序必须限制自己,否则它将尽快运行渲染操作。节流的典型方法是调用glX / egl / glutSwapBuffers,它执行以下操作:
因此,您需要将glFlush
的来电替换为glutSwapBuffers
。这将导致display()
每秒被调用不超过60次,如果其他所有配置正确的话。
注意:只有当您的GL应用程序是双缓冲的时候,glutSwapBuffers才会执行我所描述的操作。当应用程序初始化GL时,它应始终请求双缓冲,除非它有充分的理由。您的应用程序不要求双缓冲。您需要使用`glutIinit
替换glutInitDisplayMode( GLUT_RGBA )
中main()
的调用