我一直在尝试在我的OpenGL中实现非常简单的着色器。不幸的是我一直遇到:
Cannot access private member declared in class 'sf::NonCopyable
我已经尝试过自己解决这个问题,而且我认为在某个地方我会在某处宣布sf :: Shader。
sf::Shader compile_shaders(void)
{
sf::Shader shader;
const std::string vertex_shader_source = \
"#version 430 core "\
" "\
"void main(void){ "\
" gl_position = vec4(0.0, 0.0, 0.5, 1.0);"\
"} ";
const std::string fragment_shader_source = \
"#version 430 core "\
" "\
"out vec4 color; "\
" "\
"void main(void){ "\
" color = vec4(0.0, 0.8, 1.0, 1.0);"\
"} ";
shader.loadFromMemory(vertex_shader_source, fragment_shader_source);
return shader;
}
int main(){
int width = 800;
int height = 450;
sf::Window window(sf::VideoMode(width, height), "OpenGL Test", sf::Style::Default, sf::ContextSettings(32));
resize(width, height);
init();
window.setVerticalSyncEnabled(true);
sf::Shader shader = compile_shaders();
bool running = true;
while (running){
sf::Event event;
while (window.pollEvent(event)){
if (event.type == sf::Event::Closed)
running = false;
else if (event.type == sf::Event::Resized){
width = event.size.width;
height = event.size.height;
resize(width, height);
}
else if (event.type == sf::Event::KeyPressed & event.key.code == sf::Keyboard::Escape)
running = false;
}
sf::Shader::bind(&shader);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-1.5f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glEnd();
glTranslatef(3.0f, 0.0f, 0.0f);
glColor3f(0.5f,0.5f,1.0f);
glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
window.display();
sf::Shader::bind(NULL);
}
return 0;
}
resize()和init()只是设置一些OpenGL变量,所以我很确定它们不是问题。
答案 0 :(得分:2)
看起来像sfml家伙的设计监督。如果sf::Shader
实现移动构造函数,这将起作用。目前,您不能移动或复制sf::Shader
,因为它的复制构造函数被声明为私有,并且没有定义移动构造函数。
您所能做的就是在堆上分配它并从函数返回指向它的指针。
我建议你使用
std::unique_ptr<sf::Shader> compile_shaders(void){
auto shader = std::make_unique<sf::Shader>();
//or auto shader = std::unique_ptr<sf::Shader>(new sf::Shader()); if you don't have make_unique available
//... code ommitted
shader->loadFromMemory(vertex_shader_source, fragment_shader_source);
return shader;
}
然后使用
进行通话auto shader = compile_shaders();
//... code omitted
sf::Shader::bind(shader.get());
如果您想传递着色器,可以使用std::shared_ptr
代替std::unique_ptr