Xcode没有运行具有最新版本的OpenGL,这导致编译错误

时间:2014-12-04 13:37:22

标签: c++ xcode opengl

我正在使用OpenGL和GLSL。我正在按照一个教程,准确地说这个:Exact video of tutorial that I am having problem with但他没有使用xcode,这就是我正在使用的,它导致了这个问题。

我将从我的系统信息开始,我认为所有相关的信息足以分享这将有助于解决问题。然后我会告诉你问题是什么,以及我所学到的其他我认为相关且有帮助的事情。在那之后,我将包含我使用的所有代码的副本,因此您可以查看它的错误和真正的问题等。

系统信息:

iMac(21.5英寸,2011年中) OS X Yosesemite(V 10.10.1)

处理器:2.5 GHz Intel Core i5 内存:4 GB 1333 MHz DDR3

图形: OpenGL版本:4.1 ATI-1.28.29 GLSL版本:4.10 供应商:ATI Technologies Inc. 渲染器:AMD Radeon HD 6750M OpenGL引擎

Xcode v 6.1.1

我的问题:

问题是Shader无法编译。

片段shader.txt:

#version 130

out vec3 color;

void main() {

color = vec3(1.0, 0.0, 0.0);

}

顶点shader.txt

#version 130

in vec2 vertexPosition;

void main() {
    //Set the x,y position on the screen
    gl_Position.xy = vertexPosition;
    //the z position is zero since we are in 2D
    gl_Position.z = 0.0;

    //Indicate that the coordinates are normalized
    gl_Position.w = 1.0;
}

这两个都无法编译。编译调用将在GLSLProgram.cpp中,更具体地说是void GLSLProgram :: compileShader。

我检查错误,收到的错误信息是:“错误:0:1:'':版本'130'不受支持”

我发现此错误的典型原因是过时的图形卡。我知道情况并非如此,但是,无论如何,我只是在运行时检查过。我检查我的OpenGl版本和glsl版本,得到以下结果:

OpenGL版本:2.1 ATI-1.28.29 GLSL版本:1.20 供应商:ATI Technologies Inc. 渲染器:AMD Radeon HD 6750M OpenGL引擎

它正在读取我的存储卡,但OpenGL和GLSL版本是错误的。我不知道为什么。我一直无法弄清楚为什么或如何通过互联网自行修复它,这就是我在这里的原因。

我下载了一个也使用GLSL的随机跨平台程序,运行正常。我对openGL并不熟悉,所以我无法查看代码并找出问题所在。我所能做的只是给出我最好的猜测。我认为这是一个预处理器错误。我可能正在使用不正确的预处理器,或者过时的版本,或者我不知道。那就是问题所在。然而,有效的代码在运行时打印出正确的OpenGL版本和GLSL版本。所以我知道有些事情导致我不使用最新版本。我不知道这是否是唯一的问题,但我知道这是问题之一。

我在前一段中提到的代码来自this tutorial,对该代码的访问位于该教程第一段的链接中

代码

我只是要包含cpp文件。前向声明在头文件中,但我没有看到需要包含它们。如果你确实需要它们,请问,我会发布它们。

的main.cpp

#include "MainGame.h"
#include "Sprite.h"

#include <iostream>

int main( int argc, char** argv) {
    MainGame mainGame;
    mainGame.run();

    return 0;
}

MainGame.cpp(将所有东西捆绑在一起)

#include "MainGame.h"

#include <iostream>
#include <string>



MainGame::MainGame(){
    _window = nullptr;
    _screenHeight = 768;
    _screenWidth = 1024;
    _gameState = PLAY;
}

MainGame::~MainGame(){

}

void MainGame::run(){
    initSystems();


    _sprite.init(-1.0f, -1.0f, 1.0f, 1.0f);

    gameLoop();
}

void MainGame::initSystems(){
    SDL_Init(SDL_INIT_EVERYTHING);

    _window = SDL_CreateWindow("Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, _screenWidth, _screenHeight, SDL_WINDOW_OPENGL);

    if (_window == nullptr) {
        fatalError("SDL Window could not be created. :(");
    }

    SDL_GLContext glContext = SDL_GL_CreateContext(_window);
    if (glContext == nullptr) {
        fatalError("SDL_GL context could not be created. :(");
    }

    std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
    std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
    std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
    std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;


    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    glClearColor(0.0f, 0.0f, 1.0f, 1.0);




    initShaders();

}


void MainGame::initShaders(){
    _colorProgram.compileShaders("/Users/user/filepath.../vertex-shader.txt", "/Users/user/filepath.../fragment-shader.txt");
    _colorProgram.addAttribute("vertexPosition");
    _colorProgram.linkShaders();
}


void MainGame::gameLoop(){
    while (_gameState != GameState::EXIT) {
        processInput();
        drawGame();
    }
}


void MainGame::processInput(){
    SDL_Event evnt;

    while (SDL_PollEvent(&evnt))
        switch (evnt.type) {
            case SDL_QUIT:
                _gameState = EXIT;
                break;

            case SDL_MOUSEMOTION:
                std::cout << evnt.motion.x << " " << evnt.motion.y << std::endl;
                break;
        }
}


void MainGame::drawGame(){
    glClearDepth(1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    _colorProgram.use();

    _sprite.draw();

    _colorProgram.unuse();

    SDL_GL_SwapWindow(_window);

}

GLSLProgram.cpp(处理大多数与GLSL相关的事情)

#include "GLSLProgram.h"
#include "Errors.h"

#include <fstream>
#include <vector>
#include <iostream>



GLSLProgram::GLSLProgram() : _numAttributes(0), _programID(0), _vertexShaderID(0), _fragmentShaderID(0)
{

}

GLSLProgram::~GLSLProgram(){

}

void GLSLProgram::compileShaders(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath){
    _vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
    if (_vertexShaderID == 0){
        fatalError("Vertex Shader failed to be created");
    }

    _fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
    if (_fragmentShaderID == 0){
        fatalError("Fragment Shader failed to be created");
    }

    compileShader(vertexShaderFilePath, _vertexShaderID);

    compileShader(fragmentShaderFilePath, _fragmentShaderID);


}



void GLSLProgram::addAttribute(const std::string& attributeName){
    glBindAttribLocation(_programID, _numAttributes++, attributeName.c_str());
}



void GLSLProgram::linkShaders(){
    //Vertex and fragment shaders are successfully compiled.
    //Now time to link them together into a program.
    //Get a program object.
    _programID = glCreateProgram();

    //Attach our shaders to our program
    glAttachShader(_programID, _vertexShaderID);
    glAttachShader(_programID, _fragmentShaderID);

    //Link our program
    glLinkProgram(_programID);

    //Note the different functions here: glGetProgram* instead of glGetShader*.
    GLint isLinked = 0;
    glGetProgramiv(_programID, GL_LINK_STATUS, (int *)&isLinked);
    if(isLinked == GL_FALSE)
    {
        GLint maxLength = 0;
        glGetProgramiv(_programID, GL_INFO_LOG_LENGTH, &maxLength);

        //The maxLength includes the NULL character
        std::vector<char> errorLog(maxLength);
        glGetProgramInfoLog(_programID, maxLength, &maxLength, &errorLog[0]);

        //We don't need the program anymore.
        glDeleteProgram(_programID);
        //Don't leak shaders either.
        glDeleteShader(_vertexShaderID);
        glDeleteShader(_fragmentShaderID);

        std::printf("%s/n", &(errorLog[0]));
        fatalError("Shaders failed to link");        //In this simple program, we'll just leave


    }

    //Always detach shaders after a successful link.
    glDetachShader(_programID, _vertexShaderID);
    glDetachShader(_programID, _fragmentShaderID);
    glDeleteShader(_vertexShaderID);
    glDeleteShader(_fragmentShaderID);

}






void GLSLProgram::use(){
    glUseProgram(_programID);
    for (int i = 0; i < _numAttributes; i++) {
        glEnableVertexAttribArray(i);
    }
}



void GLSLProgram::unuse(){
    glUseProgram(0);
    for (int i = 0; i < _numAttributes; i++) {
        glDisableVertexAttribArray(i);
    }
}







void GLSLProgram::compileShader(const std::string& filePath, GLuint id){
    std::ifstream shaderFile(filePath);
    if (shaderFile.fail()){
        perror(filePath.c_str());
        fatalError("Failed to open " + filePath);
    }

    std::string fileContents ="";
    std::string line;

    while (std::getline(shaderFile, line)) {
        fileContents += line + "\n";
    }

    shaderFile.close();



    const char* contentsPtr = fileContents.c_str();
    glShaderSource(id, 1, &contentsPtr, nullptr);


    glCompileShader(id);

    GLint success = 0;
    glGetShaderiv(id, GL_COMPILE_STATUS, &success);


    if(success == GL_FALSE)
    {
        GLint maxLength = 0;
        glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);

        // The maxLength includes the NULL character
        std::vector<char> errorLog(maxLength);
        glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);

        // Provide the infolog in whatever manor you deem best.
        // Exit with failure.
        glDeleteShader(id); // Don't leak the shader.


        std::printf("%s\n", &(errorLog[0]));
        fatalError("Shader " + filePath + " failed to compile");
    }

    // Shader compilation is successful.


}

Sprite.cpp(绘制一个简单的三角形)

#include "Sprite.h"



Sprite::Sprite(){
    _vboID = 0;
}


Sprite::~Sprite(){
    if (_vboID != 0){
        glDeleteBuffers(1, &_vboID);
    }
}


void Sprite::init(float x, float y, float width, float height){
    _x = x;
    _y = y;
    _width = width;
    _height = height;

    if (_vboID == 0){
        glGenBuffers(1, &_vboID);
    }

    float vertexData[12];

    //first triangle
    vertexData[0] = x + width;
    vertexData[1] = y + height;

    vertexData[2] = x;
    vertexData[3] = y + height;

    vertexData[4] = x;
    vertexData[5] = y;

    //second triangle
    vertexData[6] = x + width;
    vertexData[7] = y + height;

    vertexData[8] = x;
    vertexData[9] = y;

    vertexData[10] = x + width;
    vertexData[11] = y;

    glBindBuffer(GL_ARRAY_BUFFER, _vboID);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
}


void Sprite::draw(){
    glBindBuffer(GL_ARRAY_BUFFER, _vboID);

    glEnableVertexAttribArray(0);

    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);

    glDrawArrays(GL_TRIANGLES, 0, 6);

    glDisableVertexAttribArray(0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

}

error.cpp(出现错误时退出)

#include "Errors.h"

#include <iostream>
#include <SDL2/SDL.h>


void fatalError(std::string errorString) {
    std::cout << errorString << std::endl;
    std::cout << "Enter any key to quit...";
    int tmp;
    std::cin >> tmp;
    SDL_Quit();
}

此外,此代码至少可以在Windows上运行。几乎所有这些都是从上面的youtube链接中获取的,只需稍加修改就可以使用Xcode。在youtube vid的描述中有一个指向该代码的链接。

1 个答案:

答案 0 :(得分:1)

您需要在创建窗口之前调用SDL_GL_SetAttribute来设置您期望的最小OpenGL版本。

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);