我正在尝试学习SDL2,现代OpenGL等... 下面是我从教程改编的代码,用于SDL2。 我已经设法让其他一切工作,但由于某种原因,着色器部分崩溃了程序。 ..
...我无法让任何控制台输出工作(关于它的任何提示?)。 我正在使用Eclipse。
此外,如果您在代码中找到任何其他可修复的位置,请随时 指出他们。
程序编译时没有任何错误或警告。
#include <windows.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <SDL2/SDL.h>
#include <fstream>
#include <string>
#include <cmath>
#include <vector>
const int WINDOW_W = 1280;
const int WINDOW_H = 720;
const int WINDOW_X = 200;
const int WINDOW_Y = 200;
// FUNCTIONS
/* Shader loader:
* Handles loading GLSL vertex and fragment shaders
*/
GLuint ShaderLoad(const char * vertex_file_path, const char * fragment_file_path)
{
// Vertex shader ID
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
//Read the vertex shader files
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if (VertexShaderStream.is_open())
{
std::string Line = "";
while (getline(VertexShaderStream, Line))
{
VertexShaderCode += "\n" + Line;
}
VertexShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile vertex shader
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check vertex shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
// Fragment shader ID
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);
// Link the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage(InfoLogLength);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
//GLuint programID = ShaderLoad("vshader.glsl", "fshader.glsl");
// Main
int main(int argc, char **argv)
{
//Variables
SDL_Window * SDLWindow = NULL;
SDL_GLContext GLContext;
SDL_Event event;
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
SDL_Init(SDL_INIT_EVERYTHING);
SDLWindow = SDL_CreateWindow("ELSA",
WINDOW_X, WINDOW_Y,
WINDOW_W, WINDOW_H,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
GLContext = SDL_GL_CreateContext(SDLWindow);
SDL_GL_MakeCurrent(SDLWindow, GLContext);
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetSwapInterval(1);
// OPENGL INIT
glewExperimental = GL_TRUE;
glewInit();
GLuint vertexbuffer;
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER,
sizeof(g_vertex_buffer_data),
g_vertex_buffer_data, GL_STATIC_DRAW);
while(true)
{
while (SDL_PollEvent(&event)) // Get all events per frame
{
if (event.type == SDL_QUIT)
{
return false;
}
if (event.type == SDL_WINDOWEVENT_RESIZED)
{
glViewport(0, 0,
SDL_GetWindowSurface(SDLWindow)->w,
SDL_GetWindowSurface(SDLWindow)->h);
}
}
//OpenGL code
glClearColor(0.15, 0.15, 0.30, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use shader
//glUseProgram(programID);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 3);
SDL_GL_SwapWindow(SDLWindow);
glDisableVertexAttribArray(0);
}
SDL_GL_DeleteContext(GLContext);
SDL_DestroyWindow(SDLWindow);
SDL_Quit();
return 0;
}