我有一些代码,我直接按照教程生成三角形。作者在windows中编写代码,但他说这也可以在OSX中完成。我能够让程序编译,但它在点击glCreateShader时抛出异常。我到处都看,但我无法弄清楚是什么错。这肯定是一些新手的错误。有谁知道什么可能是错的?
#include <iostream>
#include <string>
#include <Dunjun/Common.hpp>
#include <GL/glew.h>
#include <OpenGL/glext.h>
#include <OpenGL/gl.h>
#include <GLFW/glfw3.h>
#define GLOBAL static
#define internal static
#define LOCAL_PERSIST static
#define float32 float
#define float64 double
GLOBAL const int g_windowWidth = 854;
GLOBAL const int g_windowHeight = 480;
GLOBAL const char* g_gameTitle = "Dunjun";
GLFWwindow *toggleFullScreenWindow(GLFWwindow *window, int key);
void setColor(float32 red, float32 blue, float32 green, float32 alpha);
bool toggleExit(GLFWwindow *window, bool isRunning);
GLFWwindow* initialize_window(int width, int height, const char* title);
void init_glfw();
void init_glew();
void glfwHints();
int main(int argc, char **argv) {
GLFWwindow *window = initialize_window(g_windowWidth, g_windowHeight, g_gameTitle);
float vertices[] = {
+0.0f, -0.5f, //vertex 1
-0.5f, -0.5f, //vertex 2
+0.5f, -0.5f //vertex 3
};
const char* vertexShaderText = {
"version 120\n"
"\n"
"attribute vec2 position"
"void main()"
"{"
" gl_position = vec4(position, 0.0, 1.0);"
"}"
};
const char* framentShaderText = {
"version 120\n"
"\n"
"void main()"
"{"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);"
"}"
};
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderText, nullptr);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &vertexShaderText, nullptr);
glCompileShader(vertexShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindAttribLocation(shaderProgram, 0, "position");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
GLuint vertexBufferObject;
glGenBuffers(1, &vertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
/*
* GL_STATIC_DRAW Things that are static
* GL_DYNAMIC_DRAW Things that are changed but not to often
* GL_STREAM_DRAW THings that change all the time.
*/
bool running = true;
/* Loop until the user closes the window */
while (running) {
/* Render here */
setColor(0.5f, 0.69f, 1.0f, 1.0f);
//draw things
{
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
}
/*Swap front and back buffers */
glfwSwapBuffers(window);
/*poll for and process events*/
glfwPollEvents();
running = toggleExit(window, running);
window = toggleFullScreenWindow(window, GLFW_KEY_F11);
}
glfwTerminate();
return EXIT_SUCCESS;
}
void glfwHints(){
glfwWindowHint(GLFW_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_VERSION_MINOR, 1);
}
void setColor(float32 red, float32 blue, float32 green, float32 alpha){
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);
}
bool toggleExit(GLFWwindow *window, bool isRunning) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) ||
glfwWindowShouldClose(window)) {
isRunning = false;
}
return isRunning;
}
GLFWwindow* initialize_window(int width, int height, const char* title){
init_glfw();
/* Create a windowed mode window and its OpenGL context */
glfwHints();
GLFWwindow *window = glfwCreateWindow(width, height, title, nullptr, nullptr);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
init_glew();
return window;
}
GLFWwindow *toggleFullScreenWindow(GLFWwindow *window, int key) {
if (glfwGetKey(window, key)) {
LOCAL_PERSIST bool isFullScreen = false;
isFullScreen = !isFullScreen;
GLFWwindow *newWindow;
if (isFullScreen) {
int count;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
int monitorHeight = modes[count - 1].height;
int monitorWidth = modes[count - 1].width;
newWindow = glfwCreateWindow(monitorWidth, monitorHeight, g_gameTitle, glfwGetPrimaryMonitor(), window);
} else {
newWindow = glfwCreateWindow(g_windowWidth, g_windowHeight, g_gameTitle, nullptr, window);
}
glfwDestroyWindow(window);
glfwMakeContextCurrent(newWindow);
return newWindow;
}
}
void init_glew(){
if(!glewInit()){
std :: cout << "glew failed to init!";
exit(EXIT_FAILURE);
}
}
void init_glfw(){
if (!glfwInit()) {
std :: cout << "glfw failed to init!";
exit(EXIT_FAILURE);
}
}
更新:我已编辑代码以包含建议的更改,但glewInit()返回falsey值。还有什么可能是错的。
答案 0 :(得分:5)
您必须决定是否要使用GLEW,然后始终如一地坚持下去。 Mac OS不需要它,我建议避免使用它。但有些人仍然喜欢使用它,所以这是你的选择。
你现在拥有的是:
#include <GL/glew.h>
#ifndef __APPLE__
#include <OpenGL/glext.h>
#include <OpenGL/gl.h>
#endif
...
#ifndef __APPLE__
if(!glewInit()){
exit(EXIT_FAILURE);
}
#endif
您包含GLEW标头,但未初始化GLEW。 GLEW头将包含OpenGL入口点的声明,但它们是函数指针,在GLEW初始化之前它将为null。因此,如果您之后调用glCreateShader()
,它将是一个空函数指针。
要解决此问题,您需要包含本机OpenGL标头,其中包含实际OpenGL入口点的声明,而不仅仅是函数指针:
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/glew.h>
#endif
答案 1 :(得分:1)
glfwMakeContextCurrent(window);
称为。如果您在glewInit()
中交换initialize_window()
和main()
的顺序,那么一切都应该有效