我一直在关注如何用glfw制作基本图形的简短youtube教程。我不能让我的三角形改变颜色帮助我。
主要代码:
#include <stdio.h>
#include <stdlib.h>
#include <string>
#include <fstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
std::string LoadFileToString(const char* filepath)
{
std::string fileData;
std::ifstream stream(filepath, std::ios::in);
if (stream.is_open())
{
std::string line = "";
while (getline(stream, line))
{
fileData += "\n" + line;
}
stream.close();
}
return fileData;
}
GLuint LoadShaders(const char* vertShaderPath, const char* fragShaderPath)
{
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string vertShaderSource = LoadFileToString(vertShaderPath);
std::string fragShaderSource = LoadFileToString(vertShaderPath);
const char* rawVertShaderSource = vertShaderSource.c_str();
const char* rawFragShaderSource = fragShaderSource.c_str();
glShaderSource(vertShader, 1, &rawVertShaderSource, NULL);
glShaderSource(fragShader, 1, &rawFragShaderSource, NULL);
glCompileShader(vertShader);
glCompileShader(fragShader);
GLuint program = glCreateProgram();
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
glLinkProgram(program);
return program;
}
int main()
{
if (glfwInit() == false)
{
//did not succeed
fprintf(stderr, "GLFW failed to initialise.");
return -1;
}
//4 AA
glfwWindowHint(GLFW_SAMPLES, 4);
//tells glfw to set opengl to 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window;
window = glfwCreateWindow(640, 480, "DJ KELLER KEEMSTAR", NULL, NULL);
if (!window)
{
fprintf(stderr, "Window failed to create");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
fprintf(stderr, "Glew failed to initialise");
glfwTerminate();
return -1;
}
//generate VAO
GLuint vaoID;
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
static const GLfloat verts[] =
{
//X, Y, Z
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
GLuint program = LoadShaders("shader.vertshader", "shader.fragshader");
//generate VBO
GLuint vboID;
glGenBuffers(1, &vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
do
{
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
} while (glfwWindowShouldClose(window) == false);
return 0;
}
fragshader:
#version 330 core
out vec3 color;
void main()
{
color = vec3(1,0,0);
}
vertshader:
#version 330 core
layout(location = 0) in vec3 in_pos;
void main()
{
gl_Position.xyz = in_pos;
gl_Position.w = 1;
}
三角形应该是红色的:
答案 0 :(得分:4)
std::string vertShaderSource = LoadFileToString(vertShaderPath);
std::string fragShaderSource = LoadFileToString(vertShaderPath);
^^^^^^^^^^^^^^ wat
不要尝试将顶点着色器用作片段着色器。
建议在组装着色器时查询编译和链接状态/日志:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cstdarg>
struct Program
{
static GLuint Load( const char* shader, ... )
{
GLuint prog = glCreateProgram();
va_list args;
va_start( args, shader );
while( shader )
{
const GLenum type = va_arg( args, GLenum );
AttachShader( prog, type, shader );
shader = va_arg( args, const char* );
}
va_end( args );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 15 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
exit( EXIT_FAILURE );
}
static void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};
#define GLSL(version, shader) "#version " #version "\n" #shader
const char* vert = GLSL
(
330 core,
layout( location = 0 ) in vec3 in_pos;
void main()
{
gl_Position.xyz = in_pos;
gl_Position.w = 1;
}
);
const char* frag = GLSL
(
330 core,
out vec3 color;
void main()
{
color = vec3(1,0,0);
}
);
int main()
{
if (glfwInit() == false)
{
//did not succeed
fprintf(stderr, "GLFW failed to initialise.");
return -1;
}
//4 AA
glfwWindowHint(GLFW_SAMPLES, 4);
//tells glfw to set opengl to 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "DJ KELLER KEEMSTAR", NULL, NULL);
if (!window)
{
fprintf(stderr, "Window failed to create");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
fprintf(stderr, "Glew failed to initialise");
glfwTerminate();
return -1;
}
//generate VAO
GLuint vaoID;
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
static const GLfloat verts[] =
{
//X, Y, Z
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
GLuint program = Program::Load
(
vert, GL_VERTEX_SHADER,
frag, GL_FRAGMENT_SHADER,
NULL
);
//generate VBO
GLuint vboID;
glGenBuffers(1, &vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
do
{
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
} while (glfwWindowShouldClose(window) == false);
return 0;
}
如果您尝试类似的话,那就是这样:
GLuint program = Program::Load
(
vert, GL_VERTEX_SHADER,
vert, GL_VERTEX_SHADER,
NULL
);
......它会提前纾困并让你更好地指出出了什么问题:
Vertex shader(s) failed to link.
Vertex link error: INVALID_OPERATION.
ERROR: 0:2: error(#248) Function already has a body: main
ERROR: error(#273) 1 compilation errors. No code generated