C++ OpenGL中的SFML着色器错误

C++ OpenGL中的SFML着色器错误,c++,opengl,shader,sfml,C++,Opengl,Shader,Sfml,我一直在尝试在OpenGL中实现非常简单的着色器。不幸的是,我经常遇到: Cannot access private member declared in class 'sf::NonCopyable 我已经试着自己弄明白了,我想我在某处重新声明了sf::Shader sf::Shader compile_shaders(void) { sf::Shader shader; const std::string vertex_shader_source = \ "#version 43

我一直在尝试在OpenGL中实现非常简单的着色器。不幸的是,我经常遇到:

Cannot access private member declared in class 'sf::NonCopyable
我已经试着自己弄明白了,我想我在某处重新声明了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()只是设置了一些OpenGL变量,所以我很确定它们不是问题。

看起来像是sfml人员的设计疏忽。如果
sf::Shader
将实现移动构造函数,那么这将起作用。目前,您无法移动或复制
sf::Shader
,因为其复制构造函数声明为私有,并且未定义移动构造函数

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;
}

如果您想在着色器周围传递更多信息,请使用
std::shared_ptr
而不是
std::unique_ptr

非常感谢!我得花点时间弄清楚这一切到底在做什么,但你必须让它发挥作用,让你摇滚!次要注意:字符串末尾的\是多余的。如果你想的话,你可以(而且我认为应该)移除它们。
auto shader = compile_shaders();
//... code omitted
sf::Shader::bind(shader.get());