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C++ mells错了。使用2D和矩形的唯一区别似乎是矩形给了我一个502错误。第一个纹理在两种情况下都会显示。第一个纹理的代码也是一样的。嗯,对不起,我想我不知道。这解决了这个问题,因为问题不再发生了。但这不是你问题的根源,你是对的,我不认为这是一个解决方案。您_C++_Opengl_Sfml_Opengl 3 - Fatal编程技术网

C++ mells错了。使用2D和矩形的唯一区别似乎是矩形给了我一个502错误。第一个纹理在两种情况下都会显示。第一个纹理的代码也是一样的。嗯,对不起,我想我不知道。这解决了这个问题,因为问题不再发生了。但这不是你问题的根源,你是对的,我不认为这是一个解决方案。您

C++ mells错了。使用2D和矩形的唯一区别似乎是矩形给了我一个502错误。第一个纹理在两种情况下都会显示。第一个纹理的代码也是一样的。嗯,对不起,我想我不知道。这解决了这个问题,因为问题不再发生了。但这不是你问题的根源,你是对的,我不认为这是一个解决方案。您,c++,opengl,sfml,opengl-3,C++,Opengl,Sfml,Opengl 3,mells错了。使用2D和矩形的唯一区别似乎是矩形给了我一个502错误。第一个纹理在两种情况下都会显示。第一个纹理的代码也是一样的。嗯,对不起,我想我不知道。这解决了这个问题,因为问题不再发生了。但这不是你问题的根源,你是对的,我不认为这是一个解决方案。您的答案是实际的解决方案,再次感谢!谢谢你纠正我的错误!关于我的问题,你完全正确,现在我称它们为_mvp_loc _tex_loc,等等。现在,当我在draw()函数中绑定到GL_TEXTURE_矩形时,它不再给我一个502错误,并且我可以解除绑


mells错了。使用2D和矩形的唯一区别似乎是矩形给了我一个502错误。第一个纹理在两种情况下都会显示。第一个纹理的代码也是一样的。嗯,对不起,我想我不知道。这解决了这个问题,因为问题不再发生了。但这不是你问题的根源,你是对的,我不认为这是一个解决方案。您的答案是实际的解决方案,再次感谢!谢谢你纠正我的错误!关于我的问题,你完全正确,现在我称它们为_mvp_loc _tex_loc,等等。现在,当我在draw()函数中绑定到GL_TEXTURE_矩形时,它不再给我一个502错误,并且我可以解除绑定纹理而不会消失。仅供参考,所有这些动态分配都被放入C++11 std::unique_ptr中,因此我不需要释放它们,我使用数组,因为我可能很快就需要不止一种。
Test_World_Pause_Menu::Test_World_Pause_Menu(int resolution_width, int resolution_height)
    : _shaders("shaders/pause_menu.vert", "shaders/pause_menu.frag"),
      _vao_id( new GLuint[1] ),
      _mvp_id( new GLint[1] ),
      _pm_tex_id( new GLuint[1] ),
      _mvp( glm::ortho(0.0f, (GLfloat)resolution_width, 0.0f, (GLfloat)resolution_height, -1.0f, 1.0f) ),
      _pm_vertices_buffer( new GLuint[1] ),
      _pm_vertices( new GLfloat[12] ),
      _pm_colors_buffer( new GLuint[1] ),
      _pm_colors( new GLfloat[16] ),
      _pm_tex_coords_buffer( new GLuint[1] ),
      _pm_tex_coords( new GLfloat[8] ),
      _pm_normals_buffer( new GLuint[1] ),
      _pm_normals( new GLfloat[12] )
{
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);  // set alpha blending mode

    // begin pause menu initialization
    _pm_image.loadFromFile("resources/levels/test_00/pause_menu/pause_menu.png");
    _pm_image.flipVertically();

    unsigned int pm_location_x = 0;
    unsigned int pm_location_y = _pm_image.getSize().y;
    unsigned int pm_width = _pm_image.getSize().x;
    unsigned int pm_height = _pm_image.getSize().y;

    _pm_vertices[0] = pm_location_x; _pm_vertices[1] = pm_location_y; _pm_vertices[2] = 0.0f;
    _pm_vertices[3] = pm_location_x; _pm_vertices[4] = pm_location_y - pm_height; _pm_vertices[5] = 0.0f;
    _pm_vertices[6] = pm_location_x + pm_width; _pm_vertices[7] = pm_location_y - pm_height; _pm_vertices[8] = 0.0f;
    _pm_vertices[9] = pm_location_x + pm_width; _pm_vertices[10] = pm_location_y; _pm_vertices[11] = 0.0f;

    _pm_colors[0] = 1.0f; _pm_colors[1] = 1.0f; _pm_colors[2] = 1.0f; _pm_colors[3] = 0.0f;
    _pm_colors[4] = 1.0f; _pm_colors[5] = 1.0f; _pm_colors[6] = 1.0f; _pm_colors[7] = 0.0f;
    _pm_colors[8] = 1.0f; _pm_colors[9] = 1.0f; _pm_colors[10] = 1.0f; _pm_colors[11] = 0.0f;
    _pm_colors[12] = 1.0f; _pm_colors[13] = 1.0f; _pm_colors[14] = 1.0f; _pm_colors[15] = 0.0f;

    _pm_tex_coords[0] = 0.0f; _pm_tex_coords[1] = pm_height;
    _pm_tex_coords[2] = 0.0f; _pm_tex_coords[3] = 0.0f;
    _pm_tex_coords[4] = pm_width; _pm_tex_coords[5] = 0.0f;
    _pm_tex_coords[6] = pm_width; _pm_tex_coords[7] = pm_height;

    _pm_normals[0] = 0.0f; _pm_normals[1] = 0.0f; _pm_normals[2] = 0.0f;
    _pm_normals[3] = 0.0f; _pm_normals[4] = 0.0f; _pm_normals[5] = 0.0f;
    _pm_normals[6] = 0.0f; _pm_normals[7] = 0.0f; _pm_normals[8] = 0.0f;
    _pm_normals[9] = 0.0f; _pm_normals[10] = 0.0f; _pm_normals[11] = 0.0f;

    glGenVertexArrays(1, &_vao_id[0]); // generate VAO
    glBindVertexArray(_vao_id[0]);     // bind VAO

    // vertices
    glEnableVertexAttribArray((GLuint)0);
    glGenBuffers(1, &_pm_vertices_buffer[0]);
    glBindBuffer(GL_ARRAY_BUFFER, _pm_vertices_buffer[0]);
    glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), _pm_vertices.get(), GL_STATIC_DRAW);
    glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glEnableVertexAttribArray(0);

    // normals (inexplicably needed even though it won't be used in the shaders)
    glEnableVertexAttribArray((GLuint)1);
    glGenBuffers(1, &_pm_normals_buffer[0]);
    glBindBuffer(GL_ARRAY_BUFFER, _pm_normals_buffer[0]);
    glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), _pm_normals.get(), GL_STATIC_DRAW);
    glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glEnableVertexAttribArray(0);

    // texture
    glEnableVertexAttribArray((GLuint)2);
    glGenBuffers(1, &_pm_tex_coords_buffer[0]);
    glBindBuffer(GL_ARRAY_BUFFER, _pm_tex_coords_buffer[0]);
    glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), _pm_tex_coords.get(), GL_STATIC_DRAW);
    glVertexAttribPointer((GLuint)2, 2, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenTextures(1, &_pm_tex_id[0]);
    glBindTexture(GL_TEXTURE_RECTANGLE, _pm_tex_id[0]);

    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, pm_width, pm_height,
            0, GL_RGBA, GL_UNSIGNED_BYTE, _pm_image.getPixelsPtr());

    glEnableVertexAttribArray(0);

    // colors
    glEnableVertexAttribArray((GLuint)3);
    glGenBuffers(1, &_pm_colors_buffer[0]);
    glBindBuffer(GL_ARRAY_BUFFER, _pm_colors_buffer[0]);
    glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(GLfloat), _pm_colors.get(), GL_STATIC_DRAW);
    glVertexAttribPointer((GLuint)3, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glEnableVertexAttribArray(0);

    // unbind buffers
    glBindVertexArray(0);

    _mvp_id[0] = glGetUniformLocation(_shaders.id(), "mvpMatrix");
    _pm_tex_id[0] = glGetUniformLocation(_shaders.id(), "pauseMenuTex");
// end pause menu initialization
}

void Test_World_Pause_Menu::display()
{
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);

    _shaders.bind();

        glUniformMatrix4fv(_mvp_id[0], 1, GL_FALSE, &_mvp[0][0]);

// begin pause menu rendering
        glUniform1i(_pm_tex_id[0], 0);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, _pm_tex_id[0]);

        glBindVertexArray(_vao_id[0]);     // bind the VAO

        // draw the contents of the bound VAO
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        glBindVertexArray(0); // unbind the VAO
// end pause menu rendering

    _shaders.unbind();

    glDisable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);

    return;
}
#version 150

in vec4 in_Position;
in vec3 in_Normal;
in vec2 in_UV;
in vec4 in_Color;

uniform mat4 mvpMatrix;

smooth out vec3 vVaryingNormal;
smooth out vec2 vVaryingTexCoord;
smooth out vec4 vVaryingColor;

void main(void) 
{
    vVaryingNormal = in_Normal;
    vVaryingTexCoord = in_UV;
    vVaryingColor = in_Color;

    gl_Position = mvpMatrix * in_Position;
}
#version 150

smooth in vec3 vVaryingNormal;
smooth in vec2 vVaryingTexCoord;
smooth in vec4 vVaryingColor;

uniform sampler2DRect pauseMenuTex;

out vec4 out_Color;

void main(void)
{ 
    out_Color.a = vVaryingColor.a;
    out_Color += texture(pauseMenuTex, vVaryingTexCoord);
}
glGenTextures(1, &_pm_tex_id[0]);
...
_pm_tex_id[0] = glGetUniformLocation(_shaders.id(), "pauseMenuTex");
glEnableVertexAttribArray(0);