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C++ 为什么赢了';OpenGL着色器是否正确编译?_C++_Opengl_Sdl_Sdl 2 - Fatal编程技术网

C++ 为什么赢了';OpenGL着色器是否正确编译?

C++ 为什么赢了';OpenGL着色器是否正确编译?,c++,opengl,sdl,sdl-2,C++,Opengl,Sdl,Sdl 2,该程序应创建一个新窗口,将其涂成蓝色作为背景色,然后在屏幕上绘制一个三角形并用橙色填充: #include <stdio.h> #include <string> #include <iostream> #include <SDL.h> #include "SDL_CheckError.h" #include <OpenGL/gl3.h> #include <OpenGL/gl3ext.h> const char *ve

该程序应创建一个新窗口,将其涂成蓝色作为背景色,然后在屏幕上绘制一个三角形并用橙色填充:

#include <stdio.h>
#include <string>
#include <iostream>

#include <SDL.h>
#include "SDL_CheckError.h"
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>

const char *vertexShaderSource =
                             "layout(location = 0) in vec3 aPos;\n"
                             "void main()\n"
                             "{\n"
                             "gl_Position = vec4(aPos.x, aPos.y,              aPos.z, 1.0);\n"
                             "}\0";
const char *fragmentShaderSource =
                               "out vec4 FragColor;\n"
                               "void main()\n"
                               "{\n"
                               "FragColor = vec4(1.0, 0.5, 0.2,  1.0);\n"
                               "}\n\0";


int main() {
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize   SDL: %s", SDL_GetError());
    return 3;
}

// Setup the window
SDL_Window *window;
SDL_Renderer *renderer;
// Window mode MUST include SDL_WINDOW_OPENGL for use with OpenGL.
SDL_CreateWindowAndRenderer(720, 480, SDL_WINDOW_OPENGL, &window, &renderer);
SDL_GL_LoadLibrary(NULL);
// Create an OpenGL context associated with the window.
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
SDL_CheckError(__LINE__);
// This makes our buffer swap syncronized with the monitor's vertical refresh
SDL_GL_SetSwapInterval(1);
// Set up window
glViewport(0, 0, 720, 480);

// build and compile our shader program
// ------------------------------------
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
    glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
    std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
    glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
    std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
    glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
    std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
    0.5f,  0.5f, 0.0f,  // top right
    0.5f, -0.5f, 0.0f,  // bottom right
    -0.5f, -0.5f, 0.0f,  // bottom left
    -0.5f,  0.5f, 0.0f   // top left
};
unsigned int indices[] = {  // note that we start from 0!
    0, 1, 3,  // first Triangle
    1, 2, 3   // second Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);

// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);

// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);

// Render loop

SDL_Event event;

while (1) {
    // Checking for quit events.
    SDL_PollEvent(&event);
    if (event.type == SDL_QUIT) {
        break;
    }

    // render
    // ------
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    // draw our first triangle
    glUseProgram(shaderProgram);
    glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
    //glDrawArrays(GL_TRIANGLES, 0, 6);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    // glBindVertexArray(0); // no need to unbind it every time
    SDL_GL_SwapWindow(window);

}

// De-allocate resources
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);

// Once finished with OpenGL functions, the SDL_GLContext can be deleted.
SDL_GL_DeleteContext(glcontext);
SDL_Quit();

return 0;
}

发生了什么事?我似乎不明白。如果相关的话,我使用Xcode,运行Mac OSX 10.13.2,我使用的是SDL 2.0版

在您创建窗口时,必须在OSX上请求一个版本化的核心上下文(它们只为GL 2.1之后的任何内容提供核心上下文):

SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
SDL_Window* window = SDL_CreateWindow
    (
    "SDL",
    SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
    720, 480,
    SDL_WINDOW_OPENGL
    );
SDL_GLContext glcontext = SDL_GL_CreateContext(window);

如果
SDL_CreateWindow()
SDL_GL_CreateContext()
成功,您应该能够在着色器中使用
#版本330

对于此着色器,您至少需要GLSL版本3.30。在顶点着色器和片段着色器的顶部添加
#version 330
。@Rabbid76尝试了该操作,并得到错误:错误:0:1:'':不支持版本“330”:错误:0:1:'':语法错误:#版本发生了什么事???我是否需要在代码顶部包含不同版本的OpenGL?您的OpenGL版本是什么?您可能处于兼容模式。当我运行cout Pro时,你能运行这些并告诉输出吗?glGetString(GL_版本)和glGetString(GL_SHADING_LANGUAGE_版本)提示:有一种更好的方法来存储着色器代码,原始字符串:
const char*blah=R“()”。代码位于
()
的内部,您不再需要手动编写
\n
,也不需要将每一行都括在
中<代码>\0
反正也不需要。谢谢!这一切都是可行的,不过,一个简单的问题是,SDL_GL_SetAttribute代码都做了什么?重点是什么?至少可以说,我是SDL新手,希望了解它。@Shades:让您告诉SDL OpenGL上下文应该具有哪些功能。
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
SDL_Window* window = SDL_CreateWindow
    (
    "SDL",
    SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
    720, 480,
    SDL_WINDOW_OPENGL
    );
SDL_GLContext glcontext = SDL_GL_CreateContext(window);