C++ OpenGL程序是';使用VirtualBox在Ubuntu上进行t渲染

C++ OpenGL程序是';使用VirtualBox在Ubuntu上进行t渲染,c++,opengl,glfw,glew,ubuntu-15.10,C++,Opengl,Glfw,Glew,Ubuntu 15.10,我开始学习OpenGL,我决定在VirtualBox上使用Ubuntu15.10来实现这一点。我安装了mesa common dev(gl.h)、libglew dev(glew.h)和libglfw3 dev(glfw3.h)软件包,在下面的教程中,我产生了以下代码: #define GLEW_STATIC #include <GL/glew.h> #include <GLFW/glfw3.h> #include <iostream> using nam

我开始学习OpenGL,我决定在VirtualBox上使用Ubuntu15.10来实现这一点。我安装了mesa common dev(gl.h)、libglew dev(glew.h)和libglfw3 dev(glfw3.h)软件包,在下面的教程中,我产生了以下代码:

#define GLEW_STATIC

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>

using namespace std;

const GLchar* vertexSource =
    "#version 130\n"
    "in vec2 position;"
    "void main() {"
    "    gl_Position = vec4(position, 0.0, 1.0);"
    "}";

const GLchar* fragmentSource =
    "#version 130\n"
    "out vec4 outColor;"
    "uniform vec3 triangleColor;"
    "void main() {"
    "    outColor = vec4(triangleColor, 1.0);"
    "}";

int main(int argc, char *argv[]) {
    // GLFW initialization
    if (!glfwInit()) {
        cout << "Failed to initialize GLFW." << endl;
        return -1;

    }
    cout << "GLFW initialized." << endl;

    GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);
    cout << "Window and context created." << endl;

    // GLEW initialization
    glewExperimental = GL_TRUE;
    if (glewInit() != GLEW_OK) {
        cout << "Failed to initialize GLEW." << endl;
        return -1;

    }
    cout << "GLEW initialized." << endl;

    GLfloat vertices[] = {
         0.0f,  0.5f,
         0.5f, -0.5f,
        -0.5f, -0.5f
    };

    // Create Vertex Array Object
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    cout << "VAO created and binded." << endl;

    //Vertex Buffer Object
    GLuint vbo;
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    cout << "VBO created and binded." << endl;

    // Create and compile the vertex shader
    GLint status;
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSource, NULL);
    glCompileShader(vertexShader);
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);

    if (!status) {
        // Vertex shader error handling
        char errorLog[512];
        glGetShaderInfoLog(vertexShader, 512, NULL, errorLog);

        cout << errorLog << endl;
        glfwTerminate();
        return -1;
    }
    cout << "Vertex shader created and compiled." << endl;

    // Create and compile the fragment shader
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
    glCompileShader(fragmentShader);
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);

    if (!status) {
        // Fragment shader error handling
        char errorLog[512];
        glGetShaderInfoLog(fragmentShader, 512, NULL, errorLog);

        cout << errorLog << endl;
        glfwTerminate();
        return -1;
    }
    cout << "Fragment shader created and compiled." << endl;

    // Link the vertex and fragment shader into a shader program
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glBindFragDataLocation(shaderProgram, 0, "outColor");
    glLinkProgram(shaderProgram);
    glUseProgram(shaderProgram);
    cout << "Shaders linked." << endl;

    // Specify the layout of the vertex data
    GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
    glEnableVertexAttribArray(posAttrib);
    glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
    cout << "Layout of the vertex data specified." << endl;

    while( !glfwWindowShouldClose(window) ) {
        glDrawArrays(GL_TRIANGLES, 0, 3);

        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, GL_TRUE);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // Prepare to close the application
    glDeleteProgram(shaderProgram);
    glDeleteShader(fragmentShader);
    glDeleteShader(vertexShader);
    glDeleteBuffers(1, &vbo);
    glDeleteBuffers(1, &vao);
    glfwTerminate();

    return 0;
}
#定义GLEW#U静态
#包括
#包括
#包括
使用名称空间std;
常量GLchar*顶点源=
“#版本130\n”
“处于vec2位置;”
“void main(){”
“gl_位置=向量4(位置,0.0,1.0);”
"}";
常量GLchar*碎片源=
“#版本130\n”
“out vec4 OUTCLOR;”
“均匀vec3三角形颜色;”
“void main(){”
outColor=vec4(三角形颜色,1.0)
"}";
int main(int argc,char*argv[]){
//GLFW初始化
如果(!glfwInit()){

cout因为我既没有为背景也没有为三角形声明颜色,它们默认都是黑色的。因此,三角形在渲染时不可见。为它们设置颜色解决了问题。

在虚拟硬件上进行OpenGL编程的第一步是……勇敢的,我想:)。black screen听起来很有希望,但首先,通过运行任何已知的可工作预编译程序,确保OpenGL在虚拟框中正常工作。如果不起作用,则不再是编程问题。下一个健全性检查是设置非黑色glClearColor并执行glClear()每帧…颜色是否显示?@Paul Jan感谢您的回答!设置glClearColor和glClear()使用白色可以看到三角形。我没有意识到碎片着色器将多边形设置为黑色。我不打算在虚拟盒上对OpenGL进行太多操作,这更像是一个临时解决方案,因为我的主要硬件正在维护中。但是如果我在virt中坚持使用它更长一点,我会遇到什么问题ual machine?虚拟机对于仅CPU的工作负载非常出色,GPU虚拟化是一个相对较新的添加,而且支持有点不稳定,您可能会在虚拟机中遇到错误,但在外部运行良好。这可能会导致在实际环境中调试不存在的问题时损失数小时world@rlam12我明白了,谢谢你的邀请回答,这帮了大忙!:)