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C++ 红皮书示例1.1不起作用_C++_Opengl - Fatal编程技术网

C++ 红皮书示例1.1不起作用

C++ 红皮书示例1.1不起作用,c++,opengl,C++,Opengl,我是OpenGL新手,一直在努力学习红皮书(第8版)。然而,在尝试运行第一个教程时,我遇到了一个问题。首先,我的IDE(VS 2012)发现了以下行的问题: GLuint program = LoadShaders(shaders) 发现的问题是无法将着色器信息[3]转换为着色器信息。我试图通过将行更改为: GLuint program = LoadShaders(*shaders) ,这似乎起了一点作用。但是,在编译代码时,出现了一个错误(未解析的外部)。我怀疑我先前试图解决上述问题可能是

我是OpenGL新手,一直在努力学习红皮书(第8版)。然而,在尝试运行第一个教程时,我遇到了一个问题。首先,我的IDE(VS 2012)发现了以下行的问题:

GLuint program = LoadShaders(shaders)
发现的问题是无法将着色器信息[3]转换为着色器信息。我试图通过将行更改为:

GLuint program = LoadShaders(*shaders)
,这似乎起了一点作用。但是,在编译代码时,出现了一个错误(未解析的外部)。我怀疑我先前试图解决上述问题可能是原因,但在反复使用代码无效后,我决定询问知道他们在做什么的人

错误消息 main.cpp
#包括
//#包括
//#包括
#包括“LoadShader.h”
#包括“vgl.h”
//#pragma注释(lib,“C://Libs/GLEW/GLEW-1.9.0/lib/glew32.lib”)
#定义缓冲区偏移量(偏移量)((空*)(偏移量))
enum VAO_id{三角形,NumVAOs};
枚举缓冲区_id{ArrayBuffer,NumBuffers};
枚举属性ID{vPosition=0};
GLuint VAOs[NumVAOs];
胶合缓冲区[NumBuffers];
常数GLuint numvitices=6;
void init(void){
glGenVertexArrays(NumVAOs、VAOs);
glBindVertexArray(VAOs[三角形]);
GLfloat顶点[NumVertices][2]={
{-0.90, -0.90},
{0.85, -0.90},
{-0.90, 0.85},
{0.90, -0.85},
{0.90, 0.90},
{-0.85, 0.90}
};
glGenBuffers(NumBuffers,Buffers);
glBindBuffer(GL_ARRAY_BUFFER,Buffers[ArrayBuffer]);
glBufferData(GLU数组缓冲区、大小(顶点)、顶点、GLU静态图);
着色器信息着色器[]={
{GL_VERTEX_着色器,“triangles.vert”},
{GL_FRAGMENT_着色器,“triangles.frag”},
{GL_NONE,NULL}};
GLuint程序=加载着色器(*着色器);
glUseProgram(程序);
}
作废显示(作废){
glClear(GLU颜色缓冲位);
glBindVertexArray(VAOs[三角形]);
GLDRAWARRAY(GLU三角形,0,numvities);
glFlush();
}
int main(int argc,字符**argv){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA);
glutInitWindowSize(512、512);
glutInitContextVersion(4,3);
glutInitContextProfile(GLUT_核心_配置文件);
glutCreateWindow(argv[0]);
if(glewInit()){
cerr着色器=0;
}
返回0;
}
glShaderSource(着色器,1,&源,NULL);
删除[]来源;
glCompileShader(着色器);
闪烁编译;
glGetShaderiv(着色器、GL\u编译状态和编译状态);
如果(!编译){
#ifdef_调试
葛思哲伦;
glGetShaderiv(着色器、GL\u INFO\u LOG\u LENGTH和len);
GLchar*log=新的GLchar[len+1];
glGetShaderInfoLog(着色器、len和len、log);
标准:cerr=1600)
#pragma注释(lib,“freeglut\u static\u vs2010\u d.lib”)
#否则
#pragma注释(lib,“freeglut\u static\u d.lib”)
#恩迪夫
#否则
#如果(\u MSC\u VER>=1600)
#pragma注释(lib,“freeglut\u static\u vs2010.lib”)
#否则
#pragma注释(lib,“freeglut_static.lib”)
#恩迪夫
#恩迪夫
#恩迪夫
#定义缓冲区偏移量(x)((常量无效*)(x))
#endif/*.\uu VGL\u H\uu*/

(另外,是的,我确实记得链接库(我想))

缺少
加载着色器(struct ShaderInfo)的错误
symbol表示您的
main.cpp
包含了定义不同于我在您的
LoadShader.h
中看到的
LoadShader.h
原型的内容。奇怪的是,可能是打字错误,您的
main.cpp
包含了
LoadShader.h
(缺少“s”),但实际的头称为
LoadShaders.h
。可能碰巧有一个
LoadShader.h
放置在不同的函数原型中。

您确定正在编译LoadShaders.cpp吗?LoadShaders.cpp中的函数与main.cpp使用的函数不同,如果他不能传递指针的话。。链接器错误证实了这一点。请参阅我的答案。顺便说一句,这只是一个基本的
C编程101
类型的问题。不特定于OpenGL。您可能需要复习一下指针、编译器、链接器等。
1>------ Build started: Project: sarpg, Configuration: Debug Win32 ------
1>  main.cpp
1>c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\main.cpp(7): warning C4005: 'BUFFER_OFFSET' : macro redefinition
1>          c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\vgl.h(55) : see previous definition of 'BUFFER_OFFSET'
1>c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\main.cpp(23): warning C4305: 'initializing' : truncation from 'double' to 'GLfloat'
1>c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\main.cpp(24): warning C4305: 'initializing' : truncation from 'double' to 'GLfloat'
1>c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\main.cpp(25): warning C4305: 'initializing' : truncation from 'double' to 'GLfloat'
1>c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\main.cpp(26): warning C4305: 'initializing' : truncation from 'double' to 'GLfloat'
1>c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\main.cpp(27): warning C4305: 'initializing' : truncation from 'double' to 'GLfloat'
1>c:\users\callum\documents\visual studio 2012\projects\sarpg\sarpg\main.cpp(28): warning C4305: 'initializing' : truncation from 'double' to 'GLfloat'
1>main.obj : warning LNK4217: locally defined symbol _glewInit@0 imported in function _main
1>main.obj : warning LNK4049: locally defined symbol ___glewBindBuffer imported
1>main.obj : warning LNK4049: locally defined symbol ___glewBufferData imported
1>main.obj : warning LNK4049: locally defined symbol ___glewGenBuffers imported
1>main.obj : warning LNK4049: locally defined symbol ___glewUseProgram imported
1>main.obj : warning LNK4049: locally defined symbol ___glewBindVertexArray imported
1>main.obj : warning LNK4049: locally defined symbol ___glewGenVertexArrays imported
1>main.obj : error LNK2019: unresolved external symbol "unsigned int __cdecl LoadShaders(struct ShaderInfo)" (?LoadShaders@@YAIUShaderInfo@@@Z) referenced in function "void __cdecl init(void)" (?init@@YAXXZ)
1>C:\Users\Callum\documents\visual studio 2012\Projects\sarpg\Debug\sarpg.exe : fatal error LNK1120: 1 unresolved externals
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
#include <iostream>
//#include <GL/glew.h>
//#include <GL/glut.h>
#include "LoadShader.h"
#include "vgl.h"
//#pragma comment( lib, "C://Libs/GLEW/glew-1.9.0/lib/glew32.lib" )
#define BUFFER_OFFSET(offset) ((void *)(offset))

enum VAO_IDs {Triangles, NumVAOs};
enum Buffer_IDs {ArrayBuffer, NumBuffers};
enum Attrib_IDs{vPosition = 0};

GLuint VAOs[NumVAOs];
GLuint Buffers[NumBuffers];

const GLuint NumVertices = 6;

void init(void) {
    glGenVertexArrays(NumVAOs, VAOs);
    glBindVertexArray(VAOs[Triangles]);

    GLfloat vertices[NumVertices][2] = {
        {-0.90, -0.90},
        {0.85, -0.90},
        {-0.90, 0.85},
        {0.90, -0.85},
        {0.90, 0.90},
        {-0.85, 0.90}
    };

    glGenBuffers(NumBuffers, Buffers);
    glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    ShaderInfo shaders[] = {
        {GL_VERTEX_SHADER, "triangles.vert"},
        {GL_FRAGMENT_SHADER, "triangles.frag"},
        {GL_NONE, NULL}};

    GLuint program = LoadShaders(*shaders);
    glUseProgram(program);
}

void display(void){

    glClear(GL_COLOR_BUFFER_BIT);

    glBindVertexArray(VAOs[Triangles]);
    glDrawArrays(GL_TRIANGLES, 0, NumVertices);

    glFlush();
}

int main(int argc, char** argv){
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGBA);
    glutInitWindowSize(512, 512);
    glutInitContextVersion(4, 3);
    glutInitContextProfile(GLUT_CORE_PROFILE);
    glutCreateWindow(argv[0]);

    if(glewInit()) {
        cerr << "Unable to init GLEW ... exiting" <<endl;
        exit(EXIT_FAILURE);
    }

    init();
    glutDisplayFunc(display);
    glutMainLoop();
}
//////////////////////////////////////////////////////////////////////////////
//
//  --- LoadShaders.cxx ---
//
//////////////////////////////////////////////////////////////////////////////

#include <cstdlib>
#include <iostream>

#define GLEW_STATIC
#include <GL/glew.h>
#include "LoadShaders.h"

#ifdef __cplusplus
extern "C" {
#endif // __cplusplus

//----------------------------------------------------------------------------

static const GLchar*
ReadShader( const char* filename )
{
#ifdef WIN32
    FILE* infile;
    fopen_s( &infile, filename, "rb" );
#else
    FILE* infile = fopen( filename, "rb" );
#endif // WIN32

    if ( !infile ) {
#ifdef _DEBUG
        std::cerr << "Unable to open file '" << filename << "'" << std::endl;
#endif /* DEBUG */
        return NULL;
    }

    fseek( infile, 0, SEEK_END );
    int len = ftell( infile );
    fseek( infile, 0, SEEK_SET );

    GLchar* source = new GLchar[len+1];

    fread( source, 1, len, infile );
    fclose( infile );

    source[len] = 0;

    return const_cast<const GLchar*>(source);
}

//----------------------------------------------------------------------------

GLuint
LoadShaders( ShaderInfo* shaders )
{
    if ( shaders == NULL ) { return 0; }

    GLuint program = glCreateProgram();

    ShaderInfo* entry = shaders;
    while ( entry->type != GL_NONE ) {
        GLuint shader = glCreateShader( entry->type );

        entry->shader = shader;

        const GLchar* source = ReadShader( entry->filename );
        if ( source == NULL ) {
            for ( entry = shaders; entry->type != GL_NONE; ++entry ) {
                glDeleteShader( entry->shader );
                entry->shader = 0;
            }

            return 0;
        }

        glShaderSource( shader, 1, &source, NULL );
        delete [] source;

        glCompileShader( shader );

        GLint compiled;
        glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
        if ( !compiled ) {
#ifdef _DEBUG
            GLsizei len;
            glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &len );

            GLchar* log = new GLchar[len+1];
            glGetShaderInfoLog( shader, len, &len, log );
            std::cerr << "Shader compilation failed: " << log << std::endl;
            delete [] log;
#endif /* DEBUG */

            return 0;
        }

        glAttachShader( program, shader );

        ++entry;
    }

#ifdef GL_VERSION_4_1
    if ( GLEW_VERSION_4_1 ) {
        // glProgramParameteri( program, GL_PROGRAM_SEPARABLE, GL_TRUE );
    }
#endif /* GL_VERSION_4_1 */

    glLinkProgram( program );

    GLint linked;
    glGetProgramiv( program, GL_LINK_STATUS, &linked );
    if ( !linked ) {
#ifdef _DEBUG
        GLsizei len;
        glGetProgramiv( program, GL_INFO_LOG_LENGTH, &len );

        GLchar* log = new GLchar[len+1];
        glGetProgramInfoLog( program, len, &len, log );
        std::cerr << "Shader linking failed: " << log << std::endl;
        delete [] log;
#endif /* DEBUG */

        for ( entry = shaders; entry->type != GL_NONE; ++entry ) {
            glDeleteShader( entry->shader );
            entry->shader = 0;
        }

        return 0;
    }

    return program;
}

//----------------------------------------------------------------------------
#ifdef __cplusplus
}
#endif // __cplusplus
//////////////////////////////////////////////////////////////////////////////
//
//  --- LoadShaders.h ---
//
//////////////////////////////////////////////////////////////////////////////

#ifndef __LOAD_SHADERS_H__
#define __LOAD_SHADERS_H__

#include <GL/gl.h>

#ifdef __cplusplus
extern "C" {
#endif  // __cplusplus

//----------------------------------------------------------------------------
//
//  LoadShaders() takes an array of ShaderFile structures, each of which
//    contains the type of the shader, and a pointer a C-style character
//    string (i.e., a NULL-terminated array of characters) containing the
//    entire shader source.
//
//  The array of structures is terminated by a final Shader with the
//    "type" field set to GL_NONE.
//
//  LoadShaders() returns the shader program value (as returned by
//    glCreateProgram()) on success, or zero on failure. 
//

typedef struct {
    GLenum       type;
    const char*  filename;
    GLuint       shader;
} ShaderInfo;

GLuint LoadShaders( ShaderInfo* );

//----------------------------------------------------------------------------

#ifdef __cplusplus
};
#endif // __cplusplus

#endif // __LOAD_SHADERS_H__
#ifndef __VGL_H__
#define __VGL_H__

// #define USE_GL3W

#ifdef USE_GL3W

#include <GL3/gl3.h>
#include <GL3/gl3w.h>

#else

#define GLEW_STATIC

#include <GL/glew.h>

#ifdef _MSC_VER
#  ifdef _DEBUG
#    if (_MSC_VER >= 1600)
#      pragma comment (lib, "glew_static_vs2010_d.lib")
#    else
#      pragma comment (lib, "glew_static_d.lib")
#    endif
#  else
#    if (_MSC_VER >= 1600)
#      pragma comment (lib, "glew_static_vs2010.lib")
#    else
#      pragma comment (lib, "glew_static.lib")
#    endif
#  endif
#endif

#endif

#define FREEGLUT_STATIC

#include <GL/freeglut.h>

#ifdef _MSC_VER
#  ifdef _DEBUG
#    if (_MSC_VER >= 1600)
#      pragma comment (lib, "freeglut_static_vs2010_d.lib")
#    else
#      pragma comment (lib, "freeglut_static_d.lib")
#    endif
#  else
#    if (_MSC_VER >= 1600)
#      pragma comment (lib, "freeglut_static_vs2010.lib")
#    else
#      pragma comment (lib, "freeglut_static.lib")
#    endif
#  endif
#endif

#define BUFFER_OFFSET(x)  ((const void*) (x))

#endif /* __VGL_H__ */