【发布时间】:2019-12-26 10:41:10
【问题描述】:
为了学习如何做opengl,我有一个极简的构建系统和一个玩具程序。我的 makefile 生成这些命令:
g++ -O1 -std=c++17 -Wall -Wextra -pedantic -c -o main.o main.cpp
g++ main.o -lglfw -lGLEW -lGL -o main
在那个目录中,我有一个单独的 main.cpp 文件。与这里关于 SO 的许多问题相反,这确实有效。 编译和链接没有问题。但是,当我运行程序时,它只显示我用glClear 编写的背景颜色,而不是我的测试三角形。
我已经验证我的代码没有问题,因为如果我使用我在教程中发现的(相当复杂和臃肿的)构建系统编译它,它似乎可以工作。但是,我想了解如何自己实际构建一个 opengl 程序。我怀疑我缺少一些库或其他东西,但我希望程序崩溃,而不是(几乎)什么都不做。
我正在运行最新的 debian。
怎么会编译链接完美,却无法正常运行?
免责声明:我对 opengl 和窗口应用程序完全陌生。我不是 100% 确定我为什么需要 glew。
代码:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
bool install_shader(GLuint where, std::string const& code, GLuint* attach_to) {
GLuint shader_id = glCreateShader(where);
{
auto const p = code.c_str();
glShaderSource(shader_id,1,&p,nullptr); // nullptr indicates null-termination here
}
glCompileShader(shader_id);
GLint out;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &out);
if (out == GL_FALSE) {
// something went wrong with the shader compilation
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &out);
if (out == 0) {
std::cout << "Unknown Error during shader compilation\n";
} else {
std::string error;
error.resize(out-1);
glGetShaderInfoLog(shader_id, out, nullptr, error.data());
std::cout << "Shader Compilation failed with error: " << error;
}
return false;
} else {
std::cout << "shader(" << int(shader_id) << "@" << int(where) << ") compiled fine\n";
if (attach_to) {
glAttachShader(*attach_to, shader_id);
}
// XXX THE SHADERS SHOULD BE DELETED AFTER LINKING !!!!
// glDeleteShader(shader_id)
return true;
}
}
bool install_program(GLuint program_id) {
glLinkProgram(program_id);
GLint out;
glGetProgramiv(program_id, GL_LINK_STATUS, &out);
if (out == GL_FALSE) {
// something went wrong with the program linking
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &out);
if (out == 0) {
std::cout << "Unknown link-Error in shader program\n";
} else {
std::string error;
error.resize(out-1);
glGetProgramInfoLog(program_id, out, nullptr, error.data());
std::cout << "Program linking failed with error: " << error;
}
return false;
} else {
std::cout << "program(" << int(program_id) << ") compiled fine\n";
return true;
}
}
int main() {
if (glfwInit()) {
std::cout << "Initialisation fine\n";
} else {
std::cout << "Initialisation failed\n";
return 1;
}
glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
if (GLFWwindow* window = glfwCreateWindow(800,600,"testwindow",nullptr,nullptr)) {
glfwMakeContextCurrent(window);
if (glewInit() == GLEW_OK) {
std::cout << "GLEW also fine\n";
} else {
std::cout << "GLEW says nope!\n";
goto die;
return 2;
}
//std::cout << "Ensure we can capture the escape key being pressed below...\n";
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
/*business*/
// (1) specify the triangle to draw
// An array of 3 vectors which represents 3 vertices
GLfloat g_vertex_buffer_data[] = {
-0.4f, -0.8f, 0.f,
0.4f, -0.8f, 0.f,
0.0f, 0.8f, 0.f,
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
GLuint program_id = glCreateProgram();
// (3) vertex shader
std::string vshader_code = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
if (!install_shader(GL_VERTEX_SHADER,vshader_code,&program_id)) {
goto die;
}
std::string fshader_code = "#version 330 core\n"
"out vec3 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec3(0.9,0.8,0.1);\n"
"}\n";
if (!install_shader(GL_FRAGMENT_SHADER,fshader_code,&program_id)) {
goto die;
}
if (!install_program(program_id)) {
goto die;
}
glClearColor(0.3, 0.5, 0.5, 1.0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);
glEnableVertexAttribArray(0); // this 0 also refes to 'layout (location = 0)' in the vertex shader
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
glVertexAttribPointer(
0, // this refes to 'layout (location = 0)' in the vertex shader
3, // each vertex has 3 coordinates (2d data is also possible)
GL_FLOAT, // coordinates are of type GLfloat (GL_FLOAT)
GL_FALSE, // we don't need the input data to be nomalised,
0, //&g_vertex_buffer_data[3] - &g_vertex_buffer_data[0], // stride
nullptr // offset ptr
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 );
} else {
std::cout << "Could not create window\n";
}
die:
glfwTerminate();
std::cout << "Terminated\n";
}
【问题讨论】:
-
I have verified that it's not a problem with my code, because if I compile it with a (quite complex and bloated) build system I found in a tutorial it seems to work.这并不一定意味着代码是正确的。实际上,您可能会发生一些未定义的行为,并且其他构建系统可能具有其他编译选项,或者由于某些其他原因导致不同的内存布局,这可能导致代码“正确”运行,即使它是技术上无效。 -
并且代码将有助于弄清楚为什么它不会崩溃以及在哪里挂钩一些错误检查以追踪问题。
-
@t.niese:我把我的代码放在pastebin 中。我从教程中的示例中复制了大部分内容。主要来自 opengl-tutorial.org 和 learnopengl.com。
-
我发现的构建系统使用了 glfw 和 glew 的副本,它被编译和链接。但是,我认为这很丑陋。我想链接到我的系统已经提供的库。它的存在是有原因的。
-
只是为了排除一件事:在这两种情况下,您在同一台机器上使用相同的 GPU 运行程序?因为从技术上讲,给定的 OpenGL 设置无效,应该只显示一个带有 Nvidia GPU 及其驱动程序的三角形。
标签: c++ opengl linker glfw glew