【发布时间】:2019-05-30 10:16:55
【问题描述】:
我有一个基本的 OpenGL 程序,使用 GLFW 和 GLEW 来渲染三角形。
我正在使用带有 GLFW 3.3 和 GLEW 2.1 的 Xcode 的 Mac。
我遇到了glfwCreateWindow() 的问题,如果我将 OpenGL 配置文件设置为核心配置文件(因为我理解 Mac 需要它),它将返回 null,我通过将前向兼容性设置为 true 来解决它。
有人可以向我解释这个解决方案是否正确吗?
另一件事是,现在创建的窗口没有问题,但现在我在屏幕上看不到任何东西。
这是代码:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
// Compiles the actual shader
glCompileShader(id);
// Error handeling of the compilation
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
// Gets the lenght of the message
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
// This is used to allocate memory on the stack dynamically
char* message = (char*)alloca(length * sizeof(char));
// Gets the log
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
// Creating the two shader
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
// Attaches the two shaders to the program and validate everything
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program); // This links the shader executable to the actual processor
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
// to initialize glew go to c++ preprocessor and add GLEW_STATIC
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
/* Create a window and its OpenGl context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
// Glew init HAS to be put after making the context
if (glewInit() != GLEW_OK)
std::cout << "GlewInit Error" << std::endl;
std::cout << "VERSION:" << std::endl;
std::cout << glGetString(GL_VERSION) << std::endl;
std::cout << "GL Version: " << (char *)glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
// Defining the position of the vertices
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
std::string vertexShader =
"#version 330 core\n"
"\n"
// here we are saying that the attribute at the position 0 (see attribPointer)
// which is the position itself is a input value put in a vec4 because
// glPosition needs a vec4
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
// second parameter is the starting index and the third is the number of indexes
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
【问题讨论】:
-
“将前向兼容性变为真”是的,the right way
-
@genpfault 好的,谢谢!知道为什么它不显示三角形吗?
标签: c++ xcode macos opengl glfw