【发布时间】:2015-03-29 14:39:28
【问题描述】:
我有 vs 2013 社区版。使用 nuget 我安装了 nupengl.core 包。 我添加到我的项目中的唯一东西(除了 nupengl.core 包)是 opengl32.lib(到 c/c++-linker-input-Additional Dependencies)。我从一个非常简单的示例开始,但它只渲染一个点(着色器程序应该渲染三分)。另外奇怪的是,如果我在着色器代码中添加一些错误,而不是在我的着色器代码中添加“void main”“avoid main”,它会在没有信号错误的情况下编译(当我问 glew 是否有通常的错误glew - 功能 glew 说一切正常)。例如,此示例适用于 PyOpenGL,但不适用于 vs 2013。有人可以告诉我我的代码有什么问题吗? 代码是:
#include <GL\glew.h>
#include <GL\freeglut.h>
#include <iostream>
using namespace std;
static const GLchar * vertex_shader_source[] = {
"#version 440 core \n ",
"void main(void){ \n",
"vec4 ves[3]=vec4[3] (vec4(0.0,-0.5,0.5,1.0),
vec4(0.0,0.5,0.5,1.0),vec4(-0.5,-0.5,0.6,1.0)) ; \n"
" gl_Position=ves[gl_VertexID] ; \n",
"} \n"
};
static const GLchar * fragment_shader_source[] = {
"#version 440 core \n ",
"out vec4 color ; \n",
"void main(void){ \n",
" color=vec4(0.0,0.1,0.0,1.0) ; \n",
"} \n"
};
static GLfloat g_nearPlane = 1;
static GLfloat g_farPlane = 1000;
void reshape(GLint width, GLint height){
static int g_Width = width;
static int g_Height = height;
glViewport(0, 0, g_Width, g_Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (float)g_Width / g_Height, g_nearPlane, g_farPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
GLuint gf;
GLuint program;
void display(void){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPointSize(10.0f);
const static GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, red);
glDrawArrays(GL_POINTS, 0, 3);
glutSwapBuffers();
glutPostRedisplay();
}
void init(void){
GLuint vertex_shader, fragment_shader ;
glEnable(GL_DEPTH_TEST);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glUseProgram(program);
glGenVertexArrays(1, &gf);
glBindVertexArray(gf);
glPointSize(10.0f);
}
int main(int argc, char **argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitContextVersion(4, 4);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow("shader doesn't work");
glewExperimental = GL_TRUE;
glewInit();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
init();
glDrawArrays(GL_POINTS, 0, 3);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
【问题讨论】: