2017-10-09 79 views
0

下面我已经包含了glfw-quick-test.c,它基本上是从http://www.glfw.org/docs/latest/quick.html逐字复制的 - 除了删除使用glad,增加了背景颜色,几个定义在Ubuntu 14.04(64位)上编译,以及一个预处理器#ifdef开关宏DO_OPENGL_THREE)更改请求的OpenGL版本。如果OpenGL 3+请求,glfw3不绘制?


当我编译:

gcc -g -o glfw-quick-test.exe glfw-quick-test.c -lglfw -lGLU -lGL -lm 
./glfw-quick-test.exe 

...然后我得到的消息 “GLFW Requesting OpenGL 2.1” 和绘画是好的:

glfw3A


当我编译与:

gcc -g -DDO_OPENGL_THREE -o glfw-quick-test.exe glfw-quick-test.c -lglfw -lGLU -lGL -lm 
./glfw-quick-test.exe 

...然后我得到的消息“GLFW Requesting OpenGL 3.2”和旋转三角形完全不拉 - 只有背景色被保留:

glfw3B


谁能解释为什么这发生了吗?我可以以某种方式获得GLFW3绘制,即使OpenGL 3.2被请求,如果是这样,如何?

(我知道最初的源代码是“// NOTE: OpenGL error checks have been omitted for brevity”,但我不确定应该添加什么类型的错误检查,以查看OpenGL 3.2绘图会出现什么问题......)

的代码,glfw-quick-test.c(编辑:现在错误检查):

// http://www.glfw.org/docs/latest/quick.html 

#define UBUNTU14 
#ifdef UBUNTU14 // assume Ubuntu 14.04 
// strange; Ubuntu 14 GLFW/glfw3.h doesn't have GLFW_TRUE, GLFW_FALSE, mentions GL_TRUE GL_FALSE 
#define GLFW_TRUE GL_TRUE 
#define GLFW_FALSE GL_FALSE 
#endif 

//~ #include <glad/glad.h> // "GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs." 
#include <GLFW/glfw3.h> 
#include "linmath.h" 
#include <stdlib.h> 
#include <stdio.h> 
static const struct 
{ 
    float x, y; 
    float r, g, b; 
} vertices[3] = 
{ 
    { -0.6f, -0.4f, 1.f, 0.f, 0.f }, 
    { 0.6f, -0.4f, 0.f, 1.f, 0.f }, 
    { 0.f, 0.6f, 0.f, 0.f, 1.f } 
}; 
static const char* vertex_shader_text = 
"uniform mat4 MVP;\n" 
"attribute vec3 vCol;\n" 
"attribute vec2 vPos;\n" 
"varying vec3 color;\n" 
"void main()\n" 
"{\n" 
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" 
" color = vCol;\n" 
"}\n"; 
static const char* fragment_shader_text = 
"varying vec3 color;\n" 
"void main()\n" 
"{\n" 
" gl_FragColor = vec4(color, 1.0);\n" 
"}\n"; 
static void error_callback(int error, const char* description) 
{ 
    fprintf(stderr, "Error: %s\n", description); 
} 
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) 
{ 
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) 
    glfwSetWindowShouldClose(window, GLFW_TRUE); 
} 
void checkGLerrors(char *label) { 
    // check OpenGL error 
    GLenum err; 
    while ((err = glGetError()) != GL_NO_ERROR) { 
    char* errorstr = ""; 
    switch(err) { 
     case GL_INVALID_OPERATION: errorstr="INVALID_OPERATION"; break; 
     case GL_INVALID_ENUM:  errorstr="INVALID_ENUM";  break; 
     case GL_INVALID_VALUE:  errorstr="INVALID_VALUE"; break; 
     case GL_OUT_OF_MEMORY:  errorstr="OUT_OF_MEMORY"; break; 
     case GL_INVALID_FRAMEBUFFER_OPERATION: errorstr="INVALID_FRAMEBUFFER_OPERATION"; break; 
    } 
    printf("OpenGL error ('%s'): %d %s\n", label, err, errorstr); 
    } 
} 

int main(void) 
{ 
    GLFWwindow* window; 
    GLuint vertex_buffer, vertex_shader, fragment_shader, program; 
    GLint mvp_location, vpos_location, vcol_location; 
    glfwSetErrorCallback(error_callback); 
    if (!glfwInit()) 
    exit(EXIT_FAILURE); 
    // NB: Ubuntu will not draw if 3.2 (just black screen) - only if 2.0 or 2.1? 
    #ifdef DO_OPENGL_THREE 
    printf("GLFW Requesting OpenGL 3.2\n"); 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); 
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // only 3.2+ 
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); //only 3.0+ 
    glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // https://stackoverflow.com/q/23834680/ 
    #else 
    printf("GLFW Requesting OpenGL 2.1\n"); 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // 2); 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // 0); 
    #endif 
    checkGLerrors("post hint"); 
    window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); 
    if (!window) 
    { 
    glfwTerminate(); 
    exit(EXIT_FAILURE); 
    } 
    checkGLerrors("post glfwCreateWindow"); 
    glfwSetKeyCallback(window, key_callback); 
    glfwMakeContextCurrent(window); 
    //~ gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); 
    glfwSwapInterval(1); 
    // NOTE: OpenGL error checks have been omitted for brevity 
    glGenBuffers(1, &vertex_buffer); 
    checkGLerrors("post glGenBuffers"); 
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); 
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 
    vertex_shader = glCreateShader(GL_VERTEX_SHADER); 
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); 
    glCompileShader(vertex_shader); 
    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); 
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); 
    glCompileShader(fragment_shader); 
    program = glCreateProgram(); 
    glAttachShader(program, vertex_shader); 
    glAttachShader(program, fragment_shader); 
    glLinkProgram(program); 
    checkGLerrors("post glLinkProgram"); 
    mvp_location = glGetUniformLocation(program, "MVP"); 
    vpos_location = glGetAttribLocation(program, "vPos"); 
    vcol_location = glGetAttribLocation(program, "vCol"); 
    checkGLerrors("post gl locations"); 
    glEnableVertexAttribArray(vpos_location); 
    checkGLerrors("post gl EnableVertexAttribArray"); 
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, 
       sizeof(float) * 5, (void*) 0); 
    checkGLerrors("post glVertexAttribPointer"); 
    glEnableVertexAttribArray(vcol_location); 
    checkGLerrors("post glEnableVertexAttribArray"); 
    glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, 
       sizeof(float) * 5, (void*) (sizeof(float) * 2)); 
    checkGLerrors("post glVertexAttribPointer"); 
    while (!glfwWindowShouldClose(window)) 
    { 
    float ratio; 
    int width, height; 
    mat4x4 m, p, mvp; 
    glfwGetFramebufferSize(window, &width, &height); 
    ratio = width/(float) height; 
    glViewport(0, 0, width, height); 
    glClearColor(0.784314, 0.780392, 0.305882, 1.0); // add background color 
    glClear(GL_COLOR_BUFFER_BIT); 
    mat4x4_identity(m); 
    mat4x4_rotate_Z(m, m, (float) glfwGetTime()); 
    mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); 
    mat4x4_mul(mvp, p, m); 
    glUseProgram(program); 
    glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); 
    glDrawArrays(GL_TRIANGLES, 0, 3); 
    glfwSwapBuffers(window); 
    glfwPollEvents(); 
    } 
    glfwDestroyWindow(window); 
    glfwTerminate(); 
    exit(EXIT_SUCCESS); 
} 
+3

你有没有检查'glGetError'告诉你什么?在核心配置文件中,您必须使用VAO。 – BDL

+0

谢谢@BDL - 不,不知道我应该这样做,现在会尝试这样做...编辑:做到了这一点,并为3.2“获得”OpenGL错误('后glVertexAttribPointer'):1282 INVALID_OPERATION'“。 .. – sdaau

回答

1

由于@BDL和他约VAO(顶点数组对象)的评论,我发现How to use VBOs without VAOs with OpenGL core profile? - 通过从尝试的东西在那里,我发现上面的OP代码的唯一变化,需要绘图是笑WN在OpenGL 3.2,是这样的:

... 
    //~ gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); 
    glfwSwapInterval(1); 
    #ifdef DO_OPENGL_THREE 
    // https://stackoverflow.com/a/30057424/277826: 
    // "You can however just create and bind a VAO and forget about it (keep it bound)." 
    GLuint VAO; 
    glGenVertexArrays(1, &VAO); 
    glBindVertexArray(VAO); 
    #endif 
    // NOTE: OpenGL error checks have been omitted for brevity 
    glGenBuffers(1, &vertex_buffer); 
... 

一旦与VAO此部分是在,有没有更多的OpenGL错误打印和绘图是OK。