我正在尝试在程序中使用基本着色器,我遇到了 a nice tutorial这将引导您编写一个基本着色器“util 类”,我想您会称之为它?这应该允许我应用顶点和片段着色器...所以我将 glew 链接到我的项目(我还包括 glu、glut 和 glaux)并将以下内容插入到头文件中
#include "include\gl\glew.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
static struct {
/* ... fields for buffer and texture objects */
GLuint vertex_shader, fragment_shader, program;
struct {
GLint fade_factor;
GLint textures[2];
} uniforms;
struct {
GLint position;
} attributes;
GLfloat fade_factor;
} g_resources;
static GLuint make_shader(GLenum type, const char *filename)
{
GLint length;
char *source = file_content(filename, &length);
GLuint shader;
GLint shader_ok;
if (!source)
return 0;
shader = glCreateShader(type);
glShaderSource(shader, 1, (const GLchar**)&source, &length);
free(source);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
if (!shader_ok) {
fprintf(stderr, "Failed to compile %s:\n", filename);
show_info_log(shader, glGetShaderiv, glGetShaderInfoLog);
glDeleteShader(shader);
return 0;
}
return shader;
}
static void show_info_log(
GLuint object,
PFNGLGETSHADERIVPROC glGet__iv,
PFNGLGETSHADERINFOLOGPROC glGet__InfoLog)
{
GLint log_length;
char *log;
glGet__iv(object, GL_INFO_LOG_LENGTH, &log_length);
log = malloc(log_length);
glGet__InfoLog(object, log_length, NULL, log);
fprintf(stderr, "%s", log);
free(log);
}
static GLuint make_program(GLuint vertex_shader, GLuint fragment_shader)
{
GLint program_ok;
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
if (!program_ok) {
fprintf(stderr, "Failed to link shader program:\n");
show_info_log(program, glGetProgramiv, glGetProgramInfoLog);
glDeleteProgram(program);
return 0;
}
return program;
}
static int make_resources(void)
{
/* make buffers and textures ... */
g_resources.vertex_shader = make_shader(
GL_VERTEX_SHADER,
"hello-gl.v.glsl"
);
if (g_resources.vertex_shader == 0)
return 0;
g_resources.fragment_shader = make_shader(
GL_FRAGMENT_SHADER,
"hello-gl.f.glsl"
);
if (g_resources.fragment_shader == 0)
return 0;
g_resources.program = make_program(
g_resources.vertex_shader,
g_resources.fragment_shader
);
if (g_resources.program == 0)
return 0;
g_resources.uniforms.fade_factor
= glGetUniformLocation(g_resources.program, "fade_factor");
g_resources.uniforms.textures[0]
= glGetUniformLocation(g_resources.program, "textures[0]");
g_resources.uniforms.textures[1]
= glGetUniformLocation(g_resources.program, "textures[1]");
g_resources.attributes.position
= glGetAttribLocation(g_resources.program, "position");
return 1;
}
但是我的编译器提示以下内容:
9 IntelliSense: "GLchar" is not a type name
11 IntelliSense: a value of type "void *" cannot be assigned to an entity of type "char *"
7 IntelliSense: identifier "file_contents" is undefined
5 IntelliSense: identifier "GLchar" is undefined
我错过了什么吗?我上网查了一下,好像GLchar和file_contents函数确实存在?
最佳答案
您给出的错误行是编译器告诉您,它不知道 GLchar 类型,该类型在 GL/gl.h
或 GL/glew 中定义。 h
在你的情况下,它也定义了它。但似乎没有正确包含在内。
你的第一行应该是
#include <GL/glew.h>
即uppercae GL
,正斜杠(反斜杠是 Microsoft 添加的,但正斜杠也可以接受),以及尖括号中的整个内容,正如您希望从标准包含中包含的那样。
接下来,您不应链接到 glaux
。那个已经过时了,已经有毒了。
如果您想要一个可用的 OpenGL 着色器示例程序,我在 https://github.com/datenwolf/codesamples/tree/master/samples/OpenGL/minimal_glsl 准备了一个示例程序。
关于c++ - 设置基本着色器程序 - GLchar 和 file_contents 未定义?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8226171/