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我在使用AntTweakBar與現代opengl(動態管道)和glfw3時遇到了一些麻煩。我正在使用一些着色器,我很確定這個問題是關於相機或着色器的。 鍵盤快捷方式工作,但我沒有花哨的窗口,我應該有:(Anttweakbar glfw3 OpenGL 3.2沒有繪圖
這裏是源
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#if __cplusplus <= 199711L
#define nullptr NULL
#endif
#include <cmath>
#include <AntTweakBar.h>
const GLchar *vxShaderSrc = R"(
#version 150 core
in vec2 position;
in vec4 color;
uniform vec2 offset;
out vec4 Color;
void main()
{
Color = color;
gl_Position = vec4(position+offset, 0.0, 1.0);
}
)";
const GLchar *fragShaderSrc = R"(
#version 150 core
in vec4 Color;
out vec4 outColor;
void main()
{
outColor = Color;
}
)";
inline void TwEventMouseButtonGLFW3(GLFWwindow* window, int button, int action, int mods)
{TwEventMouseButtonGLFW(button, action);}
inline void TwEventMousePosGLFW3(GLFWwindow* window, double xpos, double ypos)
{TwMouseMotion(int(xpos), int(ypos));}
inline void TwEventMouseWheelGLFW3(GLFWwindow* window, double xoffset, double yoffset)
{TwEventMouseWheelGLFW(yoffset);}
inline void TwEventKeyGLFW3(GLFWwindow* window, int key, int scancode, int action, int mods)
{TwEventKeyGLFW(key, action);}
inline void TwEventCharGLFW3(GLFWwindow* window, int codepoint)
{TwEventCharGLFW(codepoint, GLFW_PRESS);}
inline void TwWindowSizeGLFW3(GLFWwindow* window, int width, int height)
{TwWindowSize(width, height);}
int main()
{
if (!glfwInit()) {
std::cerr<<"Error initializing glfw...\n";
return 1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
#ifdef __APPLE__ // TODO is it ok to use it on Windows and Linux?
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
TwBar *bar;
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr); // Windowed
if (!window) {
std::cerr<<"Error creating window...\n";
glfwTerminate();
return 2;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); // can be GLFW_CURSOR_HIDDEN
// Initialize AntTweakBar
TwInit(TW_OPENGL, NULL);
// Create a tweak bar
bar = TwNewBar("TweakBar");
TwWindowSize(800, 600);
int wire = 0;
float bgColor[] = { 0.1f, 0.2f, 0.4f };
TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLFW and OpenGL.' "); // Message added to the help bar.
// Add 'wire' to 'bar': it is a modifable variable of type TW_TYPE_BOOL32 (32 bits boolean). Its key shortcut is [w].
TwAddVarRW(bar, "wire", TW_TYPE_BOOL32, &wire,
" label='Wireframe mode' key=w help='Toggle wireframe display mode.' ");
// Add 'bgColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR3F (3 floats color)
TwAddVarRW(bar, "bgColor", TW_TYPE_COLOR3F, &bgColor, " label='Background color' ");
// Set GLFW event callbacks
// - Redirect window size changes to the callback function WindowSizeCB
glfwSetWindowSizeCallback(window, (GLFWwindowposfun)TwWindowSizeGLFW3);
glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)TwEventMouseButtonGLFW3);
glfwSetCursorPosCallback(window, (GLFWcursorposfun)TwEventMousePosGLFW3);
glfwSetScrollCallback(window, (GLFWscrollfun)TwEventMouseWheelGLFW3);
glfwSetKeyCallback(window, (GLFWkeyfun)TwEventKeyGLFW3);
glfwSetCharCallback(window, (GLFWcharfun)TwEventCharGLFW3);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_NO_ERROR) {
std::cerr<<"Error initializing GLEW...\n";
glfwTerminate();
return 1;
}
GLuint vao;
glGenVertexArrays(1, &vao);
std::cout << "Created vertex array with id " << vao << "\n";
glBindVertexArray(vao); // save the calls of vertexattribpointer and others, MUST BE before the EBO
GLuint vbo;
glGenBuffers(1, &vbo); // Generate 1 buffer
std::cout << "Created Arrray with id " << vbo << "\n";
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLfloat vertices[] = {
-0.5f, -0.5f, 1.f, 1.f, 1.0f, 1.f,
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.f,
0.5f, -0.5f, 0.0f, 0.f, 1.0f, 1.f,
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.f,
// some extra for elements testing
0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.f, // Vertex 1: Red
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.f, // Vertex 2: Green
-0.25f, -0.5f, 0.0f, 0.f, 1.0f, 1.f // Vertex 3: Blue
};
// size is actually sizeof(float)*vertices.length
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// elemets buffer object allows to use the same vertex multiple times
GLuint elements[] = {
0, 1, 2, 3
};
GLuint ebo;
glGenBuffers(1, &ebo);
std::cout << "Created elements with id " << ebo << "\n";
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
// create shaders
GLint status; // for error checking
char buffer[512];
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vxShaderSrc, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(vertexShader, 512, NULL, buffer);
std::cerr<<"Error in shader: "<<buffer<<"\n";
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragShaderSrc, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(fragmentShader, 512, NULL, buffer);
std::cerr<<"Error in shader: "<<buffer<<"\n";
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
// bind the output
// this is the actual output by default
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram); // called everytime somethign change for the shader
glUseProgram(shaderProgram);
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), 0);
GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE,
6*sizeof(GLfloat), (void*)(2*sizeof(GLfloat)));
GLint uniPos = glGetUniformLocation(shaderProgram, "offset");
while(!glfwWindowShouldClose(window))
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
glPolygonMode(GL_FRONT_AND_BACK, wire?GL_LINE:GL_FILL);
float time = (float)glfwGetTime();
// Clear the screen to black
glClearColor(bgColor[0], bgColor[1], bgColor[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform2f(uniPos, cos(time*4.f)*0.5f, sin(time*4.f)*0.5f);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0); // we can share vertex and we specify indexes
glUniform2f(uniPos, 0.f, 0.f);
// Draw tweak bars
//glUseProgram(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
TwDraw();
glUseProgram(shaderProgram);
glBindVertexArray(vao);
//glBindBuffer(GL_ARRAY_BUFFER, vbo);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glfwSwapBuffers(window);
glfwPollEvents();
}
// clean up
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
TwTerminate();
glfwTerminate();
return 0;
}
您可以
g++ src/main.cpp -std=c++11 -DGLEW_STATIC -lGLEW -lglfw3 -framework OpenGL -lAntTweakBar
或
編譯代碼mingw32-g++.exe main.cpp -std=c++11 -DGLEW_STATIC -lglew32 -lglfw3 -lglu32 -lopengl32 -lgdi32 -lAntTweakBar
根據需要適應
你不能編譯代碼使用第二個命令,即鏈接衝突。你應該使用'glew32s'和'-DGLEW_STATIC',而不是'glew32'。 –
@ AndonM.Coleman與MVS不同的是mingw – Posva
我想你可以編譯自己並調用靜態庫'glew32',但是如果你從SourceForge站點以二進制形式下載,那麼'glew32'就是動態的庫和'glew32s'是靜態的,這不會鏈接。 –