2014-10-03 136 views
0

我想在OpenGL ES 2.x中使用C++和SDL 2渲染一個簡單的三角形。 但glCreateShader和glCreatProgram返回零。 貝婁是我使用glCreateShader和glCreateProgram返回0 SDL 2 IOS

#include "SDL.h" 
#include <OpenGLES/ES2/gl.h> 
#include <OpenGLES/ES2/glext.h> 
#include <iostream> 
#include <string> 
#include <memory> 
using namespace std; 
GLuint programObject; 

class Graphics 
{ 
private: 

    SDL_Window* _window; 

public: 
    Graphics(SDL_Window* window) 
    { 
     _window = window; 
    } 

    void update() 
    { 
     glClearColor(255.0f, 0.0f, 255.0f, 1); 
//  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 
     GLfloat vVertices[] = { 
      0.0f, 0.5f, 0.0f, 
      -0.5f, -0.5f, 0.0f, 
      0.5f, -0.5f, 0.0f 
     }; 

     glViewport (0, 0, 320, 480); 

     glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); 
     glClear (GL_COLOR_BUFFER_BIT); 

     glUseProgram (programObject); 

     glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, vVertices); 

     glEnableVertexAttribArray (0); 
     glDrawArrays (GL_TRIANGLES, 0, 3); 

     SDL_GL_SwapWindow(_window); 
    } 
}; 

void UpdateFrame(void* param) 
{ 
    Graphics* graphics = (Graphics*)param; 
    graphics->update(); 
} 
/// 
// Create a shader object, load the shader source, and 
// compile the shader. 
// 
GLuint LoadShader(GLenum type, const GLchar *shaderSrc) 
{ 
    GLuint shader; 
    GLint compiled; 

    // Create the shader object 
    shader = glCreateShader(type); 

    if(shader == 0) 
    { 
     cerr << "Could not create OpenGL shader " << endl; 
     return 0; 
    } 

    // Load the shader source 

    glShaderSource(shader, 1, &shaderSrc, NULL); 

    // Compile the shader 
    glCompileShader(shader); 

    // Check the compile status 
    glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 

    if(!compiled) 
    { 
     GLint infoLen = 0; 

     glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 

     if(infoLen > 1) 
     { 
      char* infoLog = (char*)malloc(sizeof(char) * infoLen); 

      glGetShaderInfoLog(shader, infoLen, NULL, infoLog); 
      SDL_Log("Error compiling shader:\n%s\n", infoLog); 
      free(infoLog); 
     } 

     glDeleteShader(shader); 
     return 0; 
    } 

    return shader; 

} 
/// 
// Initialize the shader and program object 
// 
int Init() 
{ 

    const char vertexShaderString[] = 
    "attribute vec4 vPosition; \n" 
    "void main()     \n" 
    "{       \n" 
    " gl_Position = vPosition; \n" 
    "}       \n"; 

    const char fragmentShaderString[] = 
    "precision mediump float;\n"\ 
    "void main()         \n" 
    "{           \n" 
    " gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0);\n" 
    "}           \n"; 

    GLuint vertexShader; 
    GLuint fragmentShader; 
    GLint linked; 

    vertexShader = LoadShader (GL_VERTEX_SHADER, vertexShaderString); 
    fragmentShader = LoadShader (GL_FRAGMENT_SHADER, fragmentShaderString); 

    programObject = glCreateProgram(); 

    if (programObject == 0) { 

     cerr << "Could not create OpenGL program" << endl; 
     return 0; 

    } 

    glAttachShader (programObject, vertexShader); 
    glAttachShader (programObject, fragmentShader); 
    glBindAttribLocation (programObject, 0, "vPosition"); 
    glLinkProgram (programObject); 

    glGetProgramiv (programObject, GL_LINK_STATUS, &linked); 

    if (!linked) { 

     GLint infoLen = 0; 

     glGetProgramiv (programObject, GL_INFO_LOG_LENGTH, &infoLen); 

     if (infoLen > 1) { 

      char* infoLog = (char*) malloc (sizeof (char) * infoLen); 
      glGetProgramInfoLog (programObject, infoLen, NULL, infoLog); 
      cerr << "Error linking program: " << infoLog << endl; 
      free (infoLog); 

     } 

     glDeleteProgram (programObject); 
     return 0; 

    } 

    glClearColor (0.0f, 0.0f, 0.0f, 1.0f); 
    return true; 
} 
int EventFilter(void* userdata, SDL_Event* event) 
{ 
    switch (event->type) 
    { 
     case SDL_FINGERMOTION: 
      SDL_Log("Finger Motion"); 
      return 0; 

     case SDL_FINGERDOWN: 
      SDL_Log("Finger Down"); 
      return 0; 

     case SDL_FINGERUP: 
      SDL_Log("Finger Up"); 
      return 0; 
    } 

    return 1; 
} 


int main(int argc, char** argv) 
{ 

    /* initialize SDL */ 
    if (SDL_Init(SDL_INIT_VIDEO) < 0) 
    { 
     printf("Could not initialize SDL\n"); 
     return 1; 
    } 

    SDL_DisplayMode displayMode; 
    SDL_GetDesktopDisplayMode(0, &displayMode); 

    /* create window and renderer */ 
    SDL_Window* window = SDL_CreateWindow(NULL, 0, 0, displayMode.w, displayMode.h, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE); 

    if (!window) { 
     printf("Could not initialize Window\n"); 
     return 1; 
    } 

    auto gl = SDL_GL_CreateContext(window); 
    if (!Init()) { 
     cerr << "Error initializing OpenGL" << endl; 
     return 1; 
    } 

    unique_ptr<Graphics> graphics = unique_ptr<Graphics>(new Graphics(window)); 
    SDL_iPhoneSetAnimationCallback(window, 1, UpdateFrame, graphics.get()); 
    SDL_AddEventWatch(EventFilter, NULL); 


    //Game Loop 
    SDL_Event event; 
    auto done = false; 
    while (!done) 
    { 
     SDL_PumpEvents(); 
     while (SDL_PollEvent(&event)) 
     { 
      switch (event.type) 
      { 
       case SDL_QUIT: 
        done = true; 
        break; 

       case SDL_APP_DIDENTERFOREGROUND: 
        SDL_Log("SDL_APP_DIDENTERFOREGROUND"); 
        break; 

       case SDL_APP_DIDENTERBACKGROUND: 
        SDL_Log("SDL_APP_DIDENTERBACKGROUND"); 
        break; 

       case SDL_APP_LOWMEMORY: 
        SDL_Log("SDL_APP_LOWMEMORY"); 
        break; 

       case SDL_APP_TERMINATING: 
        SDL_Log("SDL_APP_TERMINATING"); 
        break; 

       case SDL_APP_WILLENTERBACKGROUND: 
        SDL_Log("SDL_APP_WILLENTERBACKGROUND"); 
        break; 

       case SDL_APP_WILLENTERFOREGROUND: 
        SDL_Log("SDL_APP_WILLENTERFOREGROUND"); 
        break; 

       case SDL_WINDOWEVENT: 
       { 
        switch (event.window.event) 
        { 
         case SDL_WINDOWEVENT_RESIZED: 
         { 
          SDL_Log("Window %d resized to %dx%d", event.window.windowID, event.window.data1, event.window.data2); 

          break; 
         } 
        } 
       } 
      } 
     } 
    } 

    SDL_GL_DeleteContext(gl); 

    // Done! Close the window, clean-up and exit the program. 
    SDL_DestroyWindow(window); 
    SDL_Quit(); 

    return 0; 
} 

也許我失去了一些東西的代碼,任何幫助,將不勝感激。 謝謝, 哈立德

+0

您是否嘗試過使用'glGetError()'來查找OpenGL發出的錯誤(如果有的話)?所有你需要做的就是在'shader = glCreateShader(type);'之前調用'glGetError();'然後再次調用它,但是將結果賦給一個變量'GLenum err = glGetError();'從那裏你可以使用'gluErrorString(GLenum err);'獲取更多信息。 – Zammalad 2014-10-03 22:29:37

+0

我得到錯誤GL_INVALID_OPERATION,而我沒有使用glu我正在使用SDL – 2014-10-04 13:38:40

+0

如果刪除任何與着色器有關的事情,你至少能夠渲染一個空白窗口? – Zammalad 2014-10-04 17:38:40

回答

2

這很可能是通過與SDL創建的上下文的問題引起的,特別是有對主要/次要無屬性和MASK屬性這往往是針對iOS,OS X等

更重要

需要做的事情如下。創建SDL_Window之前做到以下幾點:

/* Set the correct attributes for MASK and MAJOR version */ 
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); 
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); 

/* create window and renderer */ 
SDL_Window* window = SDL_CreateWindow(NULL, 0, 0, displayMode.w, displayMode.h, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE); 

另一種情況,這可能會導致同樣的錯誤輸出調用glCreateShader或glCreateProgram一個在glBegin/glEnd塊內。

+0

非常感謝你爲我解決了這個問題。 – 2014-10-05 08:41:09