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问题描述
我正在尝试使用openGL GLFW库在窗口上绘制一个三角形.这是我完整的代码
I am trying to draw a triangle on the window with openGL GLFW library. Here is my complete code
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
static unsigned int compileShader ( unsigned int type, const string& source ){
unsigned int id = glCreateShader ( type );
const char* src = source.c_str();
glShaderSource ( id, 1, &src, nullptr );
glCompileShader ( id );
int result = 0;
glGetShaderiv ( id, GL_COMPILE_STATUS, &result );
if ( result == GL_FALSE ){
int length = 0;
glGetShaderiv ( id, GL_INFO_LOG_LENGTH, &length );
char* message = ( char* ) alloca ( length * sizeof ( char ) );
glGetShaderInfoLog ( id, length, &length, message );
cout << "Failed to compile " << ( type == GL_VERTEX_SHADER ? "vertex" : "fragment" ) << "shader" << endl;
cout << message << endl;
glDeleteShader ( id );
}
return id;
}
static int createShader ( const string& vertexShader, const string& fragmentShader ){
unsigned int program = glCreateProgram();
unsigned int vs = compileShader ( GL_VERTEX_SHADER, vertexShader );
unsigned int fs = compileShader ( GL_FRAGMENT_SHADER, fragmentShader );
glAttachShader ( program, vs );
glAttachShader ( program, fs );
glLinkProgram ( program );
glValidateProgram ( program );
glDeleteShader ( vs );
glDeleteShader ( fs );
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if ( glewInit() != GLEW_OK )
cout << "error" << endl;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
cout << glGetString ( GL_VERSION ) << endl;
float positions [ 6 ] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers ( 1, &buffer );
glBindBuffer ( GL_ARRAY_BUFFER, buffer );
glBufferData ( GL_ARRAY_BUFFER, 6 * sizeof ( float ),positions, GL_STATIC_DRAW );
glEnableVertexAttribArray ( 0 );
glVertexAttribPointer ( 0, 2, GL_FLOAT, GL_FALSE, sizeof ( float ) * 2, 0 );
string vertexShader =
"#version 320 core\n"
"\n"
"layout ( location = 0 ) in vec4 position;"
"\n"
"void main(){\n"
"gl_Position = position;\n"
"}\n";
string fragmentShader =
"#version 320 core\n"
"\n"
"layout ( location = 0 ) out vec4 color;"
"\n"
"void main(){\n"
"color = vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
unsigned int shader = createShader(vertexShader, fragmentShader );
glUseProgram ( shader );
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays ( GL_TRIANGLES, 0, 3 );
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
这是我得到的输出
3.0 Mesa 18.0.5
Failed to compile vertexshader
0:1(10): error: GLSL 3.20 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
Failed to compile fragmentshader
0:1(10): error: GLSL 3.20 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
我已经整整工作了一天,找不到任何解决方案.我对openGL编程完全陌生,这是我的第一次尝试.我正在使用ubuntu 18.04
这是sudo glxinfo | grep "OpenGL"
I have been working on this for an entire day and could not find any solution. I am completely new to openGL programming and this is my first attempt. I am using ubuntu 18.04
Here is the output of sudo glxinfo | grep "OpenGL"
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.0.5
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.0 Mesa 18.0.5
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 18.0.5
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:
如果有人可以帮助我,将不胜感激,谢谢
It would be grate if anybody can help me out,Thanks
推荐答案
多个问题:
-
#version 320
从未存在,它从GL 3.2的#version 150
变为了#version 330
在GL 3.3中. - 在调用
glfwCreateWindow()
之前设置glfwWindowHint()
的 .它们只会影响 nextglfwCreateWindow()
,因此在创建窗口后调用它们对您没有多大作用. - 您需要在
glEnableVertexAttribArray()
&之前绑定一个 vertex数组对象.glVertexAttribPointer()
做任何有用的事情. - 在Core上下文中,在绘制任何内容之前,需要绑定一个顶点数组对象(VAO).
#version 320
never existed, it went from#version 150
with GL 3.2 to#version 330
in GL 3.3.- Set your
glfwWindowHint()
s before callingglfwCreateWindow()
. They only affect the nextglfwCreateWindow()
so calling them after creating your window doesn't do much for you. - You need to have a vertex array object bound before
glEnableVertexAttribArray()
&glVertexAttribPointer()
do anything useful. - In Core contexts you need to have a vertex array object (VAO) bound before drawing anything.
一起:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
static unsigned int compileShader( unsigned int type, const string& source )
{
unsigned int id = glCreateShader( type );
const char* src = source.c_str();
glShaderSource( id, 1, &src, nullptr );
glCompileShader( id );
int result = 0;
glGetShaderiv( id, GL_COMPILE_STATUS, &result );
if( result == GL_FALSE )
{
int length = 0;
glGetShaderiv( id, GL_INFO_LOG_LENGTH, &length );
char* message = (char*)alloca( length * sizeof( char ) );
glGetShaderInfoLog( id, length, &length, message );
cout << "Failed to compile " << ( type == GL_VERTEX_SHADER ? "vertex" : "fragment" ) << "shader" << endl;
cout << message << endl;
glDeleteShader( id );
}
return id;
}
static int createShader( const string& vertexShader, const string& fragmentShader )
{
unsigned int program = glCreateProgram();
unsigned int vs = compileShader( GL_VERTEX_SHADER, vertexShader );
unsigned int fs = compileShader( GL_FRAGMENT_SHADER, fragmentShader );
glAttachShader( program, vs );
glAttachShader( program, fs );
glLinkProgram( program );
glValidateProgram( program );
glDeleteShader( vs );
glDeleteShader( fs );
return program;
}
int main( void )
{
GLFWwindow* window;
/* Initialize the library */
if( !glfwInit() )
return -1;
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow( 640, 480, "Hello World", NULL, NULL );
if( !window )
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent( window );
if( glewInit() != GLEW_OK )
cout << "error" << endl;
cout << glGetString( GL_VERSION ) << endl;
GLuint vao = 0;
glCreateVertexArrays( 1, &vao );
glBindVertexArray( vao );
string vertexShader =
"#version 330 core\n"
"\n"
"layout ( location = 0 ) in vec4 position;"
"\n"
"void main(){\n"
"gl_Position = position;\n"
"}\n";
string fragmentShader =
"#version 330 core\n"
"\n"
"layout ( location = 0 ) out vec4 color;"
"\n"
"void main(){\n"
"color = vec4(1.0,0.0,0.0,1.0);\n"
"}\n";
unsigned int shader = createShader( vertexShader, fragmentShader );
glUseProgram( shader );
float positions[ 6 ] = {
-0.5f, -0.5f,
0.5f, -0.5f,
0.0f, 0.5f,
};
unsigned int buffer;
glGenBuffers( 1, &buffer );
glBindBuffer( GL_ARRAY_BUFFER, buffer );
glBufferData( GL_ARRAY_BUFFER, 6 * sizeof( float ), positions, GL_STATIC_DRAW );
glEnableVertexAttribArray( 0 );
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof( float ) * 2, 0 );
/* Loop until the user closes the window */
while( !glfwWindowShouldClose( window ) )
{
/* Render here */
glClear( GL_COLOR_BUFFER_BIT );
glDrawArrays( GL_TRIANGLES, 0, 3 );
/* Swap front and back buffers */
glfwSwapBuffers( window );
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
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