新的OpenGL和我不能解决这个问题。我得到这个错误
错误:0:21:'gl_Position':未声明的标识符
错误:0:21:“分配”:无法从“高浮点数的4分量向量”转换为“高浮点数”
它还表示我的片段着色器未成功编译。我已经读到,这可能是由于读取顶点引起的
这是我的天空盒。
#version 330 core
layout (location = 0) in vec3 position;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;
//gl_Position only works with vertex & geo shaders. from ver 1.5 to 3.3
//gl position not compatible with frag?
//problem with shader reading thinks its the fragment
void main()
{
gl_Position = projection * view * vec4 (position.xyz, 1.0);
TexCoords = position;
}
我的天空盒碎片Shader:
#version 330 core
in vec3 TexCoords;
out vec4 color;
uniform samplerCube skybox;
void main()
{
color = texture(skybox,TexCoords);
}
如果有任何帮助,还有main.cpp文件:
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
#include <vector>
#include <iostream>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include <common/skyboxtex.hpp>
#include <common/shader.hpp>
#include <common/texture.hpp>
#include <common/controls.hpp>
#include <glm/gtc/type_ptr.hpp>
int main(void)
{
// Initialise GLFW
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "Tutorial 0 - Keyboard and Mouse", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set the mouse at the center of the screen
glfwPollEvents();
glfwSetCursorPos(window, 1024 / 2, 768 / 2);
// Dark blue background
//glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
// Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader");
GLuint skyboxShader = LoadShaders("skybox.fragmentshader", "skybox.vertexshader");
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
GLuint ViewMatrixID = glGetUniformLocation(programID, "V");
// Load the texture Cube
GLuint Texture = loadDDS("uvtemplate.DDS");
//cubeassss
// Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
float skyboxVertices[] = {
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
}
// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
// Two UV coordinatesfor each vertex. They were created with Blender.
static const GLfloat g_uv_buffer_data[] = {
0.000059f, 0.000004f,
0.000103f, 0.336048f,
0.335973f, 0.335903f,
1.000023f, 0.000013f,
0.667979f, 0.335851f,
0.999958f, 0.336064f,
0.667979f, 0.335851f,
0.336024f, 0.671877f,
0.667969f, 0.671889f,
1.000023f, 0.000013f,
0.668104f, 0.000013f,
0.667979f, 0.335851f,
0.000059f, 0.000004f,
0.335973f, 0.335903f,
0.336098f, 0.000071f,
0.667979f, 0.335851f,
0.335973f, 0.335903f,
0.336024f, 0.671877f,
1.000004f, 0.671847f,
0.999958f, 0.336064f,
0.667979f, 0.335851f,
0.668104f, 0.000013f,
0.335973f, 0.335903f,
0.667979f, 0.335851f,
0.335973f, 0.335903f,
0.668104f, 0.000013f,
0.336098f, 0.000071f,
0.000103f, 0.336048f,
0.000004f, 0.671870f,
0.336024f, 0.671877f,
0.000103f, 0.336048f,
0.336024f, 0.671877f,
0.335973f, 0.335903f,
0.667969f, 0.671889f,
1.000004f, 0.671847f,
0.667979f, 0.335851f
};
//Skybox
GLuint skyboxVAO, skyboxVBO;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1,&skyboxVBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT,GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glBindVertexArray(0);
//skybox image faces
std::vector <std::string>faces;
{
"right.BMP",
"left.BMP",
"top.BMP",
"bottom.BMP",
"front.BMP",
"back.BMP";
};
GLuint CubemapTexture = loadCubemap(faces);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
do{
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
glUseProgram(skyboxShader);
// Compute the MVP matrix from keyboard and mouse input
computeMatricesFromInputs();
glm::mat4 ProjectionMatrix = getProjectionMatrix();
glm::mat4 ViewMatrix = getViewMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0);
glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to use Texture Unit 0
glUniform1i(TextureID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
//cube
//cube
glm::mat4 ModelMatrix2 = glm::mat4(1.0);
ModelMatrix2 = glm::translate(ModelMatrix2, glm::vec3(2.0f, 0.0f, 0.0f));
glm::mat4 MVP2 = ProjectionMatrix * ViewMatrix * ModelMatrix2;
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP2[0][0]);
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix2[0][0]);
// 2nd object
glDrawArrays(GL_TRIANGLES, 0, 12 * 3);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
//newshit
//skybox matrix
glm::mat4 view = glm::mat4(glm::mat3(getViewMatrix()));
// skybox Uniform INCLUDE glm value_PTR.hpp
glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "projection"), 1, GL_FALSE, glm::value_ptr(ProjectionMatrix));
glBindVertexArray(skyboxVAO);
glDepthFunc(GL_LEQUAL);
glUseProgram(skyboxShader);
glBindTexture(GL_TEXTURE_CUBE_MAP, CubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
// Cleanup VBO and shader
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &uvbuffer);
glDeleteProgram(programID);
glDeleteTextures(1, &TextureID);
glDeleteVertexArrays(1, &VertexArrayID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
看见
GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader");
GLuint skyboxShader = LoadShaders("skybox.fragmentshader", "skybox.vertexshader");
其中一个调用是首先发送顶点着色器源,而另一个调用是先发送片段着色器源。
除非<code>加载着色器
A Cubemap Texture is a collection of six separate square Textures that are put onto the faces of an imaginary cube. Most often they are used to display infinitely faraway reflections on objects, simil
我试图在屏幕上显示灰度纹理。我通过 colorData是一个浮点数[512*512],其值介于0.0和1.0之间。 渲染时,我使用: 着色器。GetUniform位置是我们在大学使用的库的一个函数。它本质上与glGetUniform位置(着色器,“文本采样器”)相同,所以不要被它迷惑。 我通过三角形条渲染两个三角形。我的片段着色器是: 我知道三角形的渲染是正确的(例如,如果我使用vec4(1.0,
在开始这段旅程之前我们先了解一下OpenGL到底是什么。一般它被认为是一个API(Application Programming Interface, 应用程序编程接口),包含了一系列可以操作图形、图像的函数。然而,OpenGL本身并不是一个API,它仅仅是一个由Khronos组织制定并维护的规范(Specification)。 OpenGL规范严格规定了每个函数该如何执行,以及它们的输出值。至于
OpenGL™ 是行业领域中最为广泛接纳的 2D/3D 图形 API, 其自诞生至今已催生了各种计算机平台及设备上的数千优秀应用程序。OpenGL™ 是独立于视窗操作系统或其它操作系统的,亦是网络透明的。在包含CAD、内容创作、能源、娱乐、游戏开发、制造业、制药业及虚拟现实等行业领域 中,OpenGL™ 帮助程序员实现在 PC、工作站、超级计算机等硬件设备上的高性能、极具冲击力的高视觉表现力图形处
OpenGL的渲染管线分为几个步骤。一个简单的OpenGL渲染管线将包含一个顶点着色器和一个片段着色器。 顶点着色器接收顶点数据,并且在程序最后赋值给gl_Position。然后,顶点将会被裁剪,转换和栅格化后作为像素输出。 片段(像素)进入片段着色器,进一步对片段操作并将结果的颜色赋值给gl_FragColor。顶点着色器调用多边形每个角的点(顶点=3D中的点),负责这些点的3D处理。片段(片度
由于 C/C++标准库中没有几何数学库,这样造成在开发一个三维系统之初往往都需要自行实现一个实用的几何数学库,这样太费时费力了。GLM的出现可以很好的解决这个问题。 GLM 设计上遵照OpenGL Shading Language风格,使用开放的MIT授权协议。会GLSL的人可以很快上手。因采用了数据结构与函数方法分离的方式,可以很容易扩充函数方法而不改变原文件(增加新的头文件即可,不过得在不同的