0:1(10):错误:不支持GLSL 3.30. Ubuntu 18.04 C ++ [英] 0:1(10): error: GLSL 3.30 is not supported. ubuntu 18.04 c++

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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() .它们只会影响 next glfwCreateWindow(),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()&之前绑定一个程序对象 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 calling glfwCreateWindow(). They only affect the next glfwCreateWindow() so calling them after creating your window doesn't do much for you.
  • You need to have a program objectvertex 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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