OpenGL 4.3程序Ubuntu 14.04 x64中的时间变量冲突问题
Issue with time variable conflict in OpenGL 4.3 program Ubuntu 14.04 x64
所以我在编译OpenGL 4.3程序时遇到了一个奇怪的错误,希望有人能帮助我。我一直在为RippleDeformer的OpenGL开发食谱中的一个食谱工作。我正在运行一个编译错误,我不知道如何修复它。
似乎在main.cpp程序中有一个名为time
的变量,而且OpenGL库之一也涉及time.h
头,因此导致声明出现问题。我试图改变程序中变量的名称,它编译了,但是当我运行可执行文件时,它给了我一个不同的错误。
我尝试使用以下命令进行编译:
g++ -o mycc main.cpp GLSLShader.cpp -lglut -lGLEW -lGL -lm -lglm
让我告诉你这个信息然后是实际的main。cpp和着色器程序:
错误消息 ^
main.cpp: At global scope:
main.cpp:62:7: error: ‘float time’ redeclared as different kind of symbol
float time = 0;
^
In file included from /usr/include/pthread.h:24:0,
from /usr/include/x86_64-linux-gnu/c++/4.8/bits/gthr-default.h:35,
from /usr/include/x86_64-linux-gnu/c++/4.8/bits/gthr.h:148,
from /usr/include/c++/4.8/ext/atomicity.h:35,
from /usr/include/c++/4.8/bits/ios_base.h:39,
from /usr/include/c++/4.8/ios:42,
from /usr/include/c++/4.8/ostream:38,
from /usr/include/c++/4.8/iostream:39,
from main.cpp:3:
/usr/include/time.h:192:15: error: previous declaration of ‘time_t time(time_t*)’
extern time_t time (time_t *__timer) __THROW;
^
main.cpp: In function ‘void OnRender()’:
main.cpp:198:7: error: assignment of function ‘time_t time(time_t*)’
time = glutGet(GLUT_ELAPSED_TIME)/1000.0f * SPEED;
^
main.cpp:198:7: error: cannot convert ‘float’ to ‘time_t(time_t*)throw () {aka long int(long int*)throw
()}’ in assignment
main.cpp:213:35: error: cannot convert ‘time_t (*)(time_t*)throw () {aka long int (*)(long int*)throw ()}’ to ‘GLfloat {aka float}’ in argument passing
glUniform1f(shader("time"), time);
^
main.cpp
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "GLSLShader.h"
#define GL_CHECK_ERRORS assert(glGetError()== GL_NO_ERROR);
#ifdef _DEBUG
#pragma comment(lib, "glew_static_x86_d.lib")
#pragma comment(lib, "freeglut_static_x86_d.lib")
#pragma comment(lib, "SOIL_static_x86_d.lib")
#else
#pragma comment(lib, "glew_static_x86.lib")
#pragma comment(lib, "freeglut_static_x86.lib")
#pragma comment(lib, "SOIL_static_x86.lib")
#endif
using namespace std;
//screen size
const int WIDTH = 1280;
const int HEIGHT = 960;
//shader reference
GLSLShader shader;
//vertex array and vertex buffer object IDs
GLuint vaoID;
GLuint vboVerticesID;
GLuint vboIndicesID;
const int NUM_X = 40; //total quads on X axis
const int NUM_Z = 40; //total quads on Z axis
const float SIZE_X = 4; //size of plane in world space
const float SIZE_Z = 4;
const float HALF_SIZE_X = SIZE_X/2.0f;
const float HALF_SIZE_Z = SIZE_Z/2.0f;
//ripple displacement speed
const float SPEED = 2;
//ripple mesh vertices and indices
glm::vec3 vertices[(NUM_X+1)*(NUM_Z+1)];
const int TOTAL_INDICES = NUM_X*NUM_Z*2*3;
GLushort indices[TOTAL_INDICES];
//projection and modelview matrices
glm::mat4 P = glm::mat4(1);
glm::mat4 MV = glm::mat4(1);
//camera transformation variables
int state = 0, oldX=0, oldY=0;
float rX=25, rY=-40, dist = -7;
//current time
float time = 0;
//mouse click handler
void OnMouseDown(int button, int s, int x, int y)
{
if (s == GLUT_DOWN)
{
oldX = x;
oldY = y;
}
if(button == GLUT_MIDDLE_BUTTON)
state = 0;
else
state = 1;
}
//mosue move handler
void OnMouseMove(int x, int y)
{
if (state == 0)
dist *= (1 + (y - oldY)/60.0f);
else
{
rY += (x - oldX)/5.0f;
rX += (y - oldY)/5.0f;
}
oldX = x;
oldY = y;
glutPostRedisplay();
}
//OpenGL initialization
void OnInit() {
//set the polygon mode to render lines
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GL_CHECK_ERRORS
//load shader
shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/shader.vert");
shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/shader.frag");
//compile and link shader
shader.CreateAndLinkProgram();
shader.Use();
//add shader attribute and uniforms
shader.AddAttribute("vVertex");
shader.AddUniform("MVP");
shader.AddUniform("time");
shader.UnUse();
GL_CHECK_ERRORS
//setup plane geometry
//setup plane vertices
int count = 0;
int i=0, j=0;
for( j=0;j<=NUM_Z;j++) {
for( i=0;i<=NUM_X;i++) {
vertices[count++] = glm::vec3( ((float(i)/(NUM_X-1)) *2-1)* HALF_SIZE_X, 0, ((float(j)/(NUM_Z-1))*2-1)*HALF_SIZE_Z);
}
}
//fill plane indices array
GLushort* id=&indices[0];
for (i = 0; i < NUM_Z; i++) {
for (j = 0; j < NUM_X; j++) {
int i0 = i * (NUM_X+1) + j;
int i1 = i0 + 1;
int i2 = i0 + (NUM_X+1);
int i3 = i2 + 1;
if ((j+i)%2) {
*id++ = i0; *id++ = i2; *id++ = i1;
*id++ = i1; *id++ = i2; *id++ = i3;
} else {
*id++ = i0; *id++ = i2; *id++ = i3;
*id++ = i0; *id++ = i3; *id++ = i1;
}
}
}
GL_CHECK_ERRORS
//setup plane vao and vbo stuff
glGenVertexArrays(1, &vaoID);
glGenBuffers(1, &vboVerticesID);
glGenBuffers(1, &vboIndicesID);
glBindVertexArray(vaoID);
glBindBuffer (GL_ARRAY_BUFFER, vboVerticesID);
//pass plane vertices to array buffer object
glBufferData (GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_STATIC_DRAW);
GL_CHECK_ERRORS
//enable vertex attrib array for position
glEnableVertexAttribArray(shader["vVertex"]);
glVertexAttribPointer(shader["vVertex"], 3, GL_FLOAT, GL_FALSE,0,0);
GL_CHECK_ERRORS
//pass the plane indices to element array buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices[0], GL_STATIC_DRAW);
GL_CHECK_ERRORS
cout<<"Initialization successfull"<<endl;
}
//release all allocated resources
void OnShutdown() {
//Destroy shader
shader.DeleteShaderProgram();
//Destroy vao and vbo
glDeleteBuffers(1, &vboVerticesID);
glDeleteBuffers(1, &vboIndicesID);
glDeleteVertexArrays(1, &vaoID);
cout<<"Shutdown successfull"<<endl;
}
//resize event handler
void OnResize(int w, int h) {
//set the viewport size
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
//setup the projection matrix
P = glm::perspective(45.0f, (GLfloat)w/h, 1.f, 1000.f);
}
//idle event callback
void OnIdle() {
glutPostRedisplay();
}
//display callback
void OnRender() {
//get the elapse time
time = glutGet(GLUT_ELAPSED_TIME)/1000.0f * SPEED;
//clear the colour and depth buffers
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//set teh camera viewing transformation
glm::mat4 T = glm::translate(glm::mat4(1.0f),glm::vec3(0.0f, 0.0f, dist));
glm::mat4 Rx = glm::rotate(T, rX, glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 MV = glm::rotate(Rx, rY, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 MVP = P*MV;
//bind the shader
shader.Use();
//set the shader uniforms
glUniformMatrix4fv(shader("MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniform1f(shader("time"), time);
//draw the mesh triangles
glDrawElements(GL_TRIANGLES, TOTAL_INDICES, GL_UNSIGNED_SHORT, 0);
//unbind the shader
shader.UnUse();
//swap front and back buffers to show the rendered result
glutSwapBuffers();
}
int main(int argc, char** argv) {
//freeglut initialization calls
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitContextVersion (3, 3);
glutInitContextFlags (GLUT_CORE_PROFILE | GLUT_DEBUG);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("Ripple deformer - OpenGL 3.3");
//glew initialization
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err) {
cerr<<"Error: "<<glewGetErrorString(err)<<endl;
} else {
if (GLEW_VERSION_3_3)
{
cout<<"Driver supports OpenGL 3.3nDetails:"<<endl;
}
}
err = glGetError(); //this is to ignore INVALID ENUM error 1282
GL_CHECK_ERRORS
//print information on screen
cout<<"tUsing GLEW "<<glewGetString(GLEW_VERSION)<<endl;
cout<<"tVendor: "<<glGetString (GL_VENDOR)<<endl;
cout<<"tRenderer: "<<glGetString (GL_RENDERER)<<endl;
cout<<"tVersion: "<<glGetString (GL_VERSION)<<endl;
cout<<"tGLSL: "<<glGetString (GL_SHADING_LANGUAGE_VERSION)<<endl;
GL_CHECK_ERRORS
//opengl initialization
OnInit();
//callback hooks
glutCloseFunc(OnShutdown);
glutDisplayFunc(OnRender);
glutReshapeFunc(OnResize);
glutMouseFunc(OnMouseDown);
glutMotionFunc(OnMouseMove);
glutIdleFunc(OnIdle);
//main loop call
glutMainLoop();
return 0;
}
最后是着色器代码:
GLSLShader.cpp
#include "GLSLShader.h"
#include <iostream>
GLSLShader::GLSLShader(void)
{
_totalShaders=0;
_shaders[VERTEX_SHADER]=0;
_shaders[FRAGMENT_SHADER]=0;
_shaders[GEOMETRY_SHADER]=0;
_attributeList.clear();
_uniformLocationList.clear();
}
GLSLShader::~GLSLShader(void)
{
_attributeList.clear();
_uniformLocationList.clear();
}
void GLSLShader::DeleteShaderProgram() {
glDeleteProgram(_program);
}
void GLSLShader::LoadFromString(GLenum type, const string& source) {
GLuint shader = glCreateShader (type);
const char * ptmp = source.c_str();
glShaderSource (shader, 1, &ptmp, NULL);
//check whether the shader loads fine
GLint status;
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
cerr<<"Compile log: "<<infoLog<<endl;
delete [] infoLog;
}
_shaders[_totalShaders++]=shader;
}
void GLSLShader::CreateAndLinkProgram() {
_program = glCreateProgram ();
if (_shaders[VERTEX_SHADER] != 0) {
glAttachShader (_program, _shaders[VERTEX_SHADER]);
}
if (_shaders[FRAGMENT_SHADER] != 0) {
glAttachShader (_program, _shaders[FRAGMENT_SHADER]);
}
if (_shaders[GEOMETRY_SHADER] != 0) {
glAttachShader (_program, _shaders[GEOMETRY_SHADER]);
}
//link and check whether the program links fine
GLint status;
glLinkProgram (_program);
glGetProgramiv (_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv (_program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetProgramInfoLog (_program, infoLogLength, NULL, infoLog);
cerr<<"Link log: "<<infoLog<<endl;
delete [] infoLog;
}
glDeleteShader(_shaders[VERTEX_SHADER]);
glDeleteShader(_shaders[FRAGMENT_SHADER]);
glDeleteShader(_shaders[GEOMETRY_SHADER]);
}
void GLSLShader::Use() {
glUseProgram(_program);
}
void GLSLShader::UnUse() {
glUseProgram(0);
}
void GLSLShader::AddAttribute(const string& attribute) {
_attributeList[attribute]= glGetAttribLocation(_program, attribute.c_str());
}
//An indexer that returns the location of the attribute
GLuint GLSLShader::operator [](const string& attribute) {
return _attributeList[attribute];
}
void GLSLShader::AddUniform(const string& uniform) {
_uniformLocationList[uniform] = glGetUniformLocation(_program, uniform.c_str());
}
GLuint GLSLShader::operator()(const string& uniform){
return _uniformLocationList[uniform];
}
#include <fstream>
void GLSLShader::LoadFromFile(GLenum whichShader, const string& filename){
ifstream fp;
fp.open(filename.c_str(), ios_base::in);
if(fp) {
string line, buffer;
while(getline(fp, line)) {
buffer.append(line);
buffer.append("rn");
}
//copy to source
LoadFromString(whichShader, buffer);
} else {
cerr<<"Error loading shader: "<<filename<<endl;
}
}
调试1 [RESOLVED]
^
main.cpp: At global scope:
main.cpp:62:7: error: ‘float time’ redeclared as different kind of symbol
float time = 0;
^
In file included from /usr/include/pthread.h:24:0,
from /usr/include/x86_64-linux-gnu/c++/4.8/bits/gthr-default.h:35,
from /usr/include/x86_64-linux-gnu/c++/4.8/bits/gthr.h:148,
from /usr/include/c++/4.8/ext/atomicity.h:35,
from /usr/include/c++/4.8/bits/ios_base.h:39,
from /usr/include/c++/4.8/ios:42,
from /usr/include/c++/4.8/ostream:38,
from /usr/include/c++/4.8/iostream:39,
from main.cpp:3:
/usr/include/time.h:192:15: error: previous declaration of ‘time_t time(time_t*)’
extern time_t time (time_t *__timer) __THROW;
^
main.cpp: In function ‘void OnRender()’:
main.cpp:198:7: error: assignment of function ‘time_t time(time_t*)’
time = glutGet(GLUT_ELAPSED_TIME)/1000.0f * SPEED;
^
main.cpp:198:7: error: cannot convert ‘float’ to ‘time_t(time_t*)throw () {aka long int(long int*)throw
()}’ in assignment
main.cpp:213:35: error: cannot convert ‘time_t (*)(time_t*)throw () {aka long int (*)(long int*)throw ()}’ to ‘GLfloat {aka float}’ in argument passing
glUniform1f(shader("time"), time);
^
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "GLSLShader.h"
#define GL_CHECK_ERRORS assert(glGetError()== GL_NO_ERROR);
#ifdef _DEBUG
#pragma comment(lib, "glew_static_x86_d.lib")
#pragma comment(lib, "freeglut_static_x86_d.lib")
#pragma comment(lib, "SOIL_static_x86_d.lib")
#else
#pragma comment(lib, "glew_static_x86.lib")
#pragma comment(lib, "freeglut_static_x86.lib")
#pragma comment(lib, "SOIL_static_x86.lib")
#endif
using namespace std;
//screen size
const int WIDTH = 1280;
const int HEIGHT = 960;
//shader reference
GLSLShader shader;
//vertex array and vertex buffer object IDs
GLuint vaoID;
GLuint vboVerticesID;
GLuint vboIndicesID;
const int NUM_X = 40; //total quads on X axis
const int NUM_Z = 40; //total quads on Z axis
const float SIZE_X = 4; //size of plane in world space
const float SIZE_Z = 4;
const float HALF_SIZE_X = SIZE_X/2.0f;
const float HALF_SIZE_Z = SIZE_Z/2.0f;
//ripple displacement speed
const float SPEED = 2;
//ripple mesh vertices and indices
glm::vec3 vertices[(NUM_X+1)*(NUM_Z+1)];
const int TOTAL_INDICES = NUM_X*NUM_Z*2*3;
GLushort indices[TOTAL_INDICES];
//projection and modelview matrices
glm::mat4 P = glm::mat4(1);
glm::mat4 MV = glm::mat4(1);
//camera transformation variables
int state = 0, oldX=0, oldY=0;
float rX=25, rY=-40, dist = -7;
//current time
float time = 0;
//mouse click handler
void OnMouseDown(int button, int s, int x, int y)
{
if (s == GLUT_DOWN)
{
oldX = x;
oldY = y;
}
if(button == GLUT_MIDDLE_BUTTON)
state = 0;
else
state = 1;
}
//mosue move handler
void OnMouseMove(int x, int y)
{
if (state == 0)
dist *= (1 + (y - oldY)/60.0f);
else
{
rY += (x - oldX)/5.0f;
rX += (y - oldY)/5.0f;
}
oldX = x;
oldY = y;
glutPostRedisplay();
}
//OpenGL initialization
void OnInit() {
//set the polygon mode to render lines
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GL_CHECK_ERRORS
//load shader
shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/shader.vert");
shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/shader.frag");
//compile and link shader
shader.CreateAndLinkProgram();
shader.Use();
//add shader attribute and uniforms
shader.AddAttribute("vVertex");
shader.AddUniform("MVP");
shader.AddUniform("time");
shader.UnUse();
GL_CHECK_ERRORS
//setup plane geometry
//setup plane vertices
int count = 0;
int i=0, j=0;
for( j=0;j<=NUM_Z;j++) {
for( i=0;i<=NUM_X;i++) {
vertices[count++] = glm::vec3( ((float(i)/(NUM_X-1)) *2-1)* HALF_SIZE_X, 0, ((float(j)/(NUM_Z-1))*2-1)*HALF_SIZE_Z);
}
}
//fill plane indices array
GLushort* id=&indices[0];
for (i = 0; i < NUM_Z; i++) {
for (j = 0; j < NUM_X; j++) {
int i0 = i * (NUM_X+1) + j;
int i1 = i0 + 1;
int i2 = i0 + (NUM_X+1);
int i3 = i2 + 1;
if ((j+i)%2) {
*id++ = i0; *id++ = i2; *id++ = i1;
*id++ = i1; *id++ = i2; *id++ = i3;
} else {
*id++ = i0; *id++ = i2; *id++ = i3;
*id++ = i0; *id++ = i3; *id++ = i1;
}
}
}
GL_CHECK_ERRORS
//setup plane vao and vbo stuff
glGenVertexArrays(1, &vaoID);
glGenBuffers(1, &vboVerticesID);
glGenBuffers(1, &vboIndicesID);
glBindVertexArray(vaoID);
glBindBuffer (GL_ARRAY_BUFFER, vboVerticesID);
//pass plane vertices to array buffer object
glBufferData (GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_STATIC_DRAW);
GL_CHECK_ERRORS
//enable vertex attrib array for position
glEnableVertexAttribArray(shader["vVertex"]);
glVertexAttribPointer(shader["vVertex"], 3, GL_FLOAT, GL_FALSE,0,0);
GL_CHECK_ERRORS
//pass the plane indices to element array buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices[0], GL_STATIC_DRAW);
GL_CHECK_ERRORS
cout<<"Initialization successfull"<<endl;
}
//release all allocated resources
void OnShutdown() {
//Destroy shader
shader.DeleteShaderProgram();
//Destroy vao and vbo
glDeleteBuffers(1, &vboVerticesID);
glDeleteBuffers(1, &vboIndicesID);
glDeleteVertexArrays(1, &vaoID);
cout<<"Shutdown successfull"<<endl;
}
//resize event handler
void OnResize(int w, int h) {
//set the viewport size
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
//setup the projection matrix
P = glm::perspective(45.0f, (GLfloat)w/h, 1.f, 1000.f);
}
//idle event callback
void OnIdle() {
glutPostRedisplay();
}
//display callback
void OnRender() {
//get the elapse time
time = glutGet(GLUT_ELAPSED_TIME)/1000.0f * SPEED;
//clear the colour and depth buffers
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//set teh camera viewing transformation
glm::mat4 T = glm::translate(glm::mat4(1.0f),glm::vec3(0.0f, 0.0f, dist));
glm::mat4 Rx = glm::rotate(T, rX, glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 MV = glm::rotate(Rx, rY, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 MVP = P*MV;
//bind the shader
shader.Use();
//set the shader uniforms
glUniformMatrix4fv(shader("MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniform1f(shader("time"), time);
//draw the mesh triangles
glDrawElements(GL_TRIANGLES, TOTAL_INDICES, GL_UNSIGNED_SHORT, 0);
//unbind the shader
shader.UnUse();
//swap front and back buffers to show the rendered result
glutSwapBuffers();
}
int main(int argc, char** argv) {
//freeglut initialization calls
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitContextVersion (3, 3);
glutInitContextFlags (GLUT_CORE_PROFILE | GLUT_DEBUG);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("Ripple deformer - OpenGL 3.3");
//glew initialization
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err) {
cerr<<"Error: "<<glewGetErrorString(err)<<endl;
} else {
if (GLEW_VERSION_3_3)
{
cout<<"Driver supports OpenGL 3.3nDetails:"<<endl;
}
}
err = glGetError(); //this is to ignore INVALID ENUM error 1282
GL_CHECK_ERRORS
//print information on screen
cout<<"tUsing GLEW "<<glewGetString(GLEW_VERSION)<<endl;
cout<<"tVendor: "<<glGetString (GL_VENDOR)<<endl;
cout<<"tRenderer: "<<glGetString (GL_RENDERER)<<endl;
cout<<"tVersion: "<<glGetString (GL_VERSION)<<endl;
cout<<"tGLSL: "<<glGetString (GL_SHADING_LANGUAGE_VERSION)<<endl;
GL_CHECK_ERRORS
//opengl initialization
OnInit();
//callback hooks
glutCloseFunc(OnShutdown);
glutDisplayFunc(OnRender);
glutReshapeFunc(OnResize);
glutMouseFunc(OnMouseDown);
glutMotionFunc(OnMouseMove);
glutIdleFunc(OnIdle);
//main loop call
glutMainLoop();
return 0;
}
#include "GLSLShader.h"
#include <iostream>
GLSLShader::GLSLShader(void)
{
_totalShaders=0;
_shaders[VERTEX_SHADER]=0;
_shaders[FRAGMENT_SHADER]=0;
_shaders[GEOMETRY_SHADER]=0;
_attributeList.clear();
_uniformLocationList.clear();
}
GLSLShader::~GLSLShader(void)
{
_attributeList.clear();
_uniformLocationList.clear();
}
void GLSLShader::DeleteShaderProgram() {
glDeleteProgram(_program);
}
void GLSLShader::LoadFromString(GLenum type, const string& source) {
GLuint shader = glCreateShader (type);
const char * ptmp = source.c_str();
glShaderSource (shader, 1, &ptmp, NULL);
//check whether the shader loads fine
GLint status;
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
cerr<<"Compile log: "<<infoLog<<endl;
delete [] infoLog;
}
_shaders[_totalShaders++]=shader;
}
void GLSLShader::CreateAndLinkProgram() {
_program = glCreateProgram ();
if (_shaders[VERTEX_SHADER] != 0) {
glAttachShader (_program, _shaders[VERTEX_SHADER]);
}
if (_shaders[FRAGMENT_SHADER] != 0) {
glAttachShader (_program, _shaders[FRAGMENT_SHADER]);
}
if (_shaders[GEOMETRY_SHADER] != 0) {
glAttachShader (_program, _shaders[GEOMETRY_SHADER]);
}
//link and check whether the program links fine
GLint status;
glLinkProgram (_program);
glGetProgramiv (_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv (_program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetProgramInfoLog (_program, infoLogLength, NULL, infoLog);
cerr<<"Link log: "<<infoLog<<endl;
delete [] infoLog;
}
glDeleteShader(_shaders[VERTEX_SHADER]);
glDeleteShader(_shaders[FRAGMENT_SHADER]);
glDeleteShader(_shaders[GEOMETRY_SHADER]);
}
void GLSLShader::Use() {
glUseProgram(_program);
}
void GLSLShader::UnUse() {
glUseProgram(0);
}
void GLSLShader::AddAttribute(const string& attribute) {
_attributeList[attribute]= glGetAttribLocation(_program, attribute.c_str());
}
//An indexer that returns the location of the attribute
GLuint GLSLShader::operator [](const string& attribute) {
return _attributeList[attribute];
}
void GLSLShader::AddUniform(const string& uniform) {
_uniformLocationList[uniform] = glGetUniformLocation(_program, uniform.c_str());
}
GLuint GLSLShader::operator()(const string& uniform){
return _uniformLocationList[uniform];
}
#include <fstream>
void GLSLShader::LoadFromFile(GLenum whichShader, const string& filename){
ifstream fp;
fp.open(filename.c_str(), ios_base::in);
if(fp) {
string line, buffer;
while(getline(fp, line)) {
buffer.append(line);
buffer.append("rn");
}
//copy to source
LoadFromString(whichShader, buffer);
} else {
cerr<<"Error loading shader: "<<filename<<endl;
}
}
啊,所以我按照@KimKulling的建议把变量改成了elapsedTime
而不是time
。因此,该文件确实编译为可执行的mycc
,但当我运行它时,我得到以下错误:
Inconsistency detected by ld.so: dl-version.c: 224: _dl_check_map_versions: Assertion `needed != ((void *)0)' failed!
它指向的那行:224只是主函数int main() . . .
的第一行。
我对它进行了更多的工作,发现这个问题与与OpenGL/c++的动态库不一致相关的现有错误有关。在这个问题上有一个已经存在的错误。
https://bugs.launchpad.net/ubuntu/+源/nvidia图形-司机319/+ bug/1248642
好消息是有人找到了一个解决办法。
运行编译后的c++文件出错(使用OpenGL)。错误:" inconsistent detected by ld.so: dl-version.c: 224 "
我所要做的就是使用不同的编译设置。这真的很不直观。
我必须添加一个目录链接到视频驱动程序。下面是工作原理:
g++ -L/usr/lib/nvidia-340/ main.cpp GLSLShader.cpp -lglut -lGLEW -lGL
编译器似乎是正确的。已经有一个名为time的符号了,所以你必须把它的名字改成
float elapsedTime = 0.0f;
当之后出现其他错误时,当然也必须修复它们。但我认为他们的原因有点不同,所以试着调查原因并一步一步地解决它们。
也许发布下一个错误可以是一个开始:-)。
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