橘子灬水果 2016-03-06 15:40 采纳率: 33.3%
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glCreateProgram返回0

如题,opengles3.0随书源码,绘制三角形的程序
// The MIT License (MIT)
//
// Copyright (c) 2013 Dan Ginsburg, Budirijanto Purnomo
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

//
// Book: OpenGL(R) ES 3.0 Programming Guide, 2nd Edition
// Authors: Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, Aaftab Munshi
// ISBN-10: 0-321-93388-5
// ISBN-13: 978-0-321-93388-1
// Publisher: Addison-Wesley Professional
// URLs: http://www.opengles-book.com
// http://my.safaribooksonline.com/book/animation-and-3d/9780133440133
//
// Hello_Triangle.c
//
// This is a simple example that draws a single triangle with
// a minimal vertex/fragment shader. The purpose of this
// example is to demonstrate the basic concepts of
// OpenGL ES 3.0 rendering.
#include "esUtil.h"

typedef struct
{
// Handle to a program object
GLuint programObject;

} UserData;

///
// Create a shader object, load the shader source, and
// compile the shader.
//
GLuint LoadShader ( GLenum type, const char *shaderSrc )
{
GLuint shader;
GLint compiled;

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

if ( shader == 0 )
{
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 = malloc ( sizeof ( char ) * infoLen );

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

     free ( infoLog );
  }

  glDeleteShader ( shader );
  return 0;

}

return shader;

}

///
// Initialize the shader and program object
//
int Init ( ESContext *esContext )
{
UserData *userData = esContext->userData;
char vShaderStr[] =
"#version 300 es \n"
"layout(location = 0) in vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";

char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"out vec4 fragColor; \n"
"void main() \n"
"{ \n"
" fragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 ); \n"
"} \n";

GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLint linked;

// Load the vertex/fragment shaders
vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );

// Create the program object
programObject = glCreateProgram ( );

if ( programObject == 0 )
{
return 0;
}

glAttachShader ( programObject, vertexShader );
glAttachShader ( programObject, fragmentShader );

// Link the program
glLinkProgram ( programObject );

// Check the link status
glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );

if ( !linked )
{
GLint infoLen = 0;

  glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );

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

     glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
     esLogMessage ( "Error linking program:\n%s\n", infoLog );

     free ( infoLog );
  }

  glDeleteProgram ( programObject );
  return FALSE;

}

// Store the program object
userData->programObject = programObject;

glClearColor ( 1.0f, 1.0f, 1.0f, 0.0f );
return TRUE;
}

///
// Draw a triangle using the shader pair created in Init()
//
void Draw ( ESContext *esContext )
{
UserData *userData = esContext->userData;
GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};

// Set the viewport
glViewport ( 0, 0, esContext->width, esContext->height );

// Clear the color buffer
glClear ( GL_COLOR_BUFFER_BIT );

// Use the program object
glUseProgram ( userData->programObject );

// Load the vertex data
glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
glEnableVertexAttribArray ( 0 );

glDrawArrays ( GL_TRIANGLES, 0, 3 );
}

void Shutdown ( ESContext *esContext )
{
UserData *userData = esContext->userData;

glDeleteProgram ( userData->programObject );
}

int esMain ( ESContext *esContext )
{
esContext->userData = malloc ( sizeof ( UserData ) );

esCreateWindow ( esContext, "Hello Triangle", 320, 240, ES_WINDOW_RGB );

if ( !Init ( esContext ) )
{
return GL_FALSE;
}

esRegisterShutdownFunc ( esContext, Shutdown );
esRegisterDrawFunc ( esContext, Draw );

return GL_TRUE;
}


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  • devmiao 2016-03-06 22:24
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