У меня есть две униформы в моем шейдере, и я обновляю эту униформу в моем цикле окна, но окно не обновляется с помощью цикла, вместо этого мне нужно использовать мою мышь, чтобы обновить окно ... Я загрузил видео для демонстрации этогопроблема https://youtu.be/jWABZ50HhCE
Это мой код ::
#define GLEW_STATIC
#include<gl\glew.h>
#include<GLFW\glfw3.h>
#include<iostream>
#include<SOIL.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
//////////////////////////////////////
static const char* vertexShaderSource = "\n\
#version 150 core\n\
in vec2 position;\n\
in vec3 inColor;\n\
uniform mat4 trans;\n\ ////////////Uniform1/////////////
in vec2 texcoord;\n\
out vec2 Texcoord;\n\
out vec3 Color;\n\
void main(){\n\
Color=inColor;\n\
Texcoord=texcoord;\n\
gl_Position=trans*vec4(position,0,1);\n\
}\n";
static const char* fragmentShaderSource = "\n\
#version 150 core\n\
in vec3 Color;\n\
in vec2 Texcoord;\n\
uniform sampler2D te0;\n\
uniform sampler2D tex1;\n\
out vec4 color;\n\
uniform float mixvalue;\n\ ////////////Uniform2/////////////
void main(){\n\
vec4 color1=texture(te0,Texcoord);\n\
vec4 color2=texture(tex1,Texcoord);\n\
color=mix(color1,color2,mixvalue);\n\
}\n\
";
//////////////////////////////////////
int main() {
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* window = glfwCreateWindow(1024, 620, "Window", nullptr, nullptr);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
return -1;
GLfloat triangleVertices[] = {
0.5f,0.5f,1,0,0,1,0,
0.5f,-0.5f,0,1,0,1,1,
-0.5f,-0.5f,0,0,1,0,1,
-0.5f,0.5f,0,0,0,0,0
};
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
GLuint elements[] = { 0,1,2 ,3,0,2};
GLuint ebo;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
////////////////////////////////////////////////////////
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
GLint statusVertex;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &statusVertex);
if (!statusVertex) {
char buffer[1024];
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
std::cout << "Error Compiling vertexShader:" << buffer << std::endl;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
GLint statusFrag;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &statusFrag);
if (!statusFrag) {
char buffer[1024];
glGetShaderInfoLog(fragmentShader, 1024, NULL, buffer);
std::cout << "Error Compiling fragmentShader:" << buffer << std::endl;
}
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glBindFragDataLocation(program, 0, "color");
glLinkProgram(program);
glUseProgram(program);
//////////////////////////////////////////////////////////
GLint positionAttrib = glGetAttribLocation(program, "position");
glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(GL_FLOAT), nullptr);
glEnableVertexAttribArray(positionAttrib);
GLint colorAttrib = glGetAttribLocation(program, "inColor");
glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GL_FLOAT), (void*)(2 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(colorAttrib);
GLint texAttrib = glGetAttribLocation(program, "texcoord");
glVertexAttribPointer(texAttrib, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GL_FLOAT), (void*)(5 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(texAttrib);
GLuint textures[2];
glGenTextures(2, textures);
int width, height;
unsigned char* image;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
image = SOIL_load_image("1.png", &width, &height, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
glUniform1i(glGetUniformLocation(program, "te0"), 0);
SOIL_free_image_data(image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
image = SOIL_load_image("2.png", &width, &height, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
glUniform1i(glGetUniformLocation(program, "tex1"), 1);
SOIL_free_image_data(image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLuint mixvalue = glGetUniformLocation(program, "mixvalue");
GLint uniTrans = glGetUniformLocation(program, "trans");
//////These Two uniform/////////////////////
////////////////////////////////////////////
glm::mat4 trans = glm::mat4(1.0f);
float a=0,b=0;
/////////////////////////////////////////////////////////////
while (!glfwWindowShouldClose(window)) {
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
b += 3;
trans = glm::rotate(trans, glm::radians(b), glm::vec3(0, 0, 1));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(trans));
if (glfwGetKey(window, GLFW_KEY_E)) {
break;
}
if (a >= 1) a = 0;
a += 0.1f;
glUniform1f(mixvalue, a);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
Что здесь не так. Есть ли что-то, что я делаю неправильно или это из-за какой-то ошибки драйвера. GlfwVersion 3.3.0 32 бит