Hallo,
Marco13 könnte evtl. helfen. Ich hab den geänderten Part markiert:
#include <cstdlib>
#include <iostream>
#include <GL/glew.h>
// #include <GL/glfw.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace std;
using namespace glm;
static const struct {
float x, y;
float r, g, b;
} vertices[3] = {
{ -0.6f, -0.4f, 1.f, 0.f, 0.f},
{ 0.6f, -0.4f, 0.f, 1.f, 0.f},
{ 0.f, 0.6f, 0.f, 0.f, 1.f}
};
static const char* vertex_shader_text =
"uniform mat4 MVP;
"
"attribute vec3 vCol;
"
"attribute vec2 vPos;
"
"varying vec3 color;
"
"void main()
"
"{
"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);
"
" color = vCol;
"
"}
";
static const char* fragment_shader_text =
"varying vec3 color;
"
"void main()
"
"{
"
" gl_FragColor = vec4(color, 1.0);
"
"}
";
int main(int argc, char** argv) {
/* init GLFW */
if (!glfwInit()) {
fprintf(stderr, "failed to init GLFW");
} else {
fprintf(stdout, "HALLO");
GLFWwindow * window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
if (window) {
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
// NOTE: OpenGL error checks have been omitted for brevity
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof (vertices), vertices, GL_STATIC_DRAW);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
mvp_location = glGetUniformLocation(program, "MVP");
vpos_location = glGetAttribLocation(program, "vPos");
vcol_location = glGetAttribLocation(program, "vCol");
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof (float) * 5, (void*) 0);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof (float) * 5, (void*) (sizeof (float) * 2));
while (!glfwWindowShouldClose(window)) {
// Hier hab ich etwas geändert Start
float ratio;
int width, height;
mat4x4 m, p, mvp;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
m = mat4x4(1.f);
m = rotate(m, (float) glfwGetTime(), vec3(0.7f));
p = ortho(-1.f, 1.f, 1.f, -1.f, -ratio, ratio);
mvp = p * m;
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (GLfloat *) mvp);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Hier hab ich etwas geändert End
glfwSwapBuffers(window);
glfwPollEvents();
}
}
}
return 0;
}
Fehlermeldung bekomme ich:
main.cpp: In function ‘int main(int, char**)’:
main.cpp:97:75: error: invalid cast from type ‘glm::mat4x4 {aka glm::detail::tmat4x4<float, (glm::precision)0u>}’ to type ‘GLfloat* {aka float*}’
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (GLfloat *) mvp);
^
DANKE für Hilfe