4

我无法调用 glm::rotate(mat4, int, vec3(x,y,z)); 去工作。VS 2010 告诉我

Intellisense: no instance of function template "glm::gtc::matrix_transform::rotate" matches the argument

我正在使用 glm-0.9.1

我见过这个堆栈溢出问题,但解决方案仍然会触发智能感知错误:glm rotate usage in Opengl

我真的不能让它接受任何重载方法。不过,我可能只是遗漏了一些明显的东西。

我试图在代码中使旋转调用明显,它有点落后。

这是一些代码:

#include <GL/glew.h>
#include <GL/glfw.h>
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include "loadShader.h"

#include <stdio.h>
#include <stdlib.h>

glm::mat4 Projection;
glm::mat4 View;
glm::mat4 Model;
glm::mat4 MVP;

glm::mat4 t;
glm::mat4 s;
glm::mat4 r;


GLuint programID;


int main()
{

    // Initialise GLFW
    if( !glfwInit() )
    {
        fprintf( stderr, "Failed to initialize GLFW\n" );
        return -1;
    }

    glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // Open a window and create its OpenGL context
    if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
    {
        fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
        glfwTerminate();
        return -1;
    }

    // Initialize GLEW
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW\n");
        return -1;
    }

    glfwSetWindowTitle( "Tutorial 02" );

    // Ensure we can capture the escape key being pressed below
    glfwEnable( GLFW_STICKY_KEYS );

    glewExperimental = GL_TRUE;
    glewInit();




    // Dark blue background
    glClearColor(0.0f, 0.0f, 0.3f, 0.0f);

    GLuint VertexArrayID;

    glGenVertexArrays(1, &VertexArrayID);

    glBindVertexArray(VertexArrayID);



    // Create and compile our GLSL program from the shaders
    programID = LoadShaders( "vertexShader.glsl", "fragmentShader.glsl" );


        //Pojectio matrix : 45 degree Field of view, 4:3 ratio, display range : 0.1 unit <-> 100 units
    Projection = glm::perspective( 45.0f, 4.0f / 3.0f, 0.1f, 100.0f );
    // Camera matrix
    View = glm::lookAt(
        glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
        glm::vec3(0,0,0), // and looks at the origin
        glm::vec3(0,1,0) // Head is up (set to 0, -1,0 to look upside down)
        );
    // Model matrix : an identity matrix (model will be at the origin)




    Model = glm::mat4(1.0f); // Changes for each Model !

    //INTELLISENSE ERROR ==================================================================>>>>
    r = glm::rotate(Model, 45, glm::vec3(1,0,0));

    // Our ModelViewProjection : multiplication of our 3 matrices
    MVP = Projection * View * Model; // Remember matrix multiplication is the other way around


        // Get a handle for our "MVP" uniform.
    // Only at initialisation time.
    GLuint MatrixID = glGetUniformLocation(programID, "MVP");

    // Send our transformation to the currently bound shader,
    // in the "MVP" uniform
    // For each model you fender, since the MVP will be different (at least the M part)


    static const GLfloat g_vertex_buffer_data[] = { 
        -1.0f, -1.0f, 0.0f,
         1.0f, -1.0f, 0.0f,
         0.0f,  1.0f, 0.0f,
    };

    GLuint vertexbuffer;
    glGenBuffers(1, &vertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);





    do{

        // Clear the screen
        glClear( GL_COLOR_BUFFER_BIT );

        // Use our shader
        glUseProgram(programID);

        glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);

        // 1rst attribute buffer : vertices
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glVertexAttribPointer(
            0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
        );

        // Draw the triangle !
        glDrawArrays(GL_TRIANGLES, 0, 3); // From index 0 to 3 -> 1 triangle

        glDisableVertexAttribArray(0);

        // Swap buffers
        glfwSwapBuffers();

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
           glfwGetWindowParam( GLFW_OPENED ) );

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    // Cleanup VBO
    glDeleteBuffers(1, &vertexbuffer);
    glDeleteVertexArrays(1, &VertexArrayID);

    return 0;
}
4

3 回答 3

24

我对模板的了解不够多,无法给你一个很好的答案,但我相信根据我对 GLM 的记忆,它对类型非常挑剔。

您可以尝试显式更改4545.f查看它是否接受吗?我认为你需要有一致的参数(浮点矩阵、浮点数、浮点向量)。我认为 int 以某种方式混淆了它。

于 2012-08-23T05:30:27.423 回答
2
glm::rotate(Model, (glm::mediump_float)45, glm::vec3(1,0,0));

我发现这个演员表很有帮助,因为glm::vec3用作模板的类型。

这个函数是这样定义的:

glm::detail::tmat4x4<glm::lowp_float> glm::rotate<glm::lowp_float> ( const glm::detail::tmat4x4<glm::lowp_float> &m, const glm::lowp_float &angle, const glm::detail::tvec3<glm::mediump_float> &axis)

因此,您必须在角度值中使用适当的类型。

于 2013-04-25T08:32:29.430 回答
-2

我认为实际上在“glm.h”文件中存在问题。老实说,我不太了解技术知识来解释原因,但是当我尝试修复此错误时,它奏效了。所以我只想把我的经验分享给有需要的人。

如您所知,我们定义 our-self 的库文件应该(或需要)放在双引号(“”)而不是尖括号(< >)之间。

因此,当我右键单击#include“glm.h”(转到文档“glm.h”)以查看发生了什么时,它会将我引导至该文件。在里面,我可以看到另外 3 行:

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

然后我将 <> 更改为“”,正如我之前所说:

#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"

我的 glm::rotate() 函数现在可以工作了!!!

于 2021-03-05T04:15:32.457 回答