Reputation: 361
I've been trying to implement very simple shaders into my OpenGL. Unfortunately I keep running into:
Cannot access private member declared in class 'sf::NonCopyable
I have tried figuring this out by myself, and I think that somewhere I am re declaring sf::Shader somewhere.
sf::Shader compile_shaders(void)
{
sf::Shader shader;
const std::string vertex_shader_source = \
"#version 430 core "\
" "\
"void main(void){ "\
" gl_position = vec4(0.0, 0.0, 0.5, 1.0);"\
"} ";
const std::string fragment_shader_source = \
"#version 430 core "\
" "\
"out vec4 color; "\
" "\
"void main(void){ "\
" color = vec4(0.0, 0.8, 1.0, 1.0);"\
"} ";
shader.loadFromMemory(vertex_shader_source, fragment_shader_source);
return shader;
}
int main(){
int width = 800;
int height = 450;
sf::Window window(sf::VideoMode(width, height), "OpenGL Test", sf::Style::Default, sf::ContextSettings(32));
resize(width, height);
init();
window.setVerticalSyncEnabled(true);
sf::Shader shader = compile_shaders();
bool running = true;
while (running){
sf::Event event;
while (window.pollEvent(event)){
if (event.type == sf::Event::Closed)
running = false;
else if (event.type == sf::Event::Resized){
width = event.size.width;
height = event.size.height;
resize(width, height);
}
else if (event.type == sf::Event::KeyPressed & event.key.code == sf::Keyboard::Escape)
running = false;
}
sf::Shader::bind(&shader);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-1.5f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glEnd();
glTranslatef(3.0f, 0.0f, 0.0f);
glColor3f(0.5f,0.5f,1.0f);
glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
window.display();
sf::Shader::bind(NULL);
}
return 0;
}
resize() and init() are just setting up some OpenGL variables, so I'm pretty sure they are not the problem.
Upvotes: 1
Views: 972
Reputation: 8294
Looks like a design oversight by the sfml guys. This would work if sf::Shader
would implement a move constructor. As it stands you can't move or copy a sf::Shader
because its copy constructor is declared private and no move constructor is defined.
All you can do is allocate it on the heap and return a pointer to it from the function.
I would recommend you use
std::unique_ptr<sf::Shader> compile_shaders(void){
auto shader = std::make_unique<sf::Shader>();
//or auto shader = std::unique_ptr<sf::Shader>(new sf::Shader()); if you don't have make_unique available
//... code ommitted
shader->loadFromMemory(vertex_shader_source, fragment_shader_source);
return shader;
}
and then make the call with
auto shader = compile_shaders();
//... code omitted
sf::Shader::bind(shader.get());
If you want to pass around the shader some more use a std::shared_ptr
instead of std::unique_ptr
Upvotes: 2