我想知道为什么以下代码正在成功编译.
#include <iostream>
#include <cassert>
using namespace std;
class Integer{
private:
int i;
public:
Integer(int value):i(value){}
// unary or binary
const Integer operator+(const Integer& rv){
cout << "operator+"<< endl;
return Integer(i + rv.i);
}
// Binary Operator
Integer& operator+=(const Integer& rv){
cout << "operator+=" << endl;
i += rv.i;
return *this;
}
ostream& operator<<(ostream& lv){
lv << i;
return lv;
}
friend ostream& operator<< (ostream& lv, Integer& rv);
};
ostream& operator<< (ostream& lv,Integer& rv){
return lv << rv.i;
}
int …Run Code Online (Sandbox Code Playgroud) 我正在尝试为本网站上的教程编写一个临时渲染器 .我有两个类SceneObject和RenderComponent.SceneObject应该包含一个RenderComponent,然后应该绘制SceneObject.这是代码:
SceneObject.h
#ifndef _SCENE_OBJECT_H
#define _SCENE_OBJECT_H
#include <GLM/glm.hpp>
#include <GLM/gtc/matrix_transform.hpp>
#include <GLM/gtc/type_ptr.hpp>
#include <vector>
#include <iostream>
#include "..\headers\shader.h"
#include "..\headers\rendercomponent.h"
class SceneObject {
private:
glm::vec3 position;
float *vertices;
RenderComponent* renderComponent;
std::vector<Shader> shaders;
public:
SceneObject(glm::vec3, GLfloat*);
~SceneObject();
bool init();
RenderComponent& getRenderComponent() const;
};
#endif
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SceneObject.cpp
#include "..\headers\sceneobject.h"
SceneObject::SceneObject(glm::vec3 pos, GLfloat* objectVertices) {
this->position = pos;
this->vertices = objectVertices;
renderComponent = new RenderComponent(*this);
}
SceneObject::~SceneObject() {}
RenderComponent& SceneObject::getRenderComponent() const {
return *renderComponent;
}
bool SceneObject::init() {
if (!renderComponent->initialize()) { …Run Code Online (Sandbox Code Playgroud) 我只是想知道你是否会推荐未来学习OpenGL或等待Vulkan api.我目前正在从learnopengl.com学习OpenGL,并且想知道如果将来是vulkan,我是否应该继续使用它.