OpenGL编译着色器错误

OpenGL error compiling shader

本文关键字:错误 编译 OpenGL      更新时间:2023-10-16

我最近才开始学习OpenGL,我不知道下面的代码有什么问题。我得到的错误是:"编译着色器类型35633错误:'0(1):错误C0000:语法错误,意外,'。',期待"::" at token "。"

#include <iostream>
#include <stdio.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#pragma comment(lib, "glew32.lib")
using namespace std;

struct Vector3f
{
    float x;
    float y;
    float z;
    Vector3f()
    {
    }
    Vector3f(float _x, float _y, float _z)
    {
        x = _x;
        y = _y;
        z = _z;
    }
};

GLuint VBO;
const char* pVSFileName = "shader.vs";
const char* pFSFileName = "shader.fs";
static void RenderSceneCB()
{
    glClear(GL_COLOR_BUFFER_BIT);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glDrawArrays(GL_TRIANGLES, 0, 3);
    glDisableVertexAttribArray(0);
    glutSwapBuffers();
}

static void InitializeGlutCallbacks()
{
    glutDisplayFunc(RenderSceneCB);
}
static void CreateVertexBuffer()
{
    Vector3f Vertices[3];
    Vertices[0] = Vector3f(-1.0f, -1.0f, 0.0f);
    Vertices[1] = Vector3f(1.0f, -1.0f, 0.0f);
    Vertices[2] = Vector3f(0.0f, 1.0f, 0.0f);
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
{
    GLuint ShaderObj = glCreateShader(ShaderType);
    if (ShaderObj == 0)
    {
        fprintf(stderr, "Error creating shader type %dn", ShaderType);
        exit(0);
    }
    const GLchar* p[1];
    p[0] = pShaderText;
    cout << "p[0] :" << pShaderText << endl;
    GLint Lengths[1];
    Lengths[0] = strlen(pShaderText);
    cout << "Lengths[0] :" << Lengths[0] << endl;
    glShaderSource(ShaderObj, 1, p, Lengths);
    glCompileShader(ShaderObj);
    GLint success;
    glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
    if (!success) 
    {
        GLchar InfoLog[1024];
        glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
        fprintf(stderr, "Error compiling shader type %d: '%s'n", ShaderType, InfoLog);
        exit(1);
    }
    glAttachShader(ShaderProgram, ShaderObj);
}
static void CompileShaders()
{
    GLuint ShaderProgram = glCreateProgram();
    if (ShaderProgram == 0) 
    {
        fprintf(stderr, "Error creating shader programn");
        exit(1);
    }
    const char* vs = "shader.vs";
    const char* fs = "shader.fs";
    AddShader(ShaderProgram, vs, GL_VERTEX_SHADER);
    AddShader(ShaderProgram, fs, GL_FRAGMENT_SHADER);
    GLint Success = 0;
    GLchar ErrorLog[1024] = { 0 };
    glLinkProgram(ShaderProgram);
    glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
    if (Success == 0) 
    {
        glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
        fprintf(stderr, "Error linking shader program: '%s'n", ErrorLog);
        exit(1);
    }
    glValidateProgram(ShaderProgram);
    glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
    if (!Success) 
    {
        glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
        fprintf(stderr, "Invalid shader program: '%s'n", ErrorLog);
        exit(1);
    }
    glUseProgram(ShaderProgram);
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutInitWindowSize(1024, 768);
    glutInitWindowPosition(100, 100);
    glutCreateWindow("Tutorial 04");
    InitializeGlutCallbacks();
    GLenum res = glewInit();
    if (res != GLEW_OK) {
        fprintf(stderr, "Error: '%s'n", glewGetErrorString(res));
        return 1;
    }
    printf("GL version: %sn", glGetString(GL_VERSION));
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    CreateVertexBuffer();
    CompileShaders();
    glutMainLoop();
    return 0;
}

着色器如下:

#version 330
layout (location = 0) in vec3 Position;
void main()
{
    gl_Position = vec4(0.5 * Position.x, 0.5 * Position.y, Position.z, 1.0);
}

#version 330
out vec4 FragColor;
void main()
{
    FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

提前感谢!

你实际上并没有加载着色器的内容。相反,您将传递vsfs,这是着色器文件的名称,给AddShader。这将尝试编译名称,就像它们是着色程序一样。

你需要首先加载着色器文件的内容,然后将其传递给AddShader(或在AddShader中进行加载,但随后pShaderText应命名为pShaderFileName)。