片段着色器无效。链接无法继续

时间:2011-11-19 03:03:33

标签: java android glsl shader fragment-shader

在我的项目开始时,我使用简单的String来填充我的Shader个代码。这看起来像这样:

    public final static String chunkDefaultVertexInit = ""
    +constantParameters
    +"precision mediump float;"

    +"uniform mat4 mPMatrix;"
    +"uniform mat4 mVMatrix;"
    +"uniform mat4 mMMatrix;"
    +"uniform mat4 mMVMatrix;"

    +"attribute vec4 Vertex;"
    +"attribute vec3 Normal;"
    +"attribute vec2 TexCoord;"

    +"varying vec3 normal;"
    +"varying vec2 uv;"
    +"varying vec4 positionM;"
    +"varying vec4 positionMV;";
    etc....

这对我有用,但不是很清楚。所以我想到了如何让我的代码更清晰,更清晰。我的想法是,将我的整堆代码放在一个真正的.cc文件中,并将其移动到res / raw文件夹中。说到做到。 我想通过Inputstreams读出我的代码并将其保存到String中。这也很好,所以我给着色器提供了String源。

所以...现在发生了一个问题,正如我所说,我还没有得到它。我甚至让自己对自己有点生气,因为我想到了一种简单的解决方法,而且我没有看到它。

我甚至展示了我输入的源代码......但它看起来是正确的! o.O

Log.i("Llama3D Shader",shaderCode);

(不要担心奇怪的“调试ID”,这是项目名称)

以下是着色器的源代码:

Vertexshader:

//vertexshader
precision mediump float;

uniform mat4 mPMatrix;
uniform mat4 mVMatrix;
uniform mat4 mMMatrix;
uniform mat4 mMVMatrix;

attribute vec4 aVertex;
attribute vec3 aNormal;
attribute vec2 aTexCoord;

varying vec2 vecTexCoord;
varying vec3 vecNormal;
varying vec4 vecVertex[2];

void main() {
    gl_Position = mPMatrix * mMVMatrix * aVertex;
    vecVertex[0] = mMMatrix * aVertex;
    vecVertex[1] = mMVMatrix * aVertex;
    vecTexCoord = aTexCoord;
    vecNormal = normalize(vec3(mMMatrix * -vec4(aNormal,0.0)));
}

Fragmentshader:

#define MAX_POINT_LIGHTS 4
precision mediump float;

varying vec2 vecTexCoord;
varying vec3 vecNormal;
varying vec4 vecVertex[2];

uniform vec3 uVecEye;
uniform vec3 uPointLightPosition[MAX_POINT_LIGHTS];
uniform vec3 uPointLightColor[MAX_POINT_LIGHTS];
uniform sampler2D textureHandle;

vec3 V = normalize(uVecEye.xyz-vecVertex[1].xyz);
vec3 N = vNormal;

vec3 vecLight[MAX_POINT_LIGHTS];
vec4 pointDiffuse  = vec4(0.0);
vec4 pointSpecular = vec4(0.0);

vec4 ambient = vec4(0.2,0.2,0.2,1.0);
vec4 color = vec4(1.0,1.0,1.0,1.0);
vec4 matSpec = vec4(1.0,1.0,1.0,1.0);
vec4 lightSpec = vec4(1.0,1.0,1.0,1.0);
vec4 spec = matSpec * lightSpec;

float shininess = 20.0;

void main() {
    for (int i=0;i<MAX_POINT_LIGHTS;i++) {

        vecLight[i].xyz = vecVertex[0].xyz - uPointLightPosition[i].xyz;
        float vecDistance = length(vecLight[i].xyz);

        if (vecDistance<=25.0) {

            vecDistance = 1.0 - max(0.0,vecDistance)/25.0;
            vec3 L = normalize(vecLight[i]);
            vec3 R = normalize(reflect(L,N));
            float LND = max(0.0,dot(N,L)) * vecDistance;

            pointDiffuse += color * vec4(uPointLightColor[i].xyz,0.0) * LND;

            if (shininess!=0.0 && spec!=0.0) {
                pointSpecular += spec * pow(max(0.0,dot(R,V)),shininess) * LND;
            } else {
                pointSpecular += vec4(0.0,0.0,0.0,0.0);
            }
        }
    }
    vec4 colorTexture = texture2D(textureHandle,vec2(+vTexCoord.x,-vTexCoord.y));
    gl_FragColor = ambient + colorTexture * pointDiffuse + pointSpecular;
}

每次我尝试运行程序时,ShaderlogInfo和ProgramlogInfo都会对我说:

  

无效的片段着色器。链接无法继续。*

我疯了还是只是失明?! 我希望你知道答案......我真的不知道......请帮助我!

1 个答案:

答案 0 :(得分:4)

您获得的日志来自程​​序链接阶段glGetProgramInfoLog。

您需要调试的是片段着色器日志glGetShaderInfoLog。

这些方面的东西:

def _compile(self, source):
    ptr = cast(c_char_p(source), POINTER(c_char))
    glShaderSource(self.id, 1, byref(ptr), None)
    glCompileShader(self.id)
    status = c_int(0)
    glGetShaderiv(self.id, GL_COMPILE_STATUS, byref(status))
    log = self.check()
    print(log),
    if not status.value:
        raise Exception(log)

def check(self):
    length = c_int(0)
    glGetShaderiv(self.id, GL_INFO_LOG_LENGTH, byref(length))
    log = create_string_buffer(length.value)
    glGetShaderInfoLog(self.id, length.value, None, log)
    return log.value

虽然这不是在java中,但在python中,它应该让你知道如何获取着色器编译日志。

在我的环境中编译着色器会给我这个对您有用或可能没用的日志:

Vertex shader was successfully compiled to run on hardware.
WARNING: 0:2: warning(#260) Keyword 'precision' is supported in GLSL 1.3 
Fragment shader failed to compile with the following errors:
WARNING: 0:2: warning(#260) Keyword 'precision' is supported in GLSL 1.3
ERROR: 0:14: error(#143) Undeclared identifier vNormal
WARNING: 0:14: warning(#402) Implicit truncation of vector from size 1 to size 3. 
ERROR: 0:50: error(#143) Undeclared identifier vTexCoord
ERROR: 0:50: error(#216) Vector field selection out of range 'y'
ERROR: error(#273) 4 compilation errors.  No code generated