编译着色器时的GLSL奇怪错误(结构)

时间:2013-03-10 17:50:20

标签: opengl graphics glsl

我有一个片段着色器,它有结构和这些结构的统一。当我尝试编译它们时,OpenGL给了我这个错误:

0(30) : error C0000: syntax error, unexpected identifier, expecting '{' at token "lights_a"
0(31) : error C0000: syntax error, unexpected identifier, expecting '{' at token "material"

我不知道这里有什么问题。我一直在寻找这个问题......我看了第30和31行,我做了我能想到的一切,但都没有成功。

以下是代码:

#version 330 core
struct LightBase
{
    int renderit;

    vec4 ambient_light;
    vec4 specular_light;
    vec4 diffuse_light;

    float radius;

    vec3 light_position;
    vec3 light_direction;

    int light_type;
};

struct MaterialBase
{
    vec4 ambient_affect;
    vec4 specular_affect;
    vec4 diffuse_affect;
    float shining;

    float mirror;

    int light_affect;
};

in vec3 VertexPos;
in vec3 Normal;
uniform int light_quantity;
uniform LightBase lights_a[50];
uniform MaterialBase material;
uniform float usingTex;
uniform sampler2D texturemap;
in vec2 UVs;
in vec4 Colors;
out vec4 color;

void main() {

    vec4 texture_u = texture(texturemap,UVs).rgba * usingTex;
    vec4 color_u = Colors * (1.0f-usingTex);

    vec4 final_color = color_u+texture_u;
    // Light
    for(int i=0;i<light_quantity;i++) {
        if(lights_a[i].renderit==1) {
            if(lights_a[i].light_type==1) {

                float attenuation = max(0.0,1.0-dot(lights_a[i].light_direction,lights_a[i].light_direction));

                vec3 L = normalize(lights_a[i].light_direction);
                vec3 N = normalize(Normal);
                vec3 V = normalize(-VertexPos);
                vec3 R = normalize(-reflect(L,N));

                float nDotL = max(0.0,dot(N,L));
                float rDotV = max(0.0,dot(R,V));

                float ambient_result = lights_a[i].ambient_light * material.ambient_affect * attenuation;
                float diffuse_result = lights_a[i].diffuse_light * material.diffuse_affect * nDotL * attenuation;
                float specular_result = lights_a[i].specular_light * material.specular_affect * pow(rDotV,material.shining) * attenuation;

                vec4 this_colour = (ambient_result + diffuse_result + specular_result) * final_color;
                    final_color = this_colour;
            }
    }
    }


    color = final_color;
}

代码有什么问题?

1 个答案:

答案 0 :(得分:3)

编译代码时我没有看到错误 - 只有几个警告:

0(62) : error C7011: implicit cast from "vec4" to "float"
0(63) : error C7011: implicit cast from "vec4" to "float"
0(64) : error C7011: implicit cast from "vec4" to "float"

我几乎可以通过评论struct LightBasestruct MaterialBase的声明来重现您看到的错误 - 除了它们出现在第33和34行,它们是带有标记的标记{{ 1}}和lights_a

这让我相信你的问题是你实际上并没有编译你认为自己的程序。也许你正在从文件中读取它到内存中,但是在你调用glShaderSource之前内存会被破坏......