当我有2个文件而其中一个是Source1.cpp(128): error C3861: 'InitShader': identifier not found
时,请帮我解决错误InitShader.cpp
。两个文件都编译。我相信Visual Studio中的一些设置使一个文件找到另一个,因为InitShader被另一个源文件引用。该项目在VS 2012中看起来像这样。
代码是
#include "Angel.h"
namespace Angel {
// Create a NULL-terminated string by reading the provided file
static char*
readShaderSource(const char* shaderFile)
{
FILE* fp = fopen(shaderFile, "r");
if ( fp == NULL ) { return NULL; }
fseek(fp, 0L, SEEK_END);
long size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
char* buf = new char[size + 1];
fread(buf, 1, size, fp);
buf[size] = '\0';
fclose(fp);
return buf;
}
// Create a GLSL program object from vertex and fragment shader files
GLuint
InitShader(const char* vShaderFile, const char* fShaderFile)
{
struct Shader {
const char* filename;
GLenum type;
GLchar* source;
} shaders[2] = {
{ vShaderFile, GL_VERTEX_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
};
GLuint program = glCreateProgram();
for ( int i = 0; i < 2; ++i ) {
Shader& s = shaders[i];
s.source = readShaderSource( s.filename );
if ( shaders[i].source == NULL ) {
std::cerr << "Failed to read " << s.filename << std::endl;
exit( EXIT_FAILURE );
}
GLuint shader = glCreateShader( s.type );
glShaderSource( shader, 1, (const GLchar**) &s.source, NULL );
glCompileShader( shader );
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled ) {
std::cerr << s.filename << " failed to compile:" << std::endl;
GLint logSize;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize );
char* logMsg = new char[logSize];
glGetShaderInfoLog( shader, logSize, NULL, logMsg );
std::cerr << logMsg << std::endl;
delete [] logMsg;
exit( EXIT_FAILURE );
}
delete [] s.source;
glAttachShader( program, shader );
}
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked ) {
std::cerr << "Shader program failed to link" << std::endl;
GLint logSize;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetProgramInfoLog( program, logSize, NULL, logMsg );
std::cerr << logMsg << std::endl;
delete [] logMsg;
exit( EXIT_FAILURE );
}
/* use program object */
glUseProgram(program);
return program;
}
} // Close namespace Angel block
答案 0 :(得分:1)
这个错误听起来像来自Source1.cpp没有与InitShader.cpp正常通信
由于似乎没有InitShader.h,我假设您在Source1.cpp中尝试#include,这可能是错误的来源,因为它需要一个头文件。
我想尝试将所有函数定义从InitShader.cpp移动到InitShader.h文件,并尝试将其包含在Source1.cpp中。这是我最好的猜测,没有看到Source1.cpp中的实际代码。
替代想法:
看来你在InitShader.cpp中为我在Angel.h中假设的函数原型提供函数体。你是否在Angel.h中声明了你在InitShader.cpp中定义的函数?如果是这样,我会高度推荐创建一个Angel.cpp文件并在那里定义Angel函数。它会更清洁,我预感到它可能最终成为你所面临的问题。