所以我在3d游戏引擎上关注“theBennyBox”的Youtube系列,在第9/10页大概出现了一些问题。
我收到错误
顶点着色器无法编译,但出现以下错误: 错误:0:5:错误(#132)语法错误:“void”解析错误 错误:错误(#273)1编译错误。没有生成代码
这是我所有的东西:
我的资源加载器(读取文件)
package com.base.engine;
import java.io.BufferedReader;
import java.io.FileReader;
public class ResourceLoader {
public static String loadShader(String fileName) {
StringBuilder shaderSource = new StringBuilder();
BufferedReader shaderReader = null;
try {
shaderReader = new BufferedReader(new FileReader("./res/shaders/" + fileName));
String line;
while ((line = shaderReader.readLine()) != null) {
shaderSource.append(line).append("\n");
}
shaderReader.close();
} catch (Exception e) {
e.printStackTrace();
System.exit(1);
}
return shaderSource.toString();
}
}
我的Shader课程:
package com.base.engine;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL32.*;
public class Shader {
private int program;
public Shader() {
program = glCreateProgram();
if (program == 0) {
System.err.println("Shader Creation failed: could not find valid memory location in constructor");
System.exit(1);
}
}
public void bind(){
glUseProgram(program);
}
public void addVertexShader(String text) {
addProgram(text, GL_VERTEX_SHADER);
}
public void addGeometryShader(String text) {
addProgram(text, GL_GEOMETRY_SHADER);
}
public void addFragmentShader(String text) {
addProgram(text, GL_FRAGMENT_SHADER);
}
public void compileShader() {
glLinkProgram(program);
if (glGetProgrami(program, GL_LINK_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
glValidateProgram(program);
if(glGetProgrami(program, GL_VALIDATE_STATUS) == 0){
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
}
private void addProgram(String text, int type) {
int shader = glCreateShader(type);
if (shader == 0) {
System.err.println("Shader Creation failed: could not find valid memory location when adding shader");
System.exit(1);
}
glShaderSource(shader, text);
glCompileShader(shader);
if (glGetShaderi(shader, GL_COMPILE_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(shader, 1024));
System.exit(1);
}
glAttachShader(program, shader);
}
}
我的Game类,我将着色器初始化为单个多边形:
package com.base.engine;
import org.lwjgl.input.Keyboard;
public class Game {
private Mesh mesh;
private Shader shader;
public Game() {
mesh = new Mesh();
shader = new Shader();
Vertex[] data = new Vertex[] {new Vertex(new Vector3f(-1, -1, 0)),
new Vertex(new Vector3f(0, 1, 0)),
new Vertex(new Vector3f(1, -1, 0))};
mesh.addVertices(data);
shader.addVertexShader(ResourceLoader.loadShader("basicVertex.vs"));
shader.addFragmentShader(ResourceLoader.loadShader("basicFragment.fs"));
}
public void input() {
if (Input.getKeyDown(Keyboard.KEY_UP)) {
System.out.println("We've just pressed up");
}
if (Input.getKeyUp(Keyboard.KEY_UP)) {
System.out.println("We've just released up");
}
if (Input.getMouseDown(1)) {
System.out.println("We've just pressed right-mouse at "
+ Input.getMousePosition().toString());
}
if (Input.getMouseUp(1)) {
System.out.println("We've just released right-mouse");
}
}
public void update() {
}
public void render() {
shader.bind();
mesh.draw();
}
}
和我的着色器:(错误显示为顶点着色器,但如果我注释掉顶点着色器,则片段看起来就像什么都没做。)
Vertex :(第5行,void main(),显然是麻烦制造者)
#version 330
layout (location = 0) in vec3 position
void main()
{
gl_Position = vec4(0.25 * position, 1.0);
}
片段:
#version 330
out vec3 fragColour;
void main()
{
fragColour = vec4(0.0, 1.0, 1.0, 1.0);
}
我很欣赏这一切都很长,但如果你知道的话请帮助我!
答案 0 :(得分:3)
除非是抄写代码的拼写错误,否则您在顶点着色器中缺少分号。第3行是:
layout (location = 0) in vec3 position
应该是
layout (location = 0) in vec3 position;
关于
但是如果我注释掉顶点着色器,那么片段看起来就像什么都不做
每个着色器程序至少都需要顶点和片段/像素着色器。如果没有顶点着色器(当您将其注释掉时),则不会传递任何顶点,这意味着不会生成基元,因此不会使用基元填充片段着色器。