GLSL链接在没有有用信息的情况下失败

时间:2014-06-20 07:14:55

标签: c++ opengl glsl

类似的标题问题:GLSL:shader linking fail (but no log)但在我的情况下,顶点和片段着色器都非常简单,输入/输出变量匹配如下所示。

[编辑]进一步列出用于加载着色器的代码。 由于VS2010不支持基于范围的for循环,因此代码的某些部分为#ifdef'd。 但无论如何......我已经尝试使用MinGW 32bit环境的代码并且链接正常。

使用VS2010构建时,着色器链接成功并运行正常,但使用NetBeans + MinGW-w64失败并显示此日志消息:

Link info
---------
No shader objects attached.

这可能与MinGW-w64 OpenGL图书馆有关吗?

这是我的顶点着色器,

#version 330

in vec4 vPosition;
in vec4 vColor;

out vec4 color;

void main()
{
    color = vColor;
    gl_Position = vPosition;
}

这是我的片段着色器。

#version 330

in vec4 color;
out vec4 fColor;

void main()
{
    fColor = color;
}

LoadShader.h:

typedef struct {
    GLenum       type;
    const char*  filename;
    GLuint       shader;
} ShaderInfo;

main.cpp中:

vector<ShaderInfo> shaders;
ShaderInfo vert = {GL_VERTEX_SHADER, "SimpleVertexShader.vert"};
ShaderInfo frag = {GL_FRAGMENT_SHADER, "SimpleFragmentShader.frag"};
shaders.push_back(vert);
shaders.push_back(frag);

program = LoadShaders(shaders);

LoadShader.cpp - LoadShaders()

GLuint LoadShaders(vector<ShaderInfo> shaders)
{
    if (shaders.empty()) return 0;

#if !defined(_MSC_VER) || 1600 < _MSC_VER  
    for (auto entry : shaders)
        entry.shader = CreateShader(entry.type, entry.filename);
#else
    for (vector<ShaderInfo>::iterator entry = shaders.begin(); entry != shaders.end(); ++entry)
        entry->shader = CreateShader(entry->type, entry->filename);
#endif
    // Create the program
    return CreateProgram(shaders);
}

LoadShader.cpp - CreateShader()

GLuint CreateShader(GLenum shaderType, const char* shader_file_path)
{
    // Create the shader
    GLuint shaderID = glCreateShader(shaderType);
    if (!shaderID)
        return 0;

    // Read the shader code from the file
    std::string shaderCode;
    std::ifstream shaderStream(shader_file_path, std::ios::in);
    if(shaderStream.is_open())
    {
        std::string Line = "";
        while(getline(shaderStream, Line))
            shaderCode += "\n" + Line;
        shaderStream.close();
    }

    // Compile the shader
    printf("Compiling shader : %s\n", shader_file_path);
    char const* sourcePointer = shaderCode.c_str();
    glShaderSource(shaderID, 1, &sourcePointer , NULL);
    glCompileShader(shaderID);

    // Check the shader
    GLint compiled;
    glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
    if (!compiled) {
        GLsizei len;
        glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &len);

        GLchar* log = new GLchar[len+1];
        glGetShaderInfoLog(shaderID, len, &len, log);
        std::cerr << "Shader compilation failed: " << log << std::endl;
        delete [] log;

        return 0;
    }

    return shaderID;
}

LoadShader.cpp - CreateProgram()

GLuint CreateProgram(vector<ShaderInfo> shaders)
{
    // Create and link the program
    fprintf(stdout, "Linking program\n");
    GLuint programID = glCreateProgram();
    if (!programID)
        return 0;

    // attach shaders and link the program
#if !defined(_MSC_VER) || 1600 < _MSC_VER  
    for (auto iter : shaders)
        glAttachShader(programID, iter.shader);
#else
    for (vector<ShaderInfo>::iterator iter = shaders.begin(); iter != shaders.end(); ++iter)
        glAttachShader(programID, iter->shader);
#endif
    glLinkProgram(programID);

    // Check the program
    GLint linked;
    glGetProgramiv(programID, GL_LINK_STATUS, &linked);
    if (!linked) {
        GLsizei len;
        glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &len);

        GLchar* log = new GLchar[len+1];
        glGetProgramInfoLog(programID, len, &len, log);
        std::cerr << "Shader linking failed: " << log << std::endl;
        delete [] log;

#if !defined(_MSC_VER) || 1600 < _MSC_VER  
        for (auto iter : shaders) {
            glDeleteShader(iter.shader);
            iter.shader = 0;
        }
#else
        for (vector<ShaderInfo>::iterator iter = shaders.begin(); iter != shaders.end(); ++iter) {
            glDeleteShader(iter->shader);
            iter->shader = 0;
        }
#endif

        return 0;
    }

    return programID;
}

1 个答案:

答案 0 :(得分:3)

我认为您在LoadShaders中有错误。循环的C ++ 11版本:

for (auto entry : shaders)
    entry.shader = CreateShader(entry.type, entry.filename);

获取shaders中每个条目的副本,因此不会更新向量中的元素。请尝试改为:

for (auto &entry : shaders)
    entry.shader = CreateShader(entry.type, entry.filename);

顺便说一句,如果你想支持较旧的编译器,你可能只是拥有旧版本的循环。