我正在尝试编译这个glsl着色器,但看起来有些不对劲,因为他失败了。这是_log给我的消息错误:在调用glLinkProgram()之前,顶点着色器未成功编译。链失败。
每个顶点着色器的亮度:
vec4 ambient()
{
vec4 ambient = vec4 (0.0);
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambient += (gl_LightModel.ambient * gl_FrontMaterial.ambient);
return ambient;
}
vec4 diffuse(vec3 normal)
{
vec3 diffuse = gl_LightSource[0].position * normal;
float diff = max(dot(normal,diffuse),0.0);
diffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diff;
return diffuse;
}
vec4 specular(vec3 normal)
{
float hv = max(dot(normal, vec3(gl_LightSource[0].halfVector)), 0.0);
float spec = pow(hv, gl_FrontMaterial.shininess);
return gl_LightSource[0].specular * gl_FrontMaterial.specular * spec;
}
void main()
{
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec4 ambient = ambient();
vec4 diffuse = diffuse(normal);
vec4 specular = specular(normal);
gl_FrontColor = gl_Color*(ambient+difuse)+specular;
gl_Position = ftransform();
}
这是着色器类:
#include "Shader.h"
namespace topicos
{
#include "Shader.h"
Shader::Shader()
{
program = glCreateProgram();
}
Shader::~Shader()
{
glDetachShader(program, vertexShader);
glDetachShader(program, geometryShader);
glDetachShader(program, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(geometryShader);
glDeleteShader(fragmentShader);
glDeleteProgram(program);
}
void Shader::determinarFontes(std::string vertex, std::string geometry, std::string fragment)
{
vertexFileName = vertex;
geometryFileName = geometry;
fragmentFileName = fragment;
}
void Shader::ativarShader()
{
glLinkProgram(program);
glUseProgram(program);
programLog(program);
shaderLog(program);
std::cout<<_log;
}
void Shader::desativarShader()
{
glUseProgram(0);
}
void Shader::shaderLog(unsigned int obj)
{
int infologLength = 0;
int charsWritten = 0;
char *infoLog;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infologLength);
if (infologLength > 0)
{
infoLog = new char[infologLength];
glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog);
std::string str(infoLog);
if (!str.empty())
{
_log += "\n" + str;
}
else
{
_log += "Done.\n";
}
delete [] infoLog;
}
}
void Shader::programLog(unsigned int obj)
{
int infologLength = 0;
int charsWritten = 0;
char *infoLog;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infologLength);
if (infologLength > 0)
{
infoLog = new char[infologLength];
glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);
std::string str(infoLog);
if (!str.empty())
{
_log += "\n" + str;
}
else
{
_log += "Done.\n";
}
delete [] infoLog;
}
}
std::string Shader::loadShader(std::string shaderFile)
{
std::string texto = "";
std::ifstream obj;
obj.open(shaderFile.c_str(), std::ifstream::in);
// std::cout << " ..>> " << obj.is_open() << std::endl;
std::string linha;
while(std::getline(obj, linha))
{
texto += linha + "\n";
}
obj.close();
//std::cout<<"texto: " << texto<< std::endl;
return texto;
}
void Shader::makeVertexShader(const std::string& vertexFileName)
{
/**This function creates a vertex shader,
compiles it and attached to the program**/
const char *stringConvertidaVertex = loadShader(vertexFileName).c_str();
//std::cout<<"vertex shader: " << loadShader(vertexFileName)<<std::endl;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &stringConvertidaVertex, NULL);
glCompileShader(vertexShader);
glAttachShader(program, vertexShader);
}
void Shader::makeFragmentShader(const std::string& fragmentFileName)
{
/**This function creates a fragment shader,
compiles it and attached to the program**/
const char *stringConvertidaFragment = loadShader(fragmentFileName).c_str();
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &stringConvertidaFragment, NULL);
glCompileShader(fragmentShader);
glAttachShader(program, fragmentShader);
}
void Shader::makeGeometryShader(const std::string& geometryFileName)
{
/**This function creates a fragment shader,
compiles it and attached to the program**/
const char *stringConvertidaGeometry = loadShader(geometryFileName).c_str();
geometryShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometryShader, 1, &stringConvertidaGeometry, NULL);
glCompileShader(geometryShader);
glAttachShader(program, geometryShader);
}
}
任何帮助将不胜感激。
答案 0 :(得分:0)
缺少版本号,尺寸不匹配和拼写错误。 (我对自己的编码风格做了评论。)
#version 140 // ? I dislike guessing
vec4 ambient()
{
vec4 ambient = vec4 (0.0);
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambient += (gl_LightModel.ambient * gl_FrontMaterial.ambient);
return ambient;
}
vec4 diffuse(vec3 normal)
{
// vec3 diffuse = gl_LightSource[0].position * normal;
vec4 diffuse = vec4(gl_LightSource[0].position.xyz * normal,1.0);
float diff = max(dot(normal,diffuse.xyz),0.0);
diffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diff;
return diffuse;
}
vec4 specular(vec3 normal)
{
float hv = max(dot(normal, vec3(gl_LightSource[0].halfVector)), 0.0);
float spec = pow(hv, gl_FrontMaterial.shininess);
return gl_LightSource[0].specular * gl_FrontMaterial.specular * spec;
}
void main()
{
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec4 ambient = ambient();
vec4 diffuse = diffuse(normal);
vec4 specular = specular(normal);
// gl_FrontColor = gl_Color*(ambient+difuse)+specular;
gl_FrontColor = gl_Color*(ambient+diffuse)+specular;
gl_Position = ftransform();
}
<强>附录强>
来自http://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
的glslangValidatorfoo.vert以上代码
glslangValidator foo.vert
echo $?
0
答案 1 :(得分:0)
我认为
gl_FrontColor = gl_Color*(ambient+difuse)+specular;
应该是
gl_FrontColor = gl_Color*(ambient+diffuse)+specular;
要让驱动程序显示这些错误,以便您不必自己找到它们,请执行此操作(它在C中,我不确定您使用的是哪种主机语言)< / p>
// Checks if compilation of a shader was successful.
// On success, returns GL_TRUE. On failure, prints the
// error message to stderr and returns GL_FALSE.
GLint check_shader_compilation_status(GLuint shader)
{
GLchar* info_log;
GLint r;
glGetShaderiv(shader, GL_COMPILE_STATUS, &r);
if (r == GL_FALSE)
{
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &r);
info_log = malloc(sizeof(GLchar) * r);
glGetShaderInfoLog(shader, r, NULL, info_log);
fprintf(stderr, "%s", info_log);
free(info_log);
return GL_FALSE;
}
return GL_TRUE;
答案 2 :(得分:0)
已经解决了 这是每个顶点着色器的正确光:
vec4 ambient()
{
vec4 ambient = vec4 (0.0);
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambient += (gl_LightModel.ambient * gl_FrontMaterial.ambient);
return ambient;
}
vec4 diffuse(vec3 normal)
{
vec4 diffuse=(0,0);
vec3 lightDir = normalize(vec3(gl_LightSource[0].position));
float diff = max(dot(normal, lightDir), 0.0);
diffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diff;
return diffuse;
}
vec4 specular(vec3 normal)
{
float hv = max(dot(normal, vec3(gl_LightSource[0].halfVector.xyz)), 0.0);
float spec = pow(hv, gl_FrontMaterial.shininess);
return gl_LightSource[0].specular * gl_FrontMaterial.specular * spec;
}
void main()
{
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec4 ambient = ambient();
vec4 diffuse = diffuse(normal);
vec4 specular = specular(normal);
gl_FrontColor = ambient + diffuse + specular;
gl_Position = ftransform();
}