错误c0000:语法错误,意外'?'在令牌'?'

时间:2014-10-26 21:57:09

标签: c# opengl shader vbo opentk

好吧,我搜索了其他人的问题,但无法找到问题的解决方案。我在C#和GLSL 330中使用OpenTK。它正在生成错误消息 错误c0000:语法错误,意外'?'在令牌'?'

出于某种原因,它不喜欢我正在做的事情。所以,这是我希望有人可以告诉我的代码 我,我做错了什么。

public static string vertexShaderSource = @"
#version 330

uniform mat4 pvm;

in vec4 Position;
in vec2 texCoord;

out vec2 texCoordV;

void main()
{
    texCoordV = texCoord;
    gl_Position = Position * pvm;
}";

public static string fragmentShaderSource = @"
#version 330

in vec2 texCoordV;

out vec4 colorOut;

void main()
{
    colorOut = vec4(texCoord, 0.0, 0.0);    
}";


    public void Initalize()
    {
        style = GUI_Skin.styles[0];
        vertices = new Vector3[6];
        vertices[0] = new Vector3(0, 0, 0f);
        vertices[1] = new Vector3(100, 0, 0f);
        vertices[2] = new Vector3(0, 100, 0f);
        vertices[3] = new Vector3(100, 0, 0f);
        vertices[4] = new Vector3(0, 100, 0f);
        vertices[5] = new Vector3(100, 100, 0f);

        GL.GenBuffers(1, out vertHandle);
        GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle);
        GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
                               new IntPtr(vertices.Length * Vector3.SizeInBytes),
                               vertices, BufferUsageHint.StaticDraw);

        texCoords = new Vector2[6];
        texCoords[0] = new Vector2(0,0);
        texCoords[1] = new Vector2(1, 0);
        texCoords[2] = new Vector2(0, 1);
        texCoords[3] = new Vector2(1, 0);
        texCoords[4] = new Vector2(0, 1);
        texCoords[5] = new Vector2(1, 1);

        GL.GenBuffers(1, out texHandle);
        GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle);
        GL.BufferData<Vector2>(BufferTarget.ArrayBuffer,
                               new IntPtr(texCoords.Length * Vector2.SizeInBytes),
                               texCoords, BufferUsageHint.StaticDraw);
    }

    public void Draw()
    {
        GL.EnableVertexAttribArray(vertHandle);
        GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle);
        GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0);

        GL.EnableVertexAttribArray(texHandle);
        GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle);
        GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vector2.SizeInBytes, 0);

        GL.DrawArrays(PrimitiveType.Triangles, 0, 6);

        GL.DisableVertexAttribArray(vertHandle);
        GL.DisableVertexAttribArray(texHandle);
    }

1 个答案:

答案 0 :(得分:0)

好的,所以问题已得到解决。感谢上面的有用评论。

让我们从着色器开始。必须删除字符串声明之前的@符号,并且必须插入每行\ n之后。另外,当我使用着色器绘制时,我正在调用转置。这可以通过改变矩阵的顺序来解决。

    public static void Run()
    {
        int uniformLocation = GL.GetUniformLocation(shaderProgramHandle, "pvm");
        Matrix4 mat;
        GL.GetFloat(GetPName.ProjectionMatrix, out mat);
        GL.UniformMatrix4(uniformLocation, false, ref mat);

        GL.UseProgram(shaderProgramHandle);
    }

我从GL.UniformMatrix4(uniformLocation, true, ref mat);更改为GL.UniformMatrix4(uniformLocation, false, ref mat);,并且在着色器中,gl_Position的顺序已从Position * pvm;更改为pvm * Position;

public static string vertexShaderSource = "#version 330\n" +
    "uniform mat4 pvm;\n" +
    "in vec4 Position;\n" +
    "in vec2 texCoord;\n" +
    "out vec2 texCoordV;\n" +
    "void main()\n" +
    "{\n" +
        "texCoordV = texCoord;\n" +
        "gl_Position = pvm * Position;\n" +
    "}\n";

    public static string fragmentShaderSource = "#version 330\n" +
    "in vec2 texCoordV;\n" +
    "out vec4 colorOut;" +
    "void main()\n" +
    "{\n" +
        "colorOut = vec4(texCoordV, 0.0, 0.0);\n" +
    "}\n" ;

修复此问题后,我发现渲染表面变白的错误。该错误位于Draw()函数内。基本上我没有正确分配阵列位置。

public void Draw()
    {
        GL.EnableVertexAttribArray(0);
        GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle);
        GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0);

        GL.EnableVertexAttribArray(1);
        GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle);
        GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vector2.SizeInBytes, 0);

        GL.DrawArrays(PrimitiveType.Triangles, 0, 6);

        GL.DisableVertexAttribArray(0);
        GL.DisableVertexAttribArray(1);
    }