sharpgl无法调用扩展函数glShaderSource

时间:2015-01-04 14:06:49

标签: c# winforms exception sharpgl

尝试使用sharpgl创建着色器时,我遇到以下异常

System.Exception: Cannot invoke extension function glShaderSource ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Cannot marshal: Encountered unmappable character.
   at System.StubHelpers.MngdNativeArrayMarshaler.ConvertContentsToNative(IntPtr pMarshalState, Object& pManagedHome, IntPtr pNativeHome)
   --- End of inner exception stack trace ---
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
   at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
   at System.Delegate.DynamicInvokeImpl(Object[] args)
   at System.Delegate.DynamicInvoke(Object[] args)
   at SharpGL.OpenGL.InvokeExtensionFunction[T](Object[] args) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\OpenGLExtensions.cs:line 66
   --- End of inner exception stack trace ---
   at SharpGL.OpenGL.InvokeExtensionFunction[T](Object[] args) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\OpenGLExtensions.cs:line 70
   at SharpGL.OpenGL.ShaderSource(UInt32 shader, String source) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\OpenGLExtensions.cs:line 1296
   at SharpGL.Shaders.Shader.Create(OpenGL gl, UInt32 shaderType, String source) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\Shaders\Shader.cs:line 20
   at SharpGL.Shaders.ShaderProgram.Create(OpenGL gl, String vertexShaderSource, String fragmentShaderSource, Dictionary`2 attributeLocations) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\Shaders\ShaderProgram.cs:line 26

我目前使用的代码是

 try
 {
     // Create the shader program.
     var vertexShaderSource = @"#version 150 core
in vec3 in_Position;
in vec3 in_Color;
out vec3 pass_Color;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(){gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);pass_Color = in_Color;}";

     var fragmentShaderSource = @"#version 150 core
in vec3 pass_Color;
out vec4 out_Color;
void main(void){ out_Color = vec4(pass_Color, 1.0); }";

     shaderProgram = new ShaderProgram();
     shaderProgram.Create(gl, vertexShaderSource, fragmentShaderSource, null); // <- exception
     shaderProgram.BindAttributeLocation(gl, attributeIndexPosition, "in_Position");
     shaderProgram.BindAttributeLocation(gl, attributeIndexColour, "in_Color");
     shaderProgram.AssertValid(gl);
}
catch (Exception e)
{
    System.Diagnostics.Debug.Write( e.ToString() );
}

例外情况在shaderProgram.Create行。删除或缩小着色器源字符串时,不会发生错误,但着色器将无法编译,并且出现Failed to compile shader with ID 2.错误。我还在源代码中找到了异常来的地方from,但不知道如何解决这个或实际原因是什么。

1 个答案:

答案 0 :(得分:0)

我已经解决了这个问题。在in_Color之后,他们在角色中逐字逐句地显示出一个奇怪的角色。使用带有ANSI编码的notepad ++查看源代码显示了一些不应该是它们的字符。

为了将来参考,请使用不同的编码查看来源,并检查是否有任何不应该在那里的角色。