我已尽力找到问题的答案或我在代码中犯的任何错误,但我无法找到任何内容......
如果这有帮助,我有蓝宝石Radeon HD 6950显卡,它使用AMD Radeon HD 6900系列驱动程序。
错误讯息:
Wed May 27 13:55:50 CDT 2015 INFO:Use Java PNG Loader = true
Vertex shader failed to compile with the following errors:
ERROR: 0:26: error(#132) Syntax error: "gl_Position" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Could not Compile Shader.
顶点着色器:
#version 400 core
in vec3 position;
in vec2 textureCoords;
in vec3 normal;
out vec2 pass_textureCoords;
out vec3 surfaceNormal;
out vec3 toLightVector;
out vec3 toCameraVector;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPosition;
uniform float useFakeLighting;
const float density = 0.0035;
const float gradient = 5.0;
void main(void)
{
vec4 worldPosition = transformationMatrix * vec4(position, 1.0);
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoords = textureCoords;
vec3 actualNormal = normal;
if(useFakeLighting > 0.5)
{
actualNormal = vec3(0.0, 1.0, 0.0);
}
surfaceNormal = (transformationMatrix * vec4(actualNormal, 0.0)).xyz;
toLightVector = lightPosition - worldPosition.xyz;
toCameraVector = vec4(inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - worldPosition.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance * density), gradient));
visibility = clamp(visibility, 0.0, 1.0);
}
FragmentShader:
#version 400 core
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform vec3 lightColor;
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColor;
void main(void){
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);
float nDot1 = dot(unitNormal, unitLightVector);
float brightness = max(nDot1, 0.2);
vec3 diffuse = brightness * lightColor;
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
vec3 finalSpecular = dampedFactor * lightColor * reflectivity;
vec4 textureColor = texture(modelTexture, pass_textureCoords);
if(textureColor.a < 0.5)
{
discard;
}
out_Color = vec4(diffuse, 1.0) * texture(modelTexture,pass_textureCoords) + vec4(finalSpecular, 1.0);
out_Color = mix(vec4(skyColor, 1.0), out_Color, visibility);
}
StaticShader(加载着色器):
package shaders;
import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Vector3f;
import com.game.entities.Camera;
import com.game.entities.Light;
import com.game.toolbox.Maths;
public class StaticShader extends ShaderProgram
{
public static final String VERTEX_FILE = "src/shaders/vertexShader.txt";
public static final String FRAGMENT_FILE = "src/shaders/fragmentShader.txt";
private int location_transformationMatrix;
private int location_projectionMatrix;
private int location_viewMatrix;
private int location_lightPos;
private int location_lightCol;
private int location_shineDamper;
private int location_reflectivity;
private int location_useFakeLighting;
private int location_skyColor;
public StaticShader()
{
super(VERTEX_FILE, FRAGMENT_FILE);
}
@Override
protected void bindAttributes() //bind variables in shader files with variables in java files.
{
super.bindAttribute(0, "position");
super.bindAttribute(1, "textureCoords");
super.bindAttribute(2, "normal");
}
@Override
protected void getAllUniformLocations()
{
location_transformationMatrix = super.getUniformLocation("transformationMatrix");
location_projectionMatrix = super.getUniformLocation("projectionMatrix");
location_viewMatrix = super.getUniformLocation("viewMatrix");
//Light
location_lightPos = super.getUniformLocation("lightPosition");
location_lightCol = super.getUniformLocation("lightColor");
location_shineDamper = super.getUniformLocation("shineDamper");
location_reflectivity = super.getUniformLocation("reflectivity");
location_useFakeLighting = super.getUniformLocation("useFakeLighting");
//Sky and Fog
location_skyColor = super.getUniformLocation("skyColor");
}
public void loadSkyColor(float r, float g, float b)
{
super.loadVector(location_skyColor, new Vector3f(r, g, b));
}
public void loadFakeLightingVariable(boolean useFake)
{
super.loadBoolean(location_useFakeLighting, useFake);
}
public void loadShineVariables(float damper, float reflectivity)
{
super.loadFloat(location_shineDamper, damper);
super.loadFloat(location_reflectivity, reflectivity);
}
public void loadTransformationMatrix(Matrix4f matrix)
{
super.loadMatrix(location_transformationMatrix, matrix);
}
public void loadLight(Light light)
{
super.loadVector(location_lightPos, light.getPos());
super.loadVector(location_lightCol, light.getColor());
}
public void loadProjectionMatrix(Matrix4f projection)
{
super.loadMatrix(location_projectionMatrix, projection);
}
public void loadViewMatrix(Camera camera)
{
Matrix4f viewMatrix = Maths.createViewMatrix(camera);
super.loadMatrix(location_viewMatrix, viewMatrix);
}
}
最后, ShaderProgram类:
package shaders;
import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20;
import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Vector3f;
public abstract class ShaderProgram
{
private int programID;
private int vertexShaderID;
private int fragmentShaderID;
private static FloatBuffer matrixBuffer = BufferUtils.createFloatBuffer(16);
public ShaderProgram(String vertexFile, String fragmentFile)
{
vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
programID = GL20.glCreateProgram();
GL20.glAttachShader(programID, vertexShaderID);
GL20.glAttachShader(programID, fragmentShaderID);
bindAttributes();
GL20.glLinkProgram(programID);
GL20.glValidateProgram(programID);
getAllUniformLocations();
}
protected abstract void getAllUniformLocations();
protected int getUniformLocation(String uniformName)
{
return GL20.glGetUniformLocation(programID, uniformName);
}
public void start()
{
GL20.glUseProgram(programID);
}
public void stop()
{
GL20.glUseProgram(0);
}
public void cleanUp()
{
stop();
GL20.glDetachShader(programID, vertexShaderID);
GL20.glDetachShader(programID, fragmentShaderID);
GL20.glDeleteShader(vertexShaderID);
GL20.glDeleteShader(fragmentShaderID);
GL20.glDeleteProgram(programID);
}
protected abstract void bindAttributes();
protected void bindAttribute(int attribute, String variableName)
{
GL20.glBindAttribLocation(programID, attribute, variableName);
}
protected void loadFloat(int location, float value)
{
GL20.glUniform1f(location, value);
}
protected void loadInt(int location, int value)
{
GL20.glUniform1i(location, value);
}
protected void loadVector(int location, Vector3f vector)
{
GL20.glUniform3f(location, vector.x, vector.y, vector.z);
}
protected void loadBoolean(int location, boolean value)
{
float toLoad = 0;
if(value)
toLoad = 1;
GL20.glUniform1f(location, toLoad);
}
protected void loadMatrix(int location, Matrix4f matrix)
{
matrix.store(matrixBuffer);
matrixBuffer.flip();
GL20.glUniformMatrix4(location, false, matrixBuffer);
}
private static int loadShader(String fileName, int type) //opens up the source code files for the shaders and reads them to get their outputs.
{
StringBuilder shaderSource = new StringBuilder();
try {
BufferedReader reader = new BufferedReader(new FileReader(fileName));
String line;
while((line = reader.readLine()) != null)
{
shaderSource.append(line).append("\n");
}
reader.close();
} catch (IOException e) {
System.err.println("Couldnt read shader file!");
e.printStackTrace();
System.exit(-1);
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
if(GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE)
{
System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
System.err.println("Could not Compile Shader.");
System.exit(-1);
}
return shaderID;
}
}
答案 0 :(得分:6)
有一些原因导致必须在着色器源中重新声明gl_PerVertex
结构。例如,在使用可分离着色器程序GL_ARB_separate_shader_objects时,必须重新声明gl_PerVertex
块(并且它们必须与管道中连接的所有着色器匹配)。我不确定为什么在这种情况下你需要重新声明(似乎在我的驱动程序上工作),可能是Java层正在使用一些需要使用它的扩展。重新定义结构可能会解决您的问题。在顶点着色器的顶部放置:
out gl_PerVertex { vec4 gl_Position; };