OpenGL Shader语言初始化错误无法从GLChar转换为const

时间:2016-03-16 10:21:17

标签: c++ opengl glsl

我在将参数传递到我的函数Void ShaderCode()中时遇到问题更具体,我收到此错误:

  

错误C2440:'初始化' :无法转换为' GLchar'到#const;   GLchar *' 1>从整数类型转换为指针   type需要reinterpret_cast,C风格的强制转换或函数式强制转换

有关此问题的更多信息,请参阅我的标题文件:

typedef unsigned long Molong;
void CompileFunction();
GLchar ShaderCodeStorage(const char* FilePath);
void ShaderCode(const GLuint &ShaderHandler,  char* FilePath);
void CompileShader(const GLuint &ShaderHandler, const char* Response);
Molong getFileLength(std::ifstream& file);

这是我的CPP

#include "stdafx.h"
#include <Windows.h>
#include <iostream>
#include <fstream>
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtx/transform2.hpp"
#include "glm/gtc/type_precision.hpp"
#include "glew/glew.h"
#include <gl/GL.h>
#include <gl/GLU.h>
#include "glut.h"
#include "Storage.h"

using namespace std;

void CompileFunction()
{

    GLuint MyFirstVertShader = glCreateShader(GL_VERTEX_SHADER);

    if (0 == MyFirstVertShader)
    {
        std::cout << "There was an error making the shader" << std::endl;
        exit(1);
    }


     ShaderCode (MyFirstVertShader, "BasicVert.shader");

//  glShaderSource(MyFirstVertShader, 1, CodeArray, NULL);


        glCompileShader(MyFirstVertShader);

}

void ShaderCode(const GLuint &ShaderHandler,  char* FilePath)
{
    const GLchar *ShaderArray = ShaderCodeStorage(FilePath);
    glShaderSource(ShaderHandler, 1, &ShaderArray, NULL);

}


GLchar ShaderCodeStorage(const char* FilePath)
{
    ifstream infile;
    infile.open(FilePath, ios::in);
    unsigned long Filelength = getFileLength(infile);
    GLchar *ShaderCode = new char[Filelength + 1];
    ShaderCode[Filelength] = 0;
}


Molong getFileLength(ifstream& file) {
    if (!file.good()) return 0;
    file.seekg(0, ios::end);
    unsigned long Filelength = file.tellg();
    file.seekg(0, ios::beg);
    return Filelength;
}

1 个答案:

答案 0 :(得分:0)

以下功能是罪魁祸首:(至少有2个问题)

GLchar *ShaderCodeStorage(const char* FilePath)
// 1 Return type should be GLChar *
{
    ...
    ShaderCode[Filelength] = 0;
    return ShaderCode; // 2. add return
}

您还在哪里阅读着色器文件的内容?确保填充文件内容。