无法链接GLSL计划

时间:2016-10-05 17:35:49

标签: c++ opengl graphics

我无法使用以下代码。我想渲染我在position[]中描述的三角形。

该程序有时会给我一个着色器编译错误或程序链接错误,有时甚至两者都没有我更改之间的代码。

程序:

Window window(TITLE, WIDTH, HEIGHT) // Context and glew gets init here

float position[] = {-0.5, -0.5, 0.0,
                     0.5, -0.5, 0.0,
                     0.0,  0.5, 0.0};

// Shader program gets init
sID = glCreateProgram();
vertexShaderID = glCreateShader(GL_Vertex_SHADER);
fragShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShaderID, 1, vertexShaderCodeString); // The Code strings are valid, I printed them out
glShaderSource(fragmentShaderID, 1, fragShaderCodeString);

glCompileShader(vertexShaderID);
glCompileShader(fragShaderID);
shaderDidCompileCheck(vertexShaderID); // A function I wrote that checks for errors
shaderDidCompileCheck(fragShaderID);

glAttachShader(sID, vertexShaderID);
glAttachShader(sID, fragShaderID);

glLinkProgram(sID);
programDidLinkCheck(); // A function I wrote that checks for errors
glValidateProgram(sID);

glUseProgram(sID);
glBindAttribLocation(sID, 0, "position");
glUseProgram(0);

// Defining VBOs and VAOs
int bufferID;
glGenBuffers(1, &bufferID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glBufferData(GL_ARRAY_BUFFER, 3 * 3 * sizeof(float), mDataPtr, GL_STATIC_DRAW); // I have 3 vertices with 3 coordinates each
glBindBuffer(GL_ARRAY_BUFFER, 0);

int vaoID;
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); // I Want to load it to the index 0 of the VAO, the vertex size is 3, the data type is GL_FLOAT
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

glBindVertexArray(vaoID);
glEnableVertexAttribArray(0);
glBindVertexArray(0);

// Main loop
while(!window.close()) {
    glClearColor(0.3, 0.8, 0.6, 1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glUseProgram(sID);
    glBindVertexArray(vaoID);
    glDrawArrays(GL_TRIANGLES, 0, 1);
    glBindVertexArray(0);
    glUseProgram(0);

    glfwSwapBuffers(mWindow);
    glfwPollEvents();
}

顶点着色器:

#version 410
in vec3 position;
out vec3 color;

void main() {
    gl_Position = vec4(position, 1.0);
    color = vec3(position.x + 0.5, 0.5, position.y + 0.5);
}

Fragment Shader:

#version 410
in vec3 color;
out vec4 outputColor;

void main() {
    outputColor = vec4(color, 1.0);
}

2 个答案:

答案 0 :(得分:0)

我认为您的代码中存在一些拼写错误。您编写“vertexShaderID = glCreateShader(GL_Vertex_SHADER)”,但宏以大写字母表示 - > “GL_VERTEX_SHADER”。尝试使用glShaderSource(vertexShaderID,1,vertexShaderCodeString,NULL),而不是传递3个参数。

答案 1 :(得分:0)

您是如何保存着色器的源代码的?让shure得\n 在版本声明之后,否则你最终会将代码放在与#相同的行中,这是不好的。