我的OpenGL项目中的着色器无法编译。我有Ubuntu 16.04 LTS,使用CLion。没有找到任何解决方案,这就是为什么要问这里。
这是我的错误列表:
ATTENTION: default value of option force_s3tc_enable overridden by environment.
ERROR::SHADER::VERTEX::COMPILATION_FAILED
0:1(1): error: syntax error, unexpected $end
ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
0:1(1): error: syntax error, unexpected $end
ERROR::SHADER::PROGRAM::LINKING_FAILED
error: linking with uncompiled shadererror: linking with uncompiled shader
这是我的main.cpp代码:
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Other includes
#include "Shader.h"
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// The MAIN function, from here we start the application and run the game loop
int main( )
{
// Init GLFW
glfwInit( );
// Set all the required options for GLFW
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow *window = glfwCreateWindow( WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr );
int screenWidth, screenHeight;
glfwGetFramebufferSize( window, &screenWidth, &screenHeight );
if ( nullptr == window )
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate( );
return EXIT_FAILURE;
}
glfwMakeContextCurrent( window );
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
if ( GLEW_OK != glewInit( ) )
{
std::cout << "Failed to initialize GLEW" << std::endl;
return EXIT_FAILURE;
}
// Define the viewport dimensions
glViewport( 0, 0, screenWidth, screenHeight );
// Build and compile our shader program
Shader ourShader( "core.vs", "core.frag" );
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] =
{
// Positions // Colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // Bottom Left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays( 1, &VAO );
glGenBuffers( 1, &VBO );
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray( VAO );
glBindBuffer( GL_ARRAY_BUFFER, VBO );
glBufferData( GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW );
// Position attribute
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof( GLfloat ), ( GLvoid * ) 0 );
glEnableVertexAttribArray( 0 );
// Color attribute
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof( GLfloat ), ( GLvoid * )( 3 * sizeof( GLfloat ) ) );
glEnableVertexAttribArray( 1 );
glBindVertexArray( 0 ); // Unbind VAO
// Game loop
while ( !glfwWindowShouldClose( window ) )
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents( );
// Render
// Clear the colorbuffer
glClearColor( 0.2f, 0.3f, 0.3f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
// Draw the triangle
ourShader.Use( );
glBindVertexArray( VAO );
glDrawArrays( GL_TRIANGLES, 0, 3 );
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers( window );
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays( 1, &VAO );
glDeleteBuffers( 1, &VBO );
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate( );
return EXIT_SUCCESS;
}
Shader.h代码:
#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
#include <cstring>
class Shader
{
public:
GLuint Program;
// Constructor generates the shader on the fly
Shader( const GLchar *vertexPath, const GLchar *fragmentPath )
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensures ifstream objects can throw exceptions:
vShaderFile.exceptions ( std::ifstream::badbit );
fShaderFile.exceptions ( std::ifstream::badbit );
try
{
// Open files
vShaderFile.open( vertexPath );
fShaderFile.open( fragmentPath );
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf( );
fShaderStream << fShaderFile.rdbuf( );
// close file handlers
vShaderFile.close( );
fShaderFile.close( );
// Convert stream into string
vertexCode = vShaderStream.str( );
fragmentCode = fShaderStream.str( );
}
catch ( std::ifstream::failure e )
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar *vShaderCode = vertexCode.c_str( );
const GLchar *fShaderCode = fragmentCode.c_str( );
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertex, 1, &vShaderCode, NULL);
glCompileShader( vertex );
// Print compile errors if any
glGetShaderiv( vertex, GL_COMPILE_STATUS, &success );
if ( !success )
{
glGetShaderInfoLog( vertex, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragment, 1, &fShaderCode, NULL);
glCompileShader( fragment );
// Print compile errors if any
glGetShaderiv( fragment, GL_COMPILE_STATUS, &success );
if ( !success )
{
glGetShaderInfoLog( fragment, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Shader Program
this->Program = glCreateProgram( );
glAttachShader( this->Program, vertex );
glAttachShader( this->Program, fragment );
glLinkProgram( this->Program );
// Print linking errors if any
glGetProgramiv( this->Program, GL_LINK_STATUS, &success );
if (!success)
{
glGetProgramInfoLog( this->Program, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader( vertex );
glDeleteShader( fragment );
}
// Uses the current shader
void Use( )
{
glUseProgram( this->Program );
}
};
#endif
这是我的core.vs:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(position, 1.0f);
ourColor = color;
// We swap the y-axis by substracing our coordinates from 1. This is done because most images have the top y-axis inversed with OpenGL's top y-axis.
// TexCoord = texCoord;
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}
...和core.frag:
#version 330 core
in vec3 ourColor;
in vec2 TexCoord;
out vec4 color;
// Texture samplers
uniform sampler2D ourTexture1;
void main()
{
// Linearly interpolate between both textures (second texture is only slightly combined)
color = texture(ourTexture1, TexCoord);
}
我还附上了我的CMakeLists.txt。希望它有所帮助:
cmake_minimum_required(VERSION 3.9)
project(STUDY_GL)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -pthread -fpermissive")
find_package (OpenGL REQUIRED)
find_package (GLUT REQUIRED)
find_package (glfw3 REQUIRED)
find_library (glew REQUIRED)
find_library (glad REQUIRED)
include_directories(${/usr/include/GLFW/})
include_directories(${/usr/include/GL/})
file(GLOB SOURCE_FILES
*.cpp
*.h
)
add_executable(main.cpp ${SOURCE_FILES} Shader.h)
target_link_libraries (main.cpp ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${GLFW3_LIBRARIES} -lGL -lglfw -lglut -lGLEW)
我在项目中有一个SOIL2目录。这是它的link。
答案 0 :(得分:3)
一般来说,您的代码很好,但您必须将std::ifstream::failbit
传递给std::ios::exceptions
,因为如果std::ifstream::open
失败,则设置failbit状态标志。
vShaderFile.exceptions ( std::ifstream::failbit | std::ifstream::badbit );
fShaderFile.exceptions ( std::ifstream::failbit | std::ifstream::badbit );
try
{
vShaderFile.open( vertexPath );
fShaderFile.open( fragmentPath );
.....
}
catch ( std::ifstream::failure e )
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
我打赌你的工作目录没有正确设置。出于调试原因,请使用着色器文件的绝对文件路径 如果无法访问着色器源文件,并且您的代码没有抛出任何异常,那么您尝试编译空字符串。这会导致错误消息。
顺便说一下,由于您在问题中发布的代码段中没有使用任何纹理,因此您应该对片段着色器进行以下更改:
// color = texture(ourTexture1, TexCoord); <--- skip
color = vec4(ourColor,1.0); <--- add
答案 1 :(得分:1)
当您在没有指定源字符串长度的情况下将没有空终结符的着色器源传递给glShaderSource时,通常会发生错误。由于典型文件通常不包含空终止符,因此OpenGL将读取超过源字符串末尾的内容。
解决方案是传递着色器源字符串的确切长度。