OpenGL,Cubemap,Vertex& FragmentShader

时间:2018-06-14 20:16:42

标签: c++ opengl glsl

新的OpenGL,我无法解决这个问题。我收到此错误

  

错误:0:21:'gl_Position':未声明的标识符

     

错误:0:21:'assign':无法从'high-float'的4分量向量转换为'highp float'

它还说我的片段着色器未成功编译。 我读过它可能是由于错误地读取顶点和片段着色器引起的。 gl_Position在以前的着色器中有效。任何意见都表示赞赏.Thnx。

继承人我的skybox.vertexshader:

#version 330 core
layout (location = 0) in vec3 position;

out vec3 TexCoords; 



uniform mat4 projection;
uniform mat4 view;


//gl_Position only works with vertex &  geo shaders. from ver 1.5 to 3.3    
//gl position not compatible with frag?
//problem with shader reading thinks its the fragment



void main()
{

    gl_Position = projection * view * vec4 (position.xyz, 1.0);
    TexCoords = position; 


}

my skybox FragmentShader:

#version 330 core 



in vec3 TexCoords;


out vec4 color;


uniform samplerCube skybox;


void main()
{    

    color = texture(skybox,TexCoords);
}

还有main.cpp文件,如果有任何帮助:

// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
#include <vector>
#include <iostream>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include <common/skyboxtex.hpp>
#include <common/shader.hpp>
#include <common/texture.hpp>
#include <common/controls.hpp>
#include <glm/gtc/type_ptr.hpp>

int main(void)
{
    // Initialise GLFW
    if (!glfwInit())
    {
        fprintf(stderr, "Failed to initialize GLFW\n");
        getchar();
        return -1;
    }

    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // Open a window and create its OpenGL context
    window = glfwCreateWindow(1024, 768, "Tutorial 0 - Keyboard and Mouse", NULL, NULL);
    if (window == NULL) {
        fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
        getchar();
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);

    // Initialize GLEW
    glewExperimental = true; // Needed for core profile
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW\n");
        getchar();
        glfwTerminate();
        return -1;
    }

    // Ensure we can capture the escape key being pressed below
    glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
    // Hide the mouse and enable unlimited mouvement
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // Set the mouse at the center of the screen
    glfwPollEvents();
    glfwSetCursorPos(window, 1024 / 2, 768 / 2);

    // Dark blue background
    //glClearColor(0.0f, 0.0f, 0.4f, 0.0f);

    // Enable depth test
    glEnable(GL_DEPTH_TEST);
    // Accept fragment if it closer to the camera than the former one
    glDepthFunc(GL_LESS);

    // Cull triangles which normal is not towards the camera
    glEnable(GL_CULL_FACE);

    GLuint VertexArrayID;
    glGenVertexArrays(1, &VertexArrayID);
    glBindVertexArray(VertexArrayID);

    // Create and compile our GLSL program from the shaders
    GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader");
    GLuint skyboxShader = LoadShaders("skybox.fragmentshader", "skybox.vertexshader");




    // Get a handle for our "MVP" uniform
    GLuint MatrixID = glGetUniformLocation(programID, "MVP");
    GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
    GLuint ViewMatrixID = glGetUniformLocation(programID, "V"); 


    // Load the texture Cube
    GLuint Texture = loadDDS("uvtemplate.DDS");






    //cubeassss

    // Get a handle for our "myTextureSampler" uniform
    GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");





    float skyboxVertices[] = {
        // positions          
        -1.0f,  1.0f, -1.0f,
        -1.0f, -1.0f, -1.0f,
        1.0f, -1.0f, -1.0f,
        1.0f, -1.0f, -1.0f,
        1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,

        -1.0f, -1.0f,  1.0f,
        -1.0f, -1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f,  1.0f,
        -1.0f, -1.0f,  1.0f,

        1.0f, -1.0f, -1.0f,
        1.0f, -1.0f,  1.0f,
        1.0f,  1.0f,  1.0f,
        1.0f,  1.0f,  1.0f,
        1.0f,  1.0f, -1.0f,
        1.0f, -1.0f, -1.0f,

        -1.0f, -1.0f,  1.0f,
        -1.0f,  1.0f,  1.0f,
        1.0f,  1.0f,  1.0f,
        1.0f,  1.0f,  1.0f,
        1.0f, -1.0f,  1.0f,
        -1.0f, -1.0f,  1.0f,

        -1.0f,  1.0f, -1.0f,
        1.0f,  1.0f, -1.0f,
        1.0f,  1.0f,  1.0f,
        1.0f,  1.0f,  1.0f,
        -1.0f,  1.0f,  1.0f,
        -1.0f,  1.0f, -1.0f,

        -1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
        1.0f, -1.0f, -1.0f,
        1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
        1.0f, -1.0f,  1.0f
    }




    // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
    // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
    static const GLfloat g_vertex_buffer_data[] = { 
        -1.0f,-1.0f,-1.0f,
        -1.0f,-1.0f, 1.0f,
        -1.0f, 1.0f, 1.0f,
         1.0f, 1.0f,-1.0f,
        -1.0f,-1.0f,-1.0f,
        -1.0f, 1.0f,-1.0f,
         1.0f,-1.0f, 1.0f,
        -1.0f,-1.0f,-1.0f,
         1.0f,-1.0f,-1.0f,
         1.0f, 1.0f,-1.0f,
         1.0f,-1.0f,-1.0f,
        -1.0f,-1.0f,-1.0f,
        -1.0f,-1.0f,-1.0f,
        -1.0f, 1.0f, 1.0f,
        -1.0f, 1.0f,-1.0f,
         1.0f,-1.0f, 1.0f,
        -1.0f,-1.0f, 1.0f,
        -1.0f,-1.0f,-1.0f,
        -1.0f, 1.0f, 1.0f,
        -1.0f,-1.0f, 1.0f,
         1.0f,-1.0f, 1.0f,
         1.0f, 1.0f, 1.0f,
         1.0f,-1.0f,-1.0f,
         1.0f, 1.0f,-1.0f,
         1.0f,-1.0f,-1.0f,
         1.0f, 1.0f, 1.0f,
         1.0f,-1.0f, 1.0f,
         1.0f, 1.0f, 1.0f,
         1.0f, 1.0f,-1.0f,
        -1.0f, 1.0f,-1.0f,
         1.0f, 1.0f, 1.0f,
        -1.0f, 1.0f,-1.0f,
        -1.0f, 1.0f, 1.0f,
         1.0f, 1.0f, 1.0f,
        -1.0f, 1.0f, 1.0f,
         1.0f,-1.0f, 1.0f
    };





    // Two UV coordinatesfor each vertex. They were created with Blender.
    static const GLfloat g_uv_buffer_data[] = { 
        0.000059f, 0.000004f, 
        0.000103f, 0.336048f, 
        0.335973f, 0.335903f, 
        1.000023f, 0.000013f, 
        0.667979f, 0.335851f, 
        0.999958f, 0.336064f, 
        0.667979f, 0.335851f, 
        0.336024f, 0.671877f, 
        0.667969f, 0.671889f, 
        1.000023f, 0.000013f, 
        0.668104f, 0.000013f, 
        0.667979f, 0.335851f, 
        0.000059f, 0.000004f, 
        0.335973f, 0.335903f, 
        0.336098f, 0.000071f, 
        0.667979f, 0.335851f, 
        0.335973f, 0.335903f, 
        0.336024f, 0.671877f, 
        1.000004f, 0.671847f, 
        0.999958f, 0.336064f, 
        0.667979f, 0.335851f, 
        0.668104f, 0.000013f, 
        0.335973f, 0.335903f, 
        0.667979f, 0.335851f, 
        0.335973f, 0.335903f, 
        0.668104f, 0.000013f, 
        0.336098f, 0.000071f, 
        0.000103f, 0.336048f, 
        0.000004f, 0.671870f, 
        0.336024f, 0.671877f, 
        0.000103f, 0.336048f, 
        0.336024f, 0.671877f, 
        0.335973f, 0.335903f, 
        0.667969f, 0.671889f, 
        1.000004f, 0.671847f, 
        0.667979f, 0.335851f
    };

    //Skybox 




    GLuint skyboxVAO, skyboxVBO;
    glGenVertexArrays(1, &skyboxVAO);
    glGenBuffers(1,&skyboxVBO);
    glBindVertexArray(skyboxVAO);
    glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT,GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
    glBindVertexArray(0);

    //skybox image faces

    std::vector <std::string>faces;
    {
            "right.BMP",
            "left.BMP",
            "top.BMP",
            "bottom.BMP",
            "front.BMP",
            "back.BMP";
    };
    GLuint CubemapTexture = loadCubemap(faces);


    GLuint vertexbuffer;
    glGenBuffers(1, &vertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

    GLuint uvbuffer;
    glGenBuffers(1, &uvbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);

    do{

        // Clear the screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Use our shader
        glUseProgram(programID);
        glUseProgram(skyboxShader);

        // Compute the MVP matrix from keyboard and mouse input
        computeMatricesFromInputs();
        glm::mat4 ProjectionMatrix = getProjectionMatrix();
        glm::mat4 ViewMatrix = getViewMatrix();
        glm::mat4 ModelMatrix = glm::mat4(1.0);
        glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;




        // Send our transformation to the currently bound shader, 
        // in the "MVP" uniform
        glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);

        // Bind our texture in Texture Unit 0
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, Texture);
        // Set our "myTextureSampler" sampler to use Texture Unit 0
        glUniform1i(TextureID, 0);









        // 1rst attribute buffer : vertices
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glVertexAttribPointer(
            0,                  // attribute. No particular reason for 0, but must match the layout in the shader.
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
        );

        // 2nd attribute buffer : UVs
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
        glVertexAttribPointer(
            1,                                // attribute. No particular reason for 1, but must match the layout in the shader.
            2,                                // size : U+V => 2
            GL_FLOAT,                         // type
            GL_FALSE,                         // normalized?
            0,                                // stride
            (void*)0                          // array buffer offset
        );

        // Draw the triangle !
        glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles

        //cube



        //cube
        glm::mat4 ModelMatrix2 = glm::mat4(1.0);
        ModelMatrix2 = glm::translate(ModelMatrix2, glm::vec3(2.0f, 0.0f, 0.0f));
        glm::mat4 MVP2 = ProjectionMatrix * ViewMatrix * ModelMatrix2;

        glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP2[0][0]);
        glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix2[0][0]);


        // 2nd object
        glDrawArrays(GL_TRIANGLES, 0, 12 * 3);


        // 1rst attribute buffer : vertices

        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

        // 2nd attribute buffer : UVs
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);   

        glDisableVertexAttribArray(0);
        glDisableVertexAttribArray(1);
        //newshit


        //skybox matrix
        glm::mat4 view = glm::mat4(glm::mat3(getViewMatrix()));


        //  skybox Uniform                      INCLUDE glm value_PTR.hpp

        glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "view"), 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "projection"), 1, GL_FALSE, glm::value_ptr(ProjectionMatrix));



        glBindVertexArray(skyboxVAO);
        glDepthFunc(GL_LEQUAL);
        glUseProgram(skyboxShader);
        glBindTexture(GL_TEXTURE_CUBE_MAP, CubemapTexture);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);
        glDepthFunc(GL_LESS);



        // Swap buffers
        glfwSwapBuffers(window);
        glfwPollEvents();

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
           glfwWindowShouldClose(window) == 0 );

    // Cleanup VBO and shader
    glDeleteBuffers(1, &vertexbuffer);
    glDeleteBuffers(1, &uvbuffer);
    glDeleteProgram(programID);
    glDeleteTextures(1, &TextureID);
    glDeleteVertexArrays(1, &VertexArrayID);

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    return 0;
}

1 个答案:

答案 0 :(得分:3)

GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader");
GLuint skyboxShader = LoadShaders("skybox.fragmentshader", "skybox.vertexshader");

其中一个调用首先发送顶点着色器源,而另一个调用首先发送片段着色器源。

除非LoadShaders可以通过检查源代码来神奇地告诉哪一个 - 也许是通过在源代码中查找gl_Position的出现,这在片段着色器中是无效的 - 那么你需要交换其中一个调用的参数顺序。