在堆栈溢出中搜索了类似的问题,以寻找解决方案,但似乎并没有解决。
main.cpp:
#include"reader.h"
#include"window.h"
#include"shader.h"
int main() {
float vertices[] = {
-0.5f, -0.5f, 0.0f ,
0.5f, -0.5f, 0.0f ,
0.0f, 0.5f, 0.0f
};
Window window;
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
Shader shader;
shader.addShader("./src/shaders/basic.vtx",GL_VERTEX_SHADER);
shader.addShader("./src/shaders/basic.frg", GL_FRAGMENT_SHADER);
shader.compile();
shader.enable();
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,GL_STATIC_DRAW);
GLint pos_in = glGetAttribLocation(shader.getProgram(), "pos_in");
if (pos_in < 0) {
std::cout << "pos_in not found\n";
}
glVertexAttribPointer(pos_in, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(pos_in);
while (!window.closed()) {
window.update();
glDrawArrays(GL_TRIANGLES,0,3);
}
return 0;
}
shader.h:
#pragma once
#include<glad/glad.h>
#include<iostream>
#include<vector>
#include"reader.h"
class Shader {
std::vector<GLuint*> shaders;
GLuint program;
public :
GLuint& getProgram() {
return program;
}
Shader() {
program = glCreateProgram();
}
void addShader(const char * path, GLenum type) {
std::string data = ShaderReader(path).read_shader();
const char * chardata = data.c_str();
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &chardata , nullptr);
glCompileShader(shader);
int success;
char buffer[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 512, NULL, buffer);
std::cout << buffer << std::endl;
return;
}
std::cout << "shader inserted into vector\n";
shaders.push_back(&shader);
}
void compile(){
for (int i = 0; i != shaders.size();i++) {
glAttachShader(program, *shaders[i]);
}
glLinkProgram(program);
glValidateProgram(program);
glUseProgram(program);
int status;
glGetProgramiv(program, GL_COMPILE_STATUS, &status);
char buffer[512];
if (!status) {
glGetProgramInfoLog(program,512,NULL,buffer);
std::cout << buffer << std::endl;
return;
}
std::cout << "shader compilation successful\n";
}
void enable() {
glUseProgram(program);
}
void disable() {
glUseProgram(0);
}
~Shader() {
for (int i = 0; i != shaders.size();i++) {
glDeleteShader(*shaders[i]);
}
}
};
用basic.vtx编写的顶点着色器:
#version 400
layout (location = 0 ) in vec3 pos_in ;
void main(){
gl_Position = vec4(pos_in.x , pos_in.y , pos_in.z , 1.0f);
}
以basic.frg编写的片段着色器:
#version 400
out vec4 color;
void main(){
color = vec4(0.0f, 0.5f , 0.5f , 1.0f);
}
在调用glGetAttribLocation时,顶点着色器正在使用pos_in attrib来设置gl_Position,但它返回-1。 同样,调用glGetAttribLocation()时不渲染三角形;或使用直接属性指针值(如0,1)将其呈现白色,并且出现openGL 1281错误。
答案 0 :(得分:3)
shaders.push_back(&shader)
绝对是无效的一件事:
void addShader(const char * path, GLenum type) {
// ....
GLuint shader = glCreateShader(type);
// ....
shaders.push_back(&shader);
}
使用shaders.push_back(&shader)
将局部变量的地址推回shaders
向量。因此glAttachShader(program, *shaders[i]);
将导致未定义的行为。
shader
仅包含一个数字ID,因此无需获取指向它的指针,只需将std::vector<GLuint*> shaders
更改为std::vector<GLuint> shaders
,使用shaders.push_back(shader)
并替换所有{ {1}}与*shaders[i]
之所以没有出现链接错误,很可能是因为在进行shaders[i]
之前,从&shader
获得的地址中的内容没有被覆盖,并且着色器矢量拥有相同的堆栈地址。结果是每次在相同的ID上调用glAttachShader(program, *shaders[i])
,因此您仅将片段着色器绑定到程序。