"No definition of main in vertex shader" 在 OpenGL 程序 link 状态检查期间

"No definition of main in vertex shader" during OpenGL Program link status check

我正在使用 VBO 和 GLSL 着色器编写一个 OpenGL/C++ 插件。然而,虽然我可以成功编译着色器,并且 link 它们到程序,它的状态 link 检查 glGetProgramiv(...,GL_LINK_STATUS,...) returns 一个 "No definition of main in vertex shader" 错误。

顶点着色器正在向片段着色器发送颜色。如果我删除此颜色传递,link 将成功验证。

如果我想将颜色传递给片段着色器,我的代码有什么问题?

    const GLchar *vert_src =
    "#version 410\n"
    "layout (location = 0) in vec3 Pos;\n"
    "layout (location = 1) in vec3 vColor;\n"
    "uniform mat4 projectionMatrix;\n"
    "uniform mat4 modelViewMatrix;\n"
    "out vec3 color;\n";  // -> REMOVING THIS LINE MAKES THE VALIDATION WORK
    "void main() {\n"
    "   color=vColor;\n" // -> AND THIS LINE TOO 
    "   gl_Position = projectionMatrix*modelViewMatrix*vec4(Pos.x, Pos.y, Pos.z, 1.0);"
    "}\n";

    const GLchar *frag_src =
    "#version 410\n"
    "in vec3 color;\n";
    "out vec4 fragColor;\n"
    "void main() {\n"
     "   fragColor = vec4(color, 1.0);"
     "}\n";

    GLuint program = glCreateProgram();

    GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
    GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
    int len=(GLint)strlen(vert_src);
    glShaderSource(v_shader, 1, &vert_src, &len);
    glCompileShader(v_shader);

    glGetShaderiv(v_shader, GL_COMPILE_STATUS, &success); --> SUCCESS

    len=(GLint)strlen(frag_src);
    glShaderSource(f_shader, 1, &frag_src, &len);
    glCompileShader(f_shader);

    glGetShaderiv(f_shader, GL_COMPILE_STATUS, &success); --> SUCCESS

    glAttachShader(program, v_shader);  --> SUCCESS
    glAttachShader(program, f_shader);  --> SUCCESS

    glLinkProgram(program);   --> SUCCESS

    glValidateProgram(program);     --> SUCCESS
    glGetProgramiv(program, GL_LINK_STATUS, &success); --> ERROR: Program is not successfully linked
[...] rest of code

你有分号 在字符串外 不应该出现:

const GLchar *vert_src =
    "#version 410\n"
    "layout (location = 0) in vec3 Pos;\n"
    "layout (location = 1) in vec3 vColor;\n"
    "uniform mat4 projectionMatrix;\n"
    "uniform mat4 modelViewMatrix;\n"
    "out vec3 color;\n";  // <- HERE YOU HAVE A SEMICOLON
    "void main() {\n"
    "   color=vColor;\n"
    "   gl_Position = projectionMatrix*modelViewMatrix*vec4(Pos.x, Pos.y, Pos.z, 1.0);"
    "}\n";

const GLchar *frag_src =
    "#version 410\n"
    "in vec3 color;\n";   // <- HERE YOU HAVE ANOTHER SEMICOLON
    "out vec4 fragColor;\n"
    "void main() {\n"
     "   fragColor = vec4(color, 1.0);"
     "}\n";