链接Shader导致文件未被读取的错误
Linking a Shader results in an error of file not being read
我的问题始于我的着色器,特别是顶点着色器未链接,我目前正在按照代码的 LearnOpenGL 指南进行操作。
ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ
ERROR::PROGRAM_LINKING_ERROR of type: PROGRAM
Vertex info
-----------
(0) : error C5145: must write to gl_Position
所以这是我的 shader.vert 文件-
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
一个非常简单的 vert 文件我能够使用字符串方法实现此目的,但是当从文件读取时问题就开始了。
这里是 shader.frag 文件 -
#version 330 core
out vec4 FragColor;
in vec4 vertexColor; // the input variable from the vertex shader (same
name and same type)
void main()
{
FragColor = vertexColor;
}
这是从 LearnOpenGL 读取文件的 .h 文件,据我所知,这个文件不是问题所在。
#include <GL/glew.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | 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 char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -
- --------------------------------------------------- -- " << std::endl;
}
}
}
};
我不确定我尝试了多少种不同的方法来链接文件、用不同的名称重命名它们、使用完整路径和相对路径,但仍然无法找到解决方案。
Shader ourShader("Shaders/shader.vert","Shaders/shader.frag");
好吧,在测试了这么多之后我找到了解决方案:
所以链接文件总是有正确的文件夹路径,
Shader ourShader("Source/Shaders/Shader.vert", "Source/Shaders/Shader.frag");
另外我发现我的GLEW在使用这个函数之前没有初始化也导致了错误,希望我的解决方案能帮助到有同样问题的人。
我的问题始于我的着色器,特别是顶点着色器未链接,我目前正在按照代码的 LearnOpenGL 指南进行操作。
ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ
ERROR::PROGRAM_LINKING_ERROR of type: PROGRAM
Vertex info
-----------
(0) : error C5145: must write to gl_Position
所以这是我的 shader.vert 文件-
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
一个非常简单的 vert 文件我能够使用字符串方法实现此目的,但是当从文件读取时问题就开始了。
这里是 shader.frag 文件 -
#version 330 core
out vec4 FragColor;
in vec4 vertexColor; // the input variable from the vertex shader (same
name and same type)
void main()
{
FragColor = vertexColor;
}
这是从 LearnOpenGL 读取文件的 .h 文件,据我所知,这个文件不是问题所在。
#include <GL/glew.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | 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 char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -
- --------------------------------------------------- -- " << std::endl;
}
}
}
};
我不确定我尝试了多少种不同的方法来链接文件、用不同的名称重命名它们、使用完整路径和相对路径,但仍然无法找到解决方案。
Shader ourShader("Shaders/shader.vert","Shaders/shader.frag");
好吧,在测试了这么多之后我找到了解决方案:
所以链接文件总是有正确的文件夹路径,
Shader ourShader("Source/Shaders/Shader.vert", "Source/Shaders/Shader.frag");
另外我发现我的GLEW在使用这个函数之前没有初始化也导致了错误,希望我的解决方案能帮助到有同样问题的人。