C++ 无法链接GLSL程序
我无法使以下代码正常工作。我想渲染我在C++ 无法链接GLSL程序,c++,opengl,graphics,C++,Opengl,Graphics,我无法使以下代码正常工作。我想渲染我在位置[]中描述的三角形 该程序有时会给我一个着色器编译错误或程序链接错误,有时甚至两者都会给我,而我不会在其间更改代码 节目: Window window(TITLE, WIDTH, HEIGHT) // Context and glew gets init here float position[] = {-0.5, -0.5, 0.0, 0.5, -0.5, 0.0,
位置[]
中描述的三角形
该程序有时会给我一个着色器编译错误或程序链接错误,有时甚至两者都会给我,而我不会在其间更改代码
节目:
Window window(TITLE, WIDTH, HEIGHT) // Context and glew gets init here
float position[] = {-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0};
// Shader program gets init
sID = glCreateProgram();
vertexShaderID = glCreateShader(GL_Vertex_SHADER);
fragShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShaderID, 1, vertexShaderCodeString); // The Code strings are valid, I printed them out
glShaderSource(fragmentShaderID, 1, fragShaderCodeString);
glCompileShader(vertexShaderID);
glCompileShader(fragShaderID);
shaderDidCompileCheck(vertexShaderID); // A function I wrote that checks for errors
shaderDidCompileCheck(fragShaderID);
glAttachShader(sID, vertexShaderID);
glAttachShader(sID, fragShaderID);
glLinkProgram(sID);
programDidLinkCheck(); // A function I wrote that checks for errors
glValidateProgram(sID);
glUseProgram(sID);
glBindAttribLocation(sID, 0, "position");
glUseProgram(0);
// Defining VBOs and VAOs
int bufferID;
glGenBuffers(1, &bufferID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glBufferData(GL_ARRAY_BUFFER, 3 * 3 * sizeof(float), mDataPtr, GL_STATIC_DRAW); // I have 3 vertices with 3 coordinates each
glBindBuffer(GL_ARRAY_BUFFER, 0);
int vaoID;
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); // I Want to load it to the index 0 of the VAO, the vertex size is 3, the data type is GL_FLOAT
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindVertexArray(vaoID);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Main loop
while(!window.close()) {
glClearColor(0.3, 0.8, 0.6, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(sID);
glBindVertexArray(vaoID);
glDrawArrays(GL_TRIANGLES, 0, 1);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapBuffers(mWindow);
glfwPollEvents();
}
顶点着色器:
#version 410
in vec3 position;
out vec3 color;
void main() {
gl_Position = vec4(position, 1.0);
color = vec3(position.x + 0.5, 0.5, position.y + 0.5);
}
片段着色器:
#version 410
in vec3 color;
out vec4 outputColor;
void main() {
outputColor = vec4(color, 1.0);
}
我认为你的代码中有一些拼写错误。您可以编写“vertexShaderID=glCreateShader(GL_Vertex_SHADER)”,但宏是用大写字母表示的->“GL_Vertex_SHADER”。尝试glShaderSource(vertexShaderID,1,vertexShaderCodeString,NULL),而不是传递3个参数。您是如何保存着色器的源代码的?使舒尔具备
\n
在版本声明之后,否则代码将与#位于同一行,这是错误的。链接器或着色器必须返回错误代码。错误代码是什么?您必须在
glLinkProgram
之前执行glBindAttribLocation
。我建议,我得到的错误代码只是我自己编写的默认字符串。在glLinkProgram
之前已经尝试glbindattiblocation
,但它不起作用。不过,谢谢你的帮助。“Glattachshader”不是GL函数。也许你的意思是“glAttachShader”。我检查了字符串,一切正常……嗯,我想imma从头开始整个项目,并下载新的图形驱动程序。。。