Lwjgl Shaders赢得';t链接,但没有显示错误
好吧,标题几乎说明了一切,我的着色器不会链接 输出:Lwjgl Shaders赢得';t链接,但没有显示错误,lwjgl,Lwjgl,好吧,标题几乎说明了一切,我的着色器不会链接 输出: [INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log: [INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log: [INFO|2016-01-06 18:21:27|Renderer Thr
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Link status: 0
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Link errors:
链接状态0显然意味着它失败。但是为什么呢?显然glUseProgram失败,错误为1282,因为程序链接失败
链接代码:
int vshId = this.loadShader(this.getClass().getResource("/shaders/blocks.vsh"), GL20.GL_VERTEX_SHADER);
int fshId = this.loadShader(this.getClass().getResource("/shaders/blocks.fsh"), GL20.GL_FRAGMENT_SHADER);
int programId = GL20.glCreateProgram();
GL20.glAttachShader(programId, vshId);
GL20.glAttachShader(programId, fshId);
GL20.glLinkProgram(programId);
GL20.glValidateProgram(programId);
IntBuffer buf = BufferUtils.createIntBuffer(1);
GL20.glGetProgramiv(programId, GL20.GL_LINK_STATUS, buf);
int linkStatus = buf.get();
Logger.getInstance().logf("Link status: %s", linkStatus);
Logger.getInstance().logf("Link errors: %s", GL20.glGetProgramInfoLog(programId));
loadShader函数:
public int loadShader(URL resource, int type) {
InputStream stream;
try {
stream = resource.openStream();
} catch (IOException e) {
e.printStackTrace();
return -1;
}
String s = "";
byte[] b = new byte[256];
try {
while (stream.read(b) > -1) {
s += new String(b);
}
} catch (IOException e) {
e.printStackTrace();
return -2;
}
String shaderSrc = s;
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSrc);
GL20.glCompileShader(shaderID);
int status = GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS);
Logger.getInstance().logf("Shader compile status is %s, log: %s", status, GL20.glGetShaderInfoLog(shaderID));
return shaderID;
}
这两个代码段是SpriteManager()类的一部分
片段着色器:
#version 130
in vec2 tex_coord;
uniform sampler2D tex;
void main(void) {
gl_FragColor = texture(tex, tex_coord);
}
顶点着色器:
#version 130
in vec2 position;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
}
#version 130
in vec2 position;
out vec2 tex_coord;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
tex_coord = position;
}
为什么会这样?我没有看到任何错误。当我将垃圾行放入着色器源时,它会显示0:3(1):错误:语法错误,意外的新\u标识符
。我知道为什么不能成功编译,但是我不知道为什么正确的着色器不能工作。。。请帮忙
整个项目都可以在上查看,我现在觉得自己很笨。首先,在glValidateProgam出现错误之前调用glGetProgrami,即顶点着色器中缺少
out vec2 tex_coord
。德普。现在它开始工作了。
我将把固定版本放在这里:
顶点着色器:
#version 130
in vec2 position;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
}
#version 130
in vec2 position;
out vec2 tex_coord;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
tex_coord = position;
}
链接着色器代码:
int vshId = this.loadShader(this.getClass().getResource("/shaders/blocks.vsh"), GL20.GL_VERTEX_SHADER);
int fshId = this.loadShader(this.getClass().getResource("/shaders/blocks.fsh"), GL20.GL_FRAGMENT_SHADER);
int programId = GL20.glCreateProgram();
GL20.glAttachShader(programId, vshId);
GL20.glAttachShader(programId, fshId);
GL20.glLinkProgram(programId);
int linkStatus = GL20.glGetProgrami(programId, GL20.GL_LINK_STATUS);
GL20.glValidateProgram(programId);
Logger.getInstance().logf("Link status: %s", linkStatus);
Logger.getInstance().logf("Link errors: %s", GL20.glGetProgramInfoLog(programId));
我现在觉得自己很笨。首先,在glValidateProgam出现错误之前调用glGetProgrami,即顶点着色器中缺少
out vec2 tex_coord
。德普。现在它开始工作了。
我将把固定版本放在这里:
顶点着色器:
#version 130
in vec2 position;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
}
#version 130
in vec2 position;
out vec2 tex_coord;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
tex_coord = position;
}
链接着色器代码:
int vshId = this.loadShader(this.getClass().getResource("/shaders/blocks.vsh"), GL20.GL_VERTEX_SHADER);
int fshId = this.loadShader(this.getClass().getResource("/shaders/blocks.fsh"), GL20.GL_FRAGMENT_SHADER);
int programId = GL20.glCreateProgram();
GL20.glAttachShader(programId, vshId);
GL20.glAttachShader(programId, fshId);
GL20.glLinkProgram(programId);
int linkStatus = GL20.glGetProgrami(programId, GL20.GL_LINK_STATUS);
GL20.glValidateProgram(programId);
Logger.getInstance().logf("Link status: %s", linkStatus);
Logger.getInstance().logf("Link errors: %s", GL20.glGetProgramInfoLog(programId));