OpenGL错误C0000编译错误 [英] Opengl error C0000 compiling error

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问题描述

我对opengl着色器编译有问题.问题是,当我运行程序时,出现此错误:

I've a problem with opengl shader compiling. The problem is that when I run the program, I obtain this error:

顶点信息

0(1):错误c0000:语法错误,令牌''

相同的消息用于片段对象.最后,我得到一个程序未验证"错误.这是我的初始化着色器代码:

the same message is for the fragment object. At the end I obtain a 'program not validated' error. here's my initialization shader code:

struct ShadeState {
int gl_program_id = 0;          // OpenGL program handle
int gl_vertex_shader_id = 0;    // OpenGL vertex shader handle
int gl_fragment_shader_id = 0;  // OpenGL fragment shader handle
};

// initialize the shaders
void init_shaders(ShadeState* state) {
// load shader code from files
auto vertex_shader_code = load_text_file("shade_vertex.glsl");
auto fragment_shader_code = load_text_file("shade_fragment.glsl");
auto vertex_shader_codes = (char *)vertex_shader_code.c_str();
auto fragment_shader_codes = (char *)fragment_shader_code.c_str();

//devono essere costanti altrimenti glShaderSource non li accetta
//auto vertex_codes = (const GLchar*)vertex_shader_codes;
//auto fragment_codes = (const GLchar*)fragment_shader_codes;
//GLint const vert_size = vertex_shader_code.size();
//GLint const frag_size = fragment_shader_code.size();

// create shaders
state->gl_vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);      //come da documentazione
state->gl_fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);  //come da documentazione


// load shaders code onto the GPU
//glShaderCode non esiste!
glShaderSource(state->gl_vertex_shader_id, 1, (const GLchar**)&vertex_shader_codes, NULL);
glShaderSource(state->gl_fragment_shader_id, 1, (const GLchar**)&fragment_shader_codes, NULL);

// compile shaders
glCompileShader(state->gl_vertex_shader_id);
glCompileShader(state->gl_fragment_shader_id);

// check if shaders are valid
//funzione presente in glcommon.h
error_if_glerror();
error_if_shader_not_valid(state->gl_vertex_shader_id);
error_if_shader_not_valid(state->gl_fragment_shader_id);



// create program
state->gl_program_id = glCreateProgram();

// attach shaders
glAttachShader(state->gl_program_id, state->gl_vertex_shader_id);
glAttachShader(state->gl_program_id, state->gl_fragment_shader_id);


// bind vertex attributes locations
//faccio il bind delle variabili in input del vertex shader
glBindAttribLocation(state->gl_program_id, 0, "vertex_pos");    // primo attributo in shade_vertex
glBindAttribLocation(state->gl_program_id, 1, "vertex_norm");   //secondo attributo in shade_vertex

// link program
glLinkProgram(state->gl_program_id);

// check if program is valid
//funzione presente in glcommon.h
error_if_glerror();
error_if_program_not_valid(state->gl_program_id);
}

我该如何解决?

编辑

shade_vertex.glsl

shade_vertex.glsl

#version 120

attribute vec3 vertex_pos;          // vertex position (in mesh coordinate frame)
attribute vec3 vertex_norm;         // vertex normal   (in mesh coordinate frame)

uniform mat4 mesh_frame;            // mesh frame (as a matrix)
uniform mat4 camera_frame_inverse;  // inverse of the camera frame (as a matrix)
uniform mat4 camera_projection;     // camera projection

varying vec3 pos;                   // [to fragment shader] vertex position (in world coordinate)
varying vec3 norm;                  // [to fragment shader] vertex normal (in world coordinate)

// main function
void main() {
// compute pos and normal in world space and set up variables for fragment shader (use     mesh_frame)

// project vertex position to gl_Position using mesh_frame, camera_frame_inverse and camera_projection
}

shade_fragment.glsl

shade_fragment.glsl

#version 120

varying vec3 pos;                   // [from vertex shader] position in world space
varying vec3 norm;                  // [from vertex shader] normal in world space (need normalization)

uniform vec3 camera_pos;            // camera position (center of the camera frame)

uniform vec3 ambient;               // scene ambient

uniform int lights_num;             // number of lights
uniform vec3 light_pos[16];         // light positions
uniform vec3 light_intensity[16];   // light intensities

uniform vec3 material_kd;           // material kd
uniform vec3 material_ks;           // material ks
uniform float material_n;           // material n

// main
void main() {
// re-normalize normals

// use faceforward to ensure the normals points toward us

// accumulate ambient
vec3 c = vec3(0,0,0)

// foreach light
    // compute point light color at pos
    // compute light direction at pos
    // compute view direction using camera_pos and pos
    // compute h
    // accumulate blinn-phong model

// output final color by setting gl_FragColor
gl_FragColor = vec4(c,1);
}

推荐答案

我解决了genpfault的问题.我必须写gl位置并添加分号.谢谢大家!

I resolved with the solution of genpfault. I had to write gl position and add the semicolon. Thanks to you all!

这篇关于OpenGL错误C0000编译错误的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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