获取0:1(1):错误:语法错误,意外$ end尝试编译着色器 [英] Get 0:1(1): error: syntax error, unexpected $end when trying to compile shader
问题描述
我正在做一个简单的程序来渲染一个三角形。该程序从文件读取顶点着色器和片段着色器并对其进行编译。
这是我的主文件的源代码:
// glew
#define GLEW_STATIC
#include< GL / glew.h>
// GLFW
#include< GLFW / glfw3.h>
#include< string>
#include< fstream>
#include< iostream>
#include< sstream>
//从文件读取着色器
const GLchar * readfile(std :: string filename){
std :: ifstream file(filename,std :: ifstream :: in) ;
std :: stringstream buffer;
buffer<< file.rdbuf();
std :: string dataString = buffer.str();
const char * dataCString = dataString.c_str();
const GLchar * data = const_cast< GLchar *>(dataCString);
file.close();
return data;
}
void key_callback(GLFWwindow * window,int key,int scancode,int action,int mode){
//当用户按下escape键时WindowShouldClose设置为true关闭应用程序
if(key == GLFW_KEY_ESCAPE&& action == GLFW_PRESS){
glfwSetWindowShouldClose(window,GL_TRUE);
}
}
void render(){
glClearColor(0.2f,0.3f,0.3f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES,0,3);
}
int main(){
//初始化带有必要信息的glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);
//使用glfw创建一个窗口
GLFWwindow * window = glfwCreateWindow(800,600,opengl window,nullptr,nullptr);
glfwMakeContextCurrent(window);
//设置所需的键回调函数
glfwSetKeyCallback(window,key_callback);
//初始化glew
glewExperimental = GL_TRUE;
glewInit();
//指定渲染窗口的大小
glViewport(0,0,800,600);
GLuint vao;
glGenVertexArrays(1,& vao);
glBindVertexArray(vao);
float vertices [] = {
0.0f,0.5f,//顶点1(X,Y)
0.5f,-0.5f,//顶点2 ,Y)
-0.5f,-0.5f //顶点3(X,Y)
};
GLuint vbo;
glGenBuffers(1,&v; vbo); //生成1个缓冲区
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
const GLchar * vertexSource = readfile(vertexShader.glsl);
const GLchar * fragmentSource = readfile(fragmentShader.glsl);
//编译顶点着色器
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader,1,& vertexSource,NULL);
glCompileShader(vertexShader);
//检查顶点着色器编译成功
GLint vertexStatus;
glGetShaderiv(vertexShader,GL_COMPILE_STATUS和& vertexStatus);
std :: cout<< Vertex shader compiled:< vertexStatus<< std :: endl;
char buffer [1024];
glGetShaderInfoLog(vertexShader,1024,NULL,buffer);
std :: cout<<缓冲液< std :: endl;
//编译片段着色器
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader,1,& fragmentSource,NULL);
glCompileShader(fragmentShader);
//检查片段着色器编译成功
GLint fragmentStatus;
glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,& fragmentStatus);
std :: cout<< Fragment shader compiled:< fragmentStatus<< std :: endl;
glGetShaderInfoLog(fragmentShader,1024,NULL,buffer);
std :: cout<<缓冲液< std :: endl;
//将着色器编译成程序
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
glBindFragDataLocation(shaderProgram,0,outColor);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
GLint posAttrib = glGetAttribLocation(shaderProgram,position);
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib,2,GL_FLOAT,GL_FALSE,0,0);
//游戏循环
{时
//检查并称之为事件
glfwPollEvents()(glfwWindowShouldClose(窗口)!);
//渲染到这里
render();
//交换缓冲区
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
这是fragmentShader.glsl:
#version 150 core
out vec4 outColor;
void main()
{
outColor = vec4(1.0,1.0,1.0,1.0);
}
这是vertexShader.glsl
#version 150 core
在vec2位置;
void main()
{
gl_Position = vec4(position,0.0,1.0);
}
我得到这个错误,当一个着色器不编译, m 99.99%,我的第一行没有可能导致此错误的字符。
0:1 :语法错误,意想不到的$结束
您 dataString
在 ReadFile的()
,所以只要功能是留给你正在返回的指针是无效的。
I'm making a simple program to render a triangle. The program reads a vertex shader and a fragment shader from a file and compiles them. However one of the shaders - but never both of them - will not compile.
This is the source code of my main file:
//glew
#define GLEW_STATIC
#include <GL/glew.h>
//GLFW
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
//Read shaders from file
const GLchar* readfile(std::string filename){
std::ifstream file (filename, std::ifstream::in);
std::stringstream buffer;
buffer << file.rdbuf();
std::string dataString = buffer.str();
const char *dataCString = dataString.c_str();
const GLchar *data = const_cast<GLchar*>(dataCString);
file.close();
return data;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode){
//when user presses the escape key WindowShouldClose is set to true closing the application
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS){
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
void render(){
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0,3);
}
int main(){
//initialize glfw with necessary information
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
//create a window with glfw
GLFWwindow* window = glfwCreateWindow(800, 600, "opengl window", nullptr, nullptr);
glfwMakeContextCurrent(window);
//set required key callback functions
glfwSetKeyCallback(window, key_callback);
//initialize glew
glewExperimental = GL_TRUE;
glewInit();
//specify size of rendering window
glViewport(0, 0, 800, 600);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
float vertices[]={
0.0f, 0.5f, //Vertex 1 (X, Y)
0.5f, -0.5f, //Vertex 2 (X, Y)
-0.5f, -0.5f //Vertex 3 (X, Y)
};
GLuint vbo;
glGenBuffers(1, &vbo); //Generate 1 buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const GLchar* vertexSource = readfile("vertexShader.glsl");
const GLchar* fragmentSource = readfile("fragmentShader.glsl");
//Compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
//Check vertex shader compiled sucessfully
GLint vertexStatus;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexStatus);
std::cout << "Vertex shader compiled: " << vertexStatus << std::endl;
char buffer[1024];
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
std::cout << buffer << std::endl;
//Compile fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
//Check fragment shader compiled sucessfully
GLint fragmentStatus;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentStatus);
std::cout << "Fragment shader compiled: " << fragmentStatus << std::endl;
glGetShaderInfoLog(fragmentShader, 1024, NULL, buffer);
std::cout << buffer << std::endl;
//Compile shaders into program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
//game loop
while(!glfwWindowShouldClose(window)){
//check and call events
glfwPollEvents();
//rendering goes here
render();
//swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
This is fragmentShader.glsl:
#version 150 core
out vec4 outColor;
void main()
{
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}
This is vertexShader.glsl
#version 150 core
in vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
}
I get this error when one of the shaders doesn't compile and I'm 99.99% that there's no garbage characters on my first line that could be causing this.
0:1(1): error: syntax error, unexpected $end
Your dataString
has only local lifetime in readfile()
, so the pointer you are returning is invalid as soon as the function is left.
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