问题描述
我正在尝试使用着色器,但它始终告诉我片段和顶点着色器上的此错误:
I'm trying to use a shader but it keeps telling me this error on both fragment and vertex shader:
error(#132) Syntax error: "<" parse error
顶点着色器
varying vec4 diffuse;
varying vec4 ambient;
varying vec3 normal;
varying vec3 halfVector;
void main()
{
normal = normalize(gl_NormalMatrix * gl_Normal);
halfVector = gl_LightSource[0].halfVector.xyz;
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;
gl_Position = ftransform();
}
片段着色器
varying vec4 diffuse,ambient;
varying vec3 normal,halfVector;
void main()
{
vec3 n,halfV,lightDir;
float NdotL,NdotHV;
lightDir = vec3(gl_LightSource[0].position);
vec4 color = ambient;
n = normalize(normal);
NdotL = max(dot(n,lightDir),0.0);
if (NdotL > 0.0) {
color += diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += gl_FrontMaterial.specular *
gl_LightSource[0].specular *
pow(NdotHV, gl_FrontMaterial.shininess);
}
gl_FragColor = color;
}
读取着色器的代码:
bool Shader::load(string vertex , string fragment)
{
// These will hold the shader's text file data
string vshader, fshader;
// Make sure the user passed in a vertex and fragment shader file
if(!vertex.length() || !fragment.length()) return false;
// If any of our shader pointers are set, let's free them first.
if(VertexShader || FragmentShader || ProgramObject) Release();
// Here we get a pointer to our vertex and fragment shaders
VertexShader = glCreateShader(GL_VERTEX_SHADER);
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Now we load the shaders from the respective files and store it in a string.
vshader = LoadTextFile(vertex.c_str());
fshader = LoadTextFile(fragment.c_str());
if(vshader == "" || fshader == "") return false;
// Do a quick switch so we can do a double pointer below
const char *vvshader = vshader.c_str();
const char *ffshader = fshader.c_str();
// Now this assigns the shader text file to each shader pointer
glShaderSource(VertexShader, 1, &vvshader, NULL);
glShaderSource(FragmentShader, 1, &ffshader, NULL);
// Now we actually compile the shader's code
glCompileShader(VertexShader);
glCompileShader(FragmentShader);
printInfoLog(VertexShader);
printInfoLog(FragmentShader);
// Next we create a program object to represent our shaders
ProgramObject = glCreateProgram();
// We attach each shader we just loaded to our program object
glAttachShader(ProgramObject, VertexShader);
glAttachShader(ProgramObject, FragmentShader);
// Our last init function is to link our program object with OpenGL
glLinkProgram(ProgramObject);
printInfoLog(ProgramObject);
// Now, let's turn off our current shader.
glUseProgram(0);
return true;
}
string Shader::LoadTextFile(string file)
{
// Open the file passed in
ifstream fin(file.c_str());
// Make sure we opened the file correctly
if(!fin) return "";
string line = "";
string text = "";
// Go through and store each line in the text file within a "string" object
while(getline(fin, line))
{
text = text + "\n" + line;
}
// Close our file
fin.close();
// Return the text file's data
return text;
}
但是,如果我尝试使用另一个着色器就可以了!我真的不知道为什么.
However, if I try another shader is works just fine! I really don't know why.
推荐答案
您的错误以及着色器源中缺少<
标记,表明glShaderSource正在读取字符串末尾的尾随垃圾.
Your error and the lack of a <
token in your shader sources suggests that glShaderSource is reading into trailing garbage at the end of the strings.
对于经验丰富的开发人员来说,这听起来像是一个微妙的问题,但这可能会使新手感到困惑. glShaderSource或者期望长度数组为零终止的字符串和NULL指针,或者您要传递一个具有长度的数组,这样字符串就不需要以0终止.从技术上讲,std :: string :: c_str应该允许访问以零结尾的字符串,但是在您的情况下似乎没有.
This sounds like a subtle problem known to the seasoned developers but that can stump the newbies. glShaderSource either expects zero terminated strings and a NULL pointer for the length array or you're passing an array with lengths so that the strings don't need to be 0 terminated. Technically std::string::c_str should give access to a zero terminated string, but it seems in your case it doesn't.
无论如何,简单的解决方案是提供一个长度数组,以使glShaderSource不会读入尾随的垃圾中:
Anyway the simple solution is to provide a length array, so that glShaderSource doesn't read into trailing garbage:
// Do a quick switch so we can do a double pointer below
const char *vvshader = vshader.c_str();
const char *ffshader = fshader.c_str();
const GLint lenvshader = vshader.length();
const GLint lenfshader = fshader.length();
// Now this assigns the shader text file to each shader pointer
glShaderSource(VertexShader, 1, &vvshader, &lenvshader);
glShaderSource(FragmentShader, 1, &ffshader, &lenfshader);
这篇关于GLSL-怪异的语法错误“<"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!