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c++ - glCreateShader 失败并返回 0

转载 作者:塔克拉玛干 更新时间:2023-11-03 06:42:13 26 4
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我遇到了 glCreateShaders 的问题。它总是返回 0。我将 Glew 与 SDL 结合使用,每当我运行该程序时,它都会显示:

0(1) : error C0000: syntax error, unexpected '}' at token "}"

Shader Shaders/colorShading.vert failed to compile!

主要.cpp:

#include <iostream>
#include "MainGame.h"

int main(int argc, char** argv)
{
MainGame maingame;
maingame.run();

return 0;
}

主游戏.h:

//Core -> initializing glew, sdl etc...
//Just ignore the sprite class
#pragma once
#include <SDL/SDL.h>
#include <GL/glew.h>
#include <iostream>
#include <string>

#include "Errors.h"
#include "GLSLProgram.h"


enum class GameState {PLAY, EXIT};

#include "Sprite.h"

class MainGame
{
public:
MainGame(void);
~MainGame(void);

void run();
private:
void initSystems();
void initShaders();
void gameLoop();
void processInput();
void drawGame();

SDL_Window* _window;
int _screenWidth;
int _screenHeight;
GameState _gameState;

Sprite _sprite;
GLSLProgram _colorProgram;
};

主游戏.cpp:

#include "MainGame.h"

MainGame::MainGame(void)
{
_window = nullptr;
_screenWidth = 1024;
_screenHeight = 700;
_gameState = GameState::PLAY;
}

MainGame::~MainGame(void)
{
}

void MainGame::run()
{
initSystems();
_sprite.init(-1.0f, -1.0f, 1.0f, 1.0f);
gameLoop();
}

void MainGame::initSystems()
{
//Initialize SDL
SDL_Init(SDL_INIT_EVERYTHING);

_window = SDL_CreateWindow("Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, _screenWidth, _screenHeight, SDL_WINDOW_OPENGL);
if (_window == nullptr)
{
fatalError("SDL Window could not be created!");
}

SDL_GLContext glContext = SDL_GL_CreateContext(_window);
if (glContext == nullptr)
fatalError("SDL_GL context could not be created!");

GLenum error = glewInit();
if (error != GLEW_OK)
fatalError("Could not initialize glew!");

SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

glClearColor(0.0f, 0.0f, 1.0f, 1.0f);

initShaders();
}

void MainGame::initShaders()
{
_colorProgram.compileShaders("Shaders/colorShading.vert", "Shaders/colorShading.frag");
_colorProgram.addAttribute("vertexPosition");
_colorProgram.linkShaders();
}

void MainGame::gameLoop()
{
while (_gameState != GameState::EXIT)
{
processInput();
drawGame();
}
}

void MainGame::processInput()
{
SDL_Event evnt;
while (SDL_PollEvent(&evnt))
{
switch (evnt.type)
{
case SDL_QUIT:
_gameState = GameState::EXIT;
break;
case SDL_MOUSEMOTION:
std::cout << "New Coords: " << evnt.motion.x << " " << evnt.motion.y << std::endl;
break;
}
}

}

void MainGame::drawGame()
{
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

_colorProgram.use();

_sprite.draw();

_colorProgram.unUse();

SDL_GL_SwapWindow(_window);
}

GLSL程序.h:

//Used for 
#pragma once
#include <string>
#include <GL/glew.h>
//#include <SDL/SDL.h>
#include "Errors.h"


class GLSLProgram
{
public:
GLSLProgram();
~GLSLProgram();

void compileShaders(const std::string& vertextShaderFilePath, const std::string& fragmentShaderFilePath);

void linkShaders();

void addAttribute(const std::string&);

void use();
void unUse();
private:
int _numAttributes;
void _compileShader(const std::string&, GLuint);

GLuint _programID;

GLuint _vertexShaderID;
GLuint _fragmentShaderID;
};

GLSL程序.cpp:

//Used for compiling shaders
#include "GLSLProgram.h"
#include <fstream>
#include <vector>


GLSLProgram::GLSLProgram() : _numAttributes(0), _programID(0), _vertexShaderID(0), _fragmentShaderID(0)
{
}


GLSLProgram::~GLSLProgram()
{
}

void GLSLProgram::compileShaders(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath)
{
_vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
if (_vertexShaderID == 0)
{
fatalError("Vertex shader failed to be created!");
SDL_Quit();
}

_fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if (_fragmentShaderID == 0)
{
fatalError("Fragment shader failed to be created!");
SDL_Quit();
}

_compileShader(vertexShaderFilePath, _vertexShaderID);
_compileShader(fragmentShaderFilePath, _fragmentShaderID);

}

void GLSLProgram::addAttribute(const std::string& attributeName)
{
glBindAttribLocation(_programID, _numAttributes++, attributeName.c_str());
}

void GLSLProgram::use()
{
glUseProgram(_programID);
for (int x = 0; x < _numAttributes; x++)
{
glEnableVertexAttribArray(x);
}
}

void GLSLProgram::unUse()
{
glUseProgram(0);
for (int x = 0; x < _numAttributes; x++)
{
glDisableVertexAttribArray(x);
}
}

void GLSLProgram::linkShaders()
{
//Vertex and fragment shaders are successfully compiled.
//Now time to link them together into a program.
//Get a program object.
_programID = glCreateProgram();

//Attach our shaders to our program
glAttachShader(_programID, _vertexShaderID);
glAttachShader(_programID, _fragmentShaderID);

//Link our program
glLinkProgram(_programID);

//Note the different functions here: glGetProgram* instead of glGetShader*.
GLint isLinked = 0;
glGetProgramiv(_programID, GL_LINK_STATUS, (int *)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(_programID, GL_INFO_LOG_LENGTH, &maxLength);

//The maxLength includes the NULL character
std::vector<char> infoLog(maxLength);
glGetProgramInfoLog(_programID, maxLength, &maxLength, &infoLog[0]);

//We don't need the program anymore.
glDeleteProgram(_programID);
//Don't leak shaders either.
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);

printf("%s\n", &(infoLog[0]));
fatalError("Shaders failed to link!");
}

//Always detach shaders after a successful link.
glDetachShader(_programID, _vertexShaderID);
glDetachShader(_programID, _fragmentShaderID);
glDeleteProgram(_programID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
}

void GLSLProgram::_compileShader(const std::string &filePath, GLuint id)
{
std::ifstream vertexFile(filePath);
if (vertexFile.fail())
{
perror(filePath.c_str());
fatalError("Failed to open " + filePath);
}

std::string fileContents;
std::string line;
while (std::getline(vertexFile, line));
{
fileContents += line + "\n";
}

vertexFile.close();

const char *contentsPtr = fileContents.c_str();
glShaderSource(id, 1, &contentsPtr, nullptr);
glCompileShader(id);

GLint isCompiled = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);

//The maxLength includes the NULL character
std::vector<char> errorLog(maxLength);
glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);

//Provide the infolog in whatever manor you deem best.
//Exit with failure.
glDeleteShader(id); //Don't leak the shader.

printf("%s\n", &(errorLog[0]));
fatalError("Shader" + filePath + "failed to compile!");
}
}

顶点着色器:

    #version 130
//The vertex shader operates on each vertex

//input data from the VBO. Each vertex is 2 floats
in vec2 vertexPosition;

void main()
{
//Set the x,y position on the screen
gl_Position.xy = vertexPosition;
//the z position is zero since we are in 2D
gl_Position.z = 0.0;

//Indicate that the coordinates are normalized
gl_Position.w = 1.0;
}

和片段着色器:

#version 130
//The fragment shader operates on each pixel in a given polygon

//This is the 3 component float vector that gets outputted to the screen
//for each pixel.
out vec3 color;

void main() {
//Just hardcode the color to red
color = vec3(1.0, 0.0, 1.0);
}

我不知道为什么会这样。 :(

PS:我是 glew 的初学者,所以请不要回答一些高级的东西:D

编辑 1:02/11/2014(美国人为 11/02/2014)我从我正在使用的教程中下载了源代码,它正在运行。所以我的代码有些问题。当我发现问题时,我会编辑帖子。

最佳答案

删除文件 GLSLProgram.cpp 中的分号:

while (std::getline(vertexFile, line));

您浏览文件,然后将着色器代码的最后一行添加到空字符串 fileContents 中,即“}”。

关于c++ - glCreateShader 失败并返回 0,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26698908/

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