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c++ - GLSL:链接后没有事件制服/属性

转载 作者:行者123 更新时间:2023-11-28 07:27:29 24 4
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在链接程序与附加的顶点和片段着色器并为其提供值后,我注意到什么都没有发生,即没有渲染任何东西。经过一些日志记录后,我发现该程序找不到我的任何制服。经过更多的日志记录,我发现我的程序中没有事件的制服或属性。我也仔细检查了着色器源,并且所有变量都用于 fo'sho(因此消除了任何“优化”)。我还检查了源解析,它也很好。因此,我不知道是什么原因造成的。

这是我的解析/编译函数:

int _LoadProgramFromSource(GLuint shader,const char* filename)
{
std::ifstream File;
File.open(filename, std::ios::in);

//check if file is valid
if (!File)
{
g_Log.PrintError("Creating shader %s - file not found",filename);
return -1;
}

const GLint len = _getFileLenght(File);
if(len == 0) return 0;

std::vector<std::string> lines;

lines.push_back("#version 140"); // GLSL version control
while(!File.eof()) {
std::string in = "";
std::getline(File, in);
if(strcmp(in.substr(0,8).c_str(),"#version")) lines.push_back(in.c_str());
}

std::string fm = "";
for(int i = 0; i < lines.size(); ++i) {
std::cout << lines[i] << std::endl;
fm += lines[i];
if(fm[fm.size()-1]) fm += "\0";
}

const GLchar* fileMemory = fm.c_str();

glShaderSource(shader, 1, &fileMemory, NULL); CHECK_GL_ERROR;
glCompileShader(shader); CHECK_GL_ERROR;

int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status); CHECK_GL_ERROR;
if(status == GL_TRUE) {
g_Log.PrintInfo("Shader %s compiled successfully.", filename);
printLog(shader);
return 0;
}
else {
g_Log.PrintError("Shader %s could not compile.", filename);
printLog(shader);
return -1;
}

}

这是链接:

int SetTechnique(unsigned int hTechnique)
{
GLint asdf; // temp
m_activeTechnique = hTechnique;


glLinkProgram(m_techniques[m_activeTechnique].m_program); CHECK_GL_ERROR;

glGetProgramiv(m_techniques[m_activeTechnique].m_program,GL_LINK_STATUS,&asdf);
if(asdf == GL_TRUE) {
g_Log.PrintInfo("Program %d successfully linked. (%s | %s)",m_techniques[m_activeTechnique].m_program,m_techniques[m_activeTechnique].BufferVShader,m_techniques[m_activeTechnique].BufferPShader);
glGetProgramiv(m_techniques[m_activeTechnique].m_program,GL_ACTIVE_UNIFORMS,&asdf); CHECK_GL_ERROR;
g_Log.PrintInfo("Active uniforms: %d",asdf);
glGetProgramiv(m_techniques[m_activeTechnique].m_program,GL_ACTIVE_ATTRIBUTES,&asdf); CHECK_GL_ERROR;
g_Log.PrintInfo("Active attributes: %d",asdf);
} else {
g_Log.PrintError("Program not linked.");
GLint tmp0;
glGetProgramiv(m_techniques[m_activeTechnique].m_program, GL_INFO_LOG_LENGTH, &tmp0);
if(tmp0) {
GLchar* tmp1 = new GLchar[tmp0];
GLsizei tmp2;
glGetProgramInfoLog(m_techniques[m_activeTechnique].m_program, tmp0, &tmp2, tmp1);
g_Log.PrintError("%s",tmp1);
g_Log.PrintError("%s",m_techniques[m_activeTechnique].BufferVShader);
g_Log.PrintError("%s",m_techniques[m_activeTechnique].BufferPShader);
delete[] tmp1;
}
}

if(m_techniques[m_activeTechnique].m_cull_off)
glDisable(GL_CULL_FACE);
else
glEnable(GL_CULL_FACE);

if(m_techniques[m_activeTechnique].m_ccwcull)
glCullFace(GL_FRONT);
else
glCullFace(GL_BACK);

return 0;
}

这是对日志的一点摘录:

Program 120 successfully linked. (media/shaders/ship/LowReflect_VertexShader.vert | media/shaders/ship/LowReflect_PixelShader.frag)
Active uniforms: 0
Active attributes: 0
GLSL: warning! LightDiffuse No such uniform.
GLSL: warning! LightSpecular No such uniform.
GLSL: warning! LightAmbient No such uniform.
GLSL: warning! FogColor No such uniform.
GLSL: warning! FogDensity No such uniform.
GLSL: warning! WorldViewProjMatrix No such uniform.
GLSL: warning! WorldMatrix No such uniform.

...等等。

glxinfo | grep OpenGL
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 9600 GT/PCIe/SSE2
OpenGL core profile version string: 3.3.0 NVIDIA 325.15
OpenGL core profile shading language version string: 3.30 NVIDIA via Cg compiler
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile

顶点着色器:

// glslv output by Cg compiler
// cgc version 3.0.0016, build date Feb 10 2011
// command line args: -profile glslv -po version=140
// source file: LowReflect_VertexShader.cg
//vendor NVIDIA Corporation
//version 3.0.0.16
//profile glslv
//program main
//semantic MatSpecular
//semantic MatDiffuse
//semantic MatSpecularPower
//semantic LightDirection
//semantic CameraPosition
//semantic WorldViewProjMatrix
//semantic WorldMatrix
//var float4 MatSpecular : : MatSpecular : -1 : 1
//var float4 MatDiffuse : : MatDiffuse : -1 : 1
//var float MatSpecularPower : : MatSpecularPower : -1 : 1
//var float4 LightDirection : : LightDirection : -1 : 1
//var float4 CameraPosition : : CameraPosition : -1 : 1
//var float4x4 WorldViewProjMatrix : : WorldViewProjMatrix[0], 4 : -1 : 1
//var float4x4 WorldMatrix : : WorldMatrix[0], 4 : -1 : 1
//var float4 IN.position : $vin.POSITION : $POSITION : 0 : 1
//var float3 IN.normal : $vin.NORMAL : $NORMAL : 0 : 1
//var float3 IN.tangent : $vin.TEXCOORD4 : : 0 : 0
//var float3 IN.binormal : $vin.TEXCOORD8 : : 0 : 0
//var float2 IN.coord : $vin.TEXCOORD0 : $TEXCOORD0 : 0 : 1
//var float2 IN.coord2 : $vin.TEXCOORD1 : $TEXCOORD1 : 0 : 1
//var float4 main.sposition : $vout.POSITION : POSITION : -1 : 1
//var float4 main.diffuse : $vout.TEXCOORD0 : $TEX0 : -1 : 1
//var float4 main.specular : $vout.TEXCOORD1 : $TEX1 : -1 : 1
//var float2 main.coord : $vout.TEXCOORD2 : $TEX2 : -1 : 1
//var float2 main.coord2 : $vout.TEXCOORD3 : $TEX3 : -1 : 1
//var float main.depth : $vout.TEXCOORD4 : $TEX4 : -1 : 1
//var float main.oClip0 : $vout.TEXCOORD5 : $TEX5 : -1 : 1

#version 140

struct Vertex {
vec4 position;
vec3 normal1;
vec3 tangent;
vec3 binormal;
vec2 coord1;
vec2 coord21;
};

struct Low_Fragment {
vec4 sposition;
vec4 diffuse;
vec4 specular;
vec2 coord;
vec2 coord2;
float depth;
float oClip0;
};

Low_Fragment ret_0;
float TMP3;
float TMP2;
float TMP1;
float TMP0;
vec4 r0013;
vec4 r0023;
float TMP50;
vec3 a0057;
float TMP58;
float y0065;
in vec4 POSITION;
in vec4 NORMAL;
in vec4 TEXCOORD0;
in vec4 TEXCOORD1;
out vec4 TEX0;
out vec4 TEX1;
out vec4 TEX2;
out vec4 TEX3;
out vec4 TEX4;
out vec4 TEX5;
uniform vec4 MatSpecular;
uniform vec4 MatDiffuse;
uniform float MatSpecularPower;
uniform vec4 LightDirection;
uniform vec4 CameraPosition;
uniform mat4 WorldViewProjMatrix;
uniform mat4 WorldMatrix;

// main procedure, the original name was main
void main()
{

Low_Fragment OUT;
vec3 view;
vec3 normal;
vec3 Reflect;
float Diff;
float Spec;

r0013.x = dot(WorldViewProjMatrix[0], POSITION);
r0013.y = dot(WorldViewProjMatrix[1], POSITION);
r0013.z = dot(WorldViewProjMatrix[2], POSITION);
r0013.w = dot(WorldViewProjMatrix[3], POSITION);
r0023.y = dot(WorldMatrix[1], POSITION);
view = (CameraPosition - POSITION).xyz;
TMP0 = dot(view, view);
TMP1 = inversesqrt(TMP0);
view = TMP1*view;
TMP0 = dot(NORMAL.xyz, NORMAL.xyz);
TMP1 = inversesqrt(TMP0);
normal = TMP1*NORMAL.xyz;
TMP2 = dot(normal, view);
Reflect = view - (2.00000000E+00*normal)*TMP2;
Diff = dot(LightDirection.xyz, normal);
TMP3 = min(1.00000000E+00, Diff);
TMP50 = max(0.00000000E+00, TMP3);
OUT.diffuse = TMP50*MatDiffuse;
a0057 = (-LightDirection).xyz;
Spec = dot(a0057, Reflect);
TMP3 = min(1.00000000E+00, Spec);
TMP58 = max(0.00000000E+00, TMP3);
y0065 = float(int(MatSpecularPower));
Spec = pow(TMP58, y0065);
OUT.specular = Spec*MatSpecular;
ret_0.sposition = r0013;
ret_0.diffuse = OUT.diffuse;
ret_0.specular = OUT.specular;
ret_0.coord = TEXCOORD0.xy;
ret_0.coord2 = TEXCOORD1.xy;
ret_0.depth = r0013.z;
ret_0.oClip0 = r0023.y;
gl_Position = r0013;
TEX0 = OUT.diffuse;
TEX1 = OUT.specular;
TEX2.xy = TEXCOORD0.xy;
TEX3.xy = TEXCOORD1.xy;
TEX4.x = r0013.z;
TEX5.x = r0023.y;
return;
}

片段着色器:

// glslf output by Cg compiler
// cgc version 3.0.0016, build date Feb 10 2011
// command line args: -profile glslf -po version=140
// source file: LowReflect_PixelShader.cg
//vendor NVIDIA Corporation
//version 3.0.0.16
//profile glslf
//program main
//semantic MatAmbient
//semantic LightDiffuse
//semantic LightSpecular
//semantic LightAmbient
//semantic FogColor
//semantic FogDensity
//semantic SampDiffuse : TEXUNIT0
//semantic SampSpecular : TEXUNIT1
//semantic SampLight : TEXUNIT3
//var float4 MatAmbient : : MatAmbient : -1 : 1
//var float4 LightDiffuse : : LightDiffuse : -1 : 1
//var float4 LightSpecular : : LightSpecular : -1 : 1
//var float4 LightAmbient : : LightAmbient : -1 : 1
//var float4 FogColor : : FogColor : -1 : 1
//var float FogDensity : : FogDensity : -1 : 1
//var sampler2D SampDiffuse : TEXUNIT0 : SampDiffuse 0 : -1 : 1
//var sampler2D SampSpecular : TEXUNIT1 : SampSpecular 1 : -1 : 1
//var sampler2D SampLight : TEXUNIT3 : SampLight 3 : -1 : 1
//var float4 IN.diffuse : $vin.TEXCOORD0 : $TEX0 : 0 : 1
//var float4 IN.specular : $vin.TEXCOORD1 : $TEX1 : 0 : 1
//var float2 IN.coord : $vin.TEXCOORD2 : $TEX2 : 0 : 1
//var float2 IN.coord2 : $vin.TEXCOORD3 : $TEX3 : 0 : 1
//var float IN.depth : $vin.TEXCOORD4 : $TEX4 : 0 : 1
//var float IN.oClip0 : $vin.TEXCOORD5 : $TEX5 : 0 : 1
//var float4 main.color : $vout.COLOR : $COL0 : -1 : 1

#version 140

struct Low_Fragment {
vec4 diffuse;
vec4 specular;
vec2 coord;
vec2 coord2;
float depth;
float oClip0;
};

struct Low_Pixel {
vec4 color;
};

Low_Pixel ret_0;
float TMP1;
vec4 TMP0;
float c0016;
float TMP21;
float t0026;
in vec4 TEX0;
in vec4 TEX1;
in vec4 TEX2;
in vec4 TEX3;
in vec4 TEX4;
in vec4 TEX5;
out vec4 COL0;
uniform vec4 MatAmbient;
uniform vec4 LightDiffuse;
uniform vec4 LightSpecular;
uniform vec4 LightAmbient;
uniform vec4 FogColor;
uniform float FogDensity;
uniform sampler2D SampDiffuse;
uniform sampler2D SampSpecular;
uniform sampler2D SampLight;

// main procedure, the original name was main
void main()
{

Low_Pixel OUT;
vec4 DiffuseTex;
vec4 SpecularTex;
vec4 Diffuse;
vec4 Specular;
vec4 Ambient;
float FogFactor;

if (TEX5.x < 0.00000000E+00) { // if begin
discard;
} // end if
DiffuseTex = texture(SampDiffuse, TEX2.xy);
c0016 = DiffuseTex.w - 8.00000012E-01;
if (c0016 < 0.00000000E+00) { // if begin
discard;
} // end if
SpecularTex = texture(SampSpecular, TEX2.xy);
TMP0 = texture(SampLight, TEX3.xy);
DiffuseTex.xyz = DiffuseTex.xyz*TMP0.xxx;
SpecularTex.xyz = SpecularTex.xyz*TMP0.xxx;
Diffuse = TEX0*DiffuseTex*LightDiffuse;
Specular = TEX1*SpecularTex*LightSpecular;
Ambient = MatAmbient*DiffuseTex*LightAmbient;
OUT.color = Diffuse + Specular + Ambient;
OUT.color.w = DiffuseTex.w;
TMP1 = TEX4.x*FogDensity*TEX4.x*FogDensity;
TMP21 = pow(2.71828198E+00, TMP1);
FogFactor = 1.00000000E+00/TMP21;
t0026 = 1.00000000E+00 - FogFactor;
OUT.color.xyz = OUT.color.xyz + t0026*(FogColor.xyz - OUT.color.xyz);
ret_0.color = OUT.color;
COL0 = OUT.color;
return;
} // main end

如果您需要,我会即时提供更多信息。提前致谢。

最佳答案

我不会详细解释为什么您的加载代码很糟糕,我只会提供正确的代码来完成您的代码正在尝试和失败的事情。

std::string shader;
{
std::ifstream File(filename, std::ios::in);
if(File)
shader.assign(std::istreambuf_iterator<char>(File), std::istreambuf_iterator<char>());
}

这不会为您的着色器添加前缀 #version ,但这已经在您的着色器文件中了。 istreambuf_iterator类在 <iterator>标题。

关于c++ - GLSL:链接后没有事件制服/属性,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/18488835/

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