gpt4 book ai didi

c++ - 无法将着色器链接到 OpenGL 中的程序对象,无法调试

转载 作者:行者123 更新时间:2023-11-30 05:47:59 26 4
gpt4 key购买 nike

我将一个顶点和片段着色器附加到一个程序对象,然后尝试链接该程序。 GL_LINK_STATUS 返回 false。我检查了信息日志,这是一堆乱码。我检查了GL_INFO_LOG_LENGTH,是0。我该如何调试这种情况?

//this is the end of my LoadBasicShaders function
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);

glLinkProgram(program);

GLint status;

glGetProgramiv(program, GL_LINK_STATUS, &status);

if (status == GL_FALSE)
{
GLint logLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
std::vector<GLchar> log(logLength + 1);
glGetProgramInfoLog(program, logLength, &logLength, &log[0]);

fprintf(stderr, "%s\n\n", log);
//logLength returns 0, log returns seemingly random chars

return -3;//just my error code
}

我的着色器是最简单的着色器,因为我才刚刚起步。这是顶点着色器:

#version 330

layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}

这是片段着色器:

#version 330

out vec4 outputColor;
void main()
{
outputColor = vec4(1.0, 1.0, 1.0, 1.0);
}

我使用 GLFW 创建 OpenGL 窗口,并使用 GLEW 加载函数:

if (!glfwInit())
{/*error checking*/}

window = glfwCreateWindow(800, 600, "Swash", NULL, NULL);

if (!window)
{/*more error checking*/}

glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwSetKeyCallback(window, key_callback);

if (glewInit() != GLEW_OK)
{/*you guessed it*/}
//don't call anything that involves nonstandard OpenGL functions before this point

GLuint shaderProgram;

int shaderLoadResult = LoadBasicShaders(shaderProgram, "../res/vert.shader", "../res/frag.shader");

最佳答案

一起(这就是我发布 MCVE 的意思):

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cstdlib>

struct GlDebugOutput
{
static void Install()
{
if( !glewIsSupported( "GL_ARB_debug_output" ) )
{
std::cerr << "GL_ARB_debug_output not supported" << std::endl;
return;
}
glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
glDebugMessageCallbackARB( DebugCallback, 0 );
glDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE );
}

private:
static const char* Source( GLenum source )
{
switch( source )
{
case GL_DEBUG_SOURCE_API_ARB : return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB : return "WINDOW_SYSTEM";
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB : return "SHADER_COMPILER";
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB : return "THIRD_PARTY";
case GL_DEBUG_SOURCE_APPLICATION_ARB : return "APPLICATION";
case GL_DEBUG_SOURCE_OTHER_ARB : return "OTHER";
default : return "Unknown source";
}
}

static const char* Type( GLenum type )
{
switch( type )
{
case GL_DEBUG_TYPE_ERROR_ARB : return "ERROR";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB : return "DEPRECATED_BEHAVIOR";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB : return "UNDEFINED_BEHAVIOR";
case GL_DEBUG_TYPE_PORTABILITY_ARB : return "PORTABILITY";
case GL_DEBUG_TYPE_PERFORMANCE_ARB : return "PERFORMANCE";
case GL_DEBUG_TYPE_OTHER_ARB : return "OTHER";
default : return "Unknown type";
}
}

static const char* Severity( GLenum severity )
{
switch( severity )
{
case GL_DEBUG_SEVERITY_HIGH_ARB : return "HIGH";
case GL_DEBUG_SEVERITY_MEDIUM_ARB : return "MEDIUM";
case GL_DEBUG_SEVERITY_LOW_ARB : return "LOW";
default : return "Unknown severity";
}
}

static void APIENTRY DebugCallback
(
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam
)
{
std::cerr << "GL_DEBUG"
<< ": " << Source( source )
<< ": " << Type( type )
<< ": " << Severity( severity )
<< ": " << message
<< std::endl;
}
};

struct Program
{
static GLuint Load( const char* vert, const char* geom, const char* frag )
{
GLuint prog = glCreateProgram();
if( vert ) AttachShader( prog, GL_VERTEX_SHADER, vert );
if( geom ) AttachShader( prog, GL_GEOMETRY_SHADER, geom );
if( frag ) AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}

private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 15 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
exit( EXIT_FAILURE );
}

static void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};

#define GLSL(version, shader) "#version " #version "\n" #shader

const char* vert = GLSL
(
330,
layout( location = 0 ) in vec4 position;
void main()
{
gl_Position = position;
}
);

const char* frag = GLSL
(
330,
out vec4 outputColor;
void main()
{
outputColor = vec4( 1.0, 1.0, 1.0, 1.0 );
}
);

GLuint VAO;
GLuint VBO;
GLuint prog;
void init()
{
glGenVertexArrays( 1, &VAO );
glBindVertexArray( VAO );

glGenBuffers( 1,&VBO );
glBindBuffer( GL_ARRAY_BUFFER, VBO );
float verts[] =
{
-1.0, -1.0,
1.0, -1.0,
0.0, 1.0,
};
glBufferData( GL_ARRAY_BUFFER, sizeof( verts ), verts, GL_STATIC_DRAW );

prog = Program::Load( vert, NULL, frag );
glUseProgram( prog );

glEnableVertexAttribArray( 0 );
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 0, 0 );
}

void display()
{
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT );

glUseProgram( prog );
glBindVertexArray( VAO );
glDrawArrays( GL_TRIANGLES, 0, 3 );
}

void glfwErrorCallback( int error, const char* description )
{
std::cerr << "GLFW error: " << description << std::endl;
}

int main( int argc, char** argv )
{
glfwSetErrorCallback( glfwErrorCallback );

if( GL_FALSE == glfwInit() )
{
return EXIT_FAILURE;
}
std::cout << "GLFW version : " << glfwGetVersionString() << std::endl;

glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE );
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
GLFWwindow* window = glfwCreateWindow( 640, 480, "Test", NULL, NULL );
if( NULL == window )
{
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent( window );

glfwSwapInterval( 1 );

glewExperimental = GL_TRUE;
const GLenum glewErr = glewInit();
if( GLEW_OK != glewErr )
{
std::cerr << "glewInit() failed: " << glewGetErrorString( glewErr ) << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
// consume spurious GL error from GLEW init
glGetError();

GlDebugOutput::Install();

init();

while( !glfwWindowShouldClose( window ) )
{
glfwPollEvents();

int w, h;
glfwGetFramebufferSize( window, &w, &h );
glViewport( 0, 0, w, h );

display();

glfwSwapBuffers( window );
}

return EXIT_SUCCESS;
}

如果您的 OpenGL 实现和/或着色器有任何问题,程序应该向 stderr 尖叫并退出。

关于c++ - 无法将着色器链接到 OpenGL 中的程序对象,无法调试,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28417610/

26 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com