OpenGLプロジェクトのシェーダはコンパイルされません。私はCLionを使ってUbuntu 16.04 LTSを持っています。解決策が見つからなかったので、ここで質問します。ここでOpenGLシェーダがコンパイルされない
は私errorlistです:
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Other includes
#include "Shader.h"
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// The MAIN function, from here we start the application and run the game loop
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
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 GLFWwindow object that we can use for GLFW's functions
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (nullptr == window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
if (GLEW_OK != glewInit())
{
std::cout << "Failed to initialize GLEW" << std::endl;
return EXIT_FAILURE;
}
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
// Build and compile our shader program
Shader ourShader("core.vs", "core.frag");
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] =
{
// Positions // Colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // Bottom Left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid *) 0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0); // Unbind VAO
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw the triangle
ourShader.Use();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return EXIT_SUCCESS;
}
は、shader.hコード:
ATTENTION: default value of option force_s3tc_enable overridden by environment.
ERROR::SHADER::VERTEX::COMPILATION_FAILED
0:1(1): error: syntax error, unexpected $end
ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
0:1(1): error: syntax error, unexpected $end
ERROR::SHADER::PROGRAM::LINKING_FAILED
error: linking with uncompiled shadererror: linking with uncompiled shader
は、ここに私のmain.cppにコードだ
#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
#include <cstring>
class Shader
{
public:
GLuint Program;
// Constructor generates the shader on the fly
Shader(const GLchar *vertexPath, const GLchar *fragmentPath)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensures ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::badbit);
try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar *vShaderCode = vertexCode.c_str();
const GLchar *fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// Print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Print compile errors if any
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Shader Program
this->Program = glCreateProgram();
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
glLinkProgram(this->Program);
// Print linking errors if any
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// Uses the current shader
void Use()
{
glUseProgram(this->Program);
}
};
#endif
は、ここに私のcore.vsです:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(position, 1.0f);
ourColor = color;
// We swap the y-axis by substracing our coordinates from 1. This is done because most images have the top y-axis inversed with OpenGL's top y-axis.
// TexCoord = texCoord;
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}
...とcore.frag:
#version 330 core
in vec3 ourColor;
in vec2 TexCoord;
out vec4 color;
// Texture samplers
uniform sampler2D ourTexture1;
void main()
{
// Linearly interpolate between both textures (second texture is only slightly combined)
color = texture(ourTexture1, TexCoord);
}
私も自分のCMakeLists.txtを添付しました。希望する:
cmake_minimum_required(VERSION 3.9)
project(STUDY_GL)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -pthread -fpermissive")
find_package (OpenGL REQUIRED)
find_package (GLUT REQUIRED)
find_package (glfw3 REQUIRED)
find_library (glew REQUIRED)
find_library (glad REQUIRED)
include_directories(${/usr/include/GLFW/})
include_directories(${/usr/include/GL/})
file(GLOB SOURCE_FILES
*.cpp
*.h
)
add_executable(main.cpp ${SOURCE_FILES} Shader.h)
target_link_libraries (main.cpp ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${GLFW3_LIBRARIES} -lGL -lglfw -lglut -lGLEW)
プロジェクト内にSOIL2ディレクトリがあります。ここにはlinkがあります。
GLSLのバージョン宣言後に 'core'を書いていないとどうなりますか?私はそのような宣言を見たことがないので、尋ねるだけです。 – Matso