好吧,標題幾乎說明了一切,我的着色器不會鏈接。着色器不會鏈接,但沒有錯誤顯示
輸出:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Link status: 0
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Link errors:
鏈接狀態0顯然意味着失敗。但爲什麼?很明顯,glUseProgram失敗,錯誤1282,因爲程序無法鏈接。
鏈接代碼:
int vshId = this.loadShader(this.getClass().getResource("/shaders/blocks.vsh"), GL20.GL_VERTEX_SHADER);
int fshId = this.loadShader(this.getClass().getResource("/shaders/blocks.fsh"), GL20.GL_FRAGMENT_SHADER);
int programId = GL20.glCreateProgram();
GL20.glAttachShader(programId, vshId);
GL20.glAttachShader(programId, fshId);
GL20.glLinkProgram(programId);
GL20.glValidateProgram(programId);
IntBuffer buf = BufferUtils.createIntBuffer(1);
GL20.glGetProgramiv(programId, GL20.GL_LINK_STATUS, buf);
int linkStatus = buf.get();
Logger.getInstance().logf("Link status: %s", linkStatus);
Logger.getInstance().logf("Link errors: %s", GL20.glGetProgramInfoLog(programId));
loadShader功能:
public int loadShader(URL resource, int type) {
InputStream stream;
try {
stream = resource.openStream();
} catch (IOException e) {
e.printStackTrace();
return -1;
}
String s = "";
byte[] b = new byte[256];
try {
while (stream.read(b) > -1) {
s += new String(b);
}
} catch (IOException e) {
e.printStackTrace();
return -2;
}
String shaderSrc = s;
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSrc);
GL20.glCompileShader(shaderID);
int status = GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS);
Logger.getInstance().logf("Shader compile status is %s, log: %s", status, GL20.glGetShaderInfoLog(shaderID));
return shaderID;
}
這兩個片段是類SpriteManager類(https://gitlab.com/MRebhan/RetroEngine/blob/master/src/de/marco_rebhan/retroengine/texture/SpriteManager.java)
片段着色器的一部分:
#version 130
in vec2 tex_coord;
uniform sampler2D tex;
void main(void) {
gl_FragColor = texture(tex, tex_coord);
}
頂點着色器:
#version 130
in vec2 position;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
}
爲什麼會發生這種情況?我沒有看到任何錯誤。當我把垃圾線放入着色器源代碼時,它說0:3(1): error: syntax error, unexpected NEW_IDENTIFIER
。我明白爲什麼不能成功編譯,但我不明白爲什麼正確的着色器不工作...請幫助。
整個項目可以在https://gitlab.com/MRebhan/RetroEngine