我見過其他類似的問題,我現在通常是由於着色器加載代碼不對,但我嘗試了很多不同的方法加載它們,我總是得到這個錯誤。這是我目前使用的加載代碼(頂點着色器,我做同樣的片段着色器):
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
我也試過這樣:
GLuint VertexShaderID = glCreateShader(GL_FRAGMENT_SHADER);
std::ifstream shaderFile(vertex_file_path);
//Error out here.
stringstream shaderData;
shaderData << shaderFile.rdbuf(); //Loads the entire string into a string stream.
shaderFile.close();
const std::string &VertexShaderCode = shaderData.str(); //Get the string stream as a std::string.
GLint Result = GL_FALSE;
int InfoLogLength;
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
這是鏈接代碼:
// Link the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage(max(InfoLogLength, int(1)));
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
我也試圖通過(GLint *)VertexShaderCode.size()
而不是NULL來glShaderSource()的長度參數,但我得到了同樣的錯誤。我得到這些錯誤都編譯和鏈接
萬一有幫助,我使用OpenGL 3.3,GLEW,GLFW時,Visual C++ 2010,和windows的時候,當7 64位
如果您在程序結束時未指定右括號'}',則會發生這種情況:P – linello