因此,我正在關注「theBennyBox」的Youtube系列關於3D遊戲引擎,並且在第9/10集中有些事情對我來說有些不對勁。openGL GLSL頂點着色器上的「void」解析錯誤
我得到的錯誤
Vertex shader failed to compile with the following errors: ERROR: 0:5: error(#132) Syntax error: "void" parse error ERROR: error(#273) 1 compilation errors. No code generated
這裏是我所有的東西:
我的資源加載器(讀取文件)
package com.base.engine;
import java.io.BufferedReader;
import java.io.FileReader;
public class ResourceLoader {
public static String loadShader(String fileName) {
StringBuilder shaderSource = new StringBuilder();
BufferedReader shaderReader = null;
try {
shaderReader = new BufferedReader(new FileReader("./res/shaders/" + fileName));
String line;
while ((line = shaderReader.readLine()) != null) {
shaderSource.append(line).append("\n");
}
shaderReader.close();
} catch (Exception e) {
e.printStackTrace();
System.exit(1);
}
return shaderSource.toString();
}
}
我Shader類:
package com.base.engine;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL32.*;
public class Shader {
private int program;
public Shader() {
program = glCreateProgram();
if (program == 0) {
System.err.println("Shader Creation failed: could not find valid memory location in constructor");
System.exit(1);
}
}
public void bind(){
glUseProgram(program);
}
public void addVertexShader(String text) {
addProgram(text, GL_VERTEX_SHADER);
}
public void addGeometryShader(String text) {
addProgram(text, GL_GEOMETRY_SHADER);
}
public void addFragmentShader(String text) {
addProgram(text, GL_FRAGMENT_SHADER);
}
public void compileShader() {
glLinkProgram(program);
if (glGetProgrami(program, GL_LINK_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
glValidateProgram(program);
if(glGetProgrami(program, GL_VALIDATE_STATUS) == 0){
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
}
private void addProgram(String text, int type) {
int shader = glCreateShader(type);
if (shader == 0) {
System.err.println("Shader Creation failed: could not find valid memory location when adding shader");
System.exit(1);
}
glShaderSource(shader, text);
glCompileShader(shader);
if (glGetShaderi(shader, GL_COMPILE_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(shader, 1024));
System.exit(1);
}
glAttachShader(program, shader);
}
}
我的遊戲課在哪裏我初始化着色器一個多邊形:
package com.base.engine;
import org.lwjgl.input.Keyboard;
public class Game {
private Mesh mesh;
private Shader shader;
public Game() {
mesh = new Mesh();
shader = new Shader();
Vertex[] data = new Vertex[] {new Vertex(new Vector3f(-1, -1, 0)),
new Vertex(new Vector3f(0, 1, 0)),
new Vertex(new Vector3f(1, -1, 0))};
mesh.addVertices(data);
shader.addVertexShader(ResourceLoader.loadShader("basicVertex.vs"));
shader.addFragmentShader(ResourceLoader.loadShader("basicFragment.fs"));
}
public void input() {
if (Input.getKeyDown(Keyboard.KEY_UP)) {
System.out.println("We've just pressed up");
}
if (Input.getKeyUp(Keyboard.KEY_UP)) {
System.out.println("We've just released up");
}
if (Input.getMouseDown(1)) {
System.out.println("We've just pressed right-mouse at "
+ Input.getMousePosition().toString());
}
if (Input.getMouseUp(1)) {
System.out.println("We've just released right-mouse");
}
}
public void update() {
}
public void render() {
shader.bind();
mesh.draw();
}
}
和我着色器:(錯誤是否會顯示頂點着色器,但如果我註釋掉頂點着色器的片段看起來像它什麼都不做。)
頂點:(第5行中,空隙的main(),顯然是麻煩製造者)
#version 330
layout (location = 0) in vec3 position
void main()
{
gl_Position = vec4(0.25 * position, 1.0);
}
片段:
#version 330
out vec3 fragColour;
void main()
{
fragColour = vec4(0.0, 1.0, 1.0, 1.0);
}
我明白這一切都很長,但如果你知道任何事情,請幫助我!
謝謝,這將是有道理的,如果它仍然繼續(可能不會)後回來。另外,對不起。我一直跳到結論沒有檢查分號等小事。 –
不用擔心。它發生在我們最好的人身上! – ssell