2012-02-21 400 views
2

下面是一個例子程序我的工作着色器:GLSL編譯失敗

static const char* pFS = "               \n\ 
#version 330                  \n\ 
                        \n\ 
const int MAX_POINT_LIGHTS = 2;              \n\ 
const int MAX_SPOT_LIGHTS = 2;              \n\ 
                        \n\ 
in vec4 LightSpacePos;                \n\ 
in vec2 TexCoord0;                 \n\ 
in vec3 Normal0;                 \n\ 
in vec3 WorldPos0;                 \n\ 
in vec3 Tangent0;                 \n\ 
                        \n\ 
out vec4 FragColor;                 \n\ 
                        \n\ 
struct BaseLight                 \n\ 
{                     \n\ 
    vec3 Color;                  \n\ 
    float AmbientIntensity;               \n\ 
    float DiffuseIntensity;               \n\ 
};                     \n\ 
                        \n\ 
struct DirectionalLight                \n\ 
{                     \n\ 
    struct BaseLight Base;               \n\ 
    vec3 Direction;                 \n\ 
};                     \n\ 
                        \n\ 
struct Attenuation                 \n\ 
{                     \n\ 
    float Constant;                 \n\ 
    float Linear;                 \n\ 
    float Exp;                  \n\ 
};                     \n\ 
                        \n\ 
struct PointLight                   \n\ 
{                       \n\ 
    struct BaseLight Base;                 \n\ 
    vec3 Position;                   \n\ 
    Attenuation Atten;                  \n\ 
};                       \n\ 
                          \n\ 
struct SpotLight                   \n\ 
{                       \n\ 
    struct PointLight Base;                 \n\ 
    vec3 Direction;                   \n\ 
    float Cutoff;                   \n\ 
};                       \n\ 
                          \n\ 
uniform int gNumPointLights;                \n\ 
uniform int gNumSpotLights;                 \n\ 
uniform DirectionalLight gDirectionalLight;             \n\ 
uniform PointLight gPointLights[MAX_POINT_LIGHTS];           \n\ 
uniform SpotLight gSpotLights[MAX_SPOT_LIGHTS];            \n\ 
uniform sampler2D gColorMap;                \n\ 
uniform sampler2D gShadowMap;                \n\ 
uniform sampler2D gNormalMap;                \n\ 
uniform vec3 gEyeWorldPos;                 \n\ 
uniform float gMatSpecularIntensity;              \n\ 
uniform float gSpecularPower;                \n\ 
                          \n\ 
float CalcShadowFactor(vec4 LightSpacePos)             \n\ 
{                       \n\ 
    vec3 ProjCoords = LightSpacePos.xyz/LightSpacePos.w;         \n\ 
    vec2 UVCoords;                   \n\ 
    UVCoords.x = 0.5 * ProjCoords.x + 0.5;             \n\ 
    UVCoords.y = 0.5 * ProjCoords.y + 0.5;             \n\ 
    float Depth = texture(gShadowMap, UVCoords).x;           \n\ 
    if (Depth <= (ProjCoords.z + 0.005))             \n\ 
     return 0.5;                   \n\ 
    else                     \n\ 
     return 1.0;                   \n\ 
}                       \n\ 
                          \n\ 
vec4 CalcLightInternal(struct BaseLight Light, vec3 LightDirection, vec3 Normal,   \n\ 
         float ShadowFactor)             \n\ 
{                       \n\ 
    vec4 AmbientColor = vec4(Light.Color, 1.0f) * Light.AmbientIntensity;     \n\ 
    float DiffuseFactor = dot(Normal, -LightDirection);          \n\ 
                          \n\ 
    vec4 DiffuseColor = vec4(0, 0, 0, 0);             \n\ 
    vec4 SpecularColor = vec4(0, 0, 0, 0);             \n\ 
                          \n\ 
    if (DiffuseFactor > 0) {                \n\ 
     DiffuseColor = vec4(Light.Color, 1.0f) * Light.DiffuseIntensity * DiffuseFactor; \n\ 
                          \n\ 
     vec3 VertexToEye = normalize(gEyeWorldPos - WorldPos0);        \n\ 
     vec3 LightReflect = normalize(reflect(LightDirection, Normal));      \n\ 
     float SpecularFactor = dot(VertexToEye, LightReflect);        \n\ 
     SpecularFactor = pow(SpecularFactor, gSpecularPower);        \n\ 
     if (SpecularFactor > 0) {               \n\ 
      SpecularColor = vec4(Light.Color, 1.0f) *          \n\ 
          gMatSpecularIntensity * SpecularFactor;       \n\ 
     }                     \n\ 
    }                      \n\ 
                          \n\ 
    return (AmbientColor + ShadowFactor * (DiffuseColor + SpecularColor));     \n\ 
}                       \n\ 
                          \n\ 
vec4 CalcDirectionalLight(vec3 Normal)              \n\ 
{                        \n\ 
    return CalcLightInternal(gDirectionalLight.Base, gDirectionalLight.Direction, Normal, 1.0); \n\ 
}                        \n\ 
                          \n\ 
vec4 CalcPointLight(struct PointLight l, vec3 Normal, vec4 LightSpacePos)     \n\ 
{                       \n\ 
    vec3 LightDirection = WorldPos0 - l.Position;           \n\ 
    float Distance = length(LightDirection);            \n\ 
    LightDirection = normalize(LightDirection);            \n\ 
    float ShadowFactor = CalcShadowFactor(LightSpacePos);         \n\ 
                          \n\ 
    vec4 Color = CalcLightInternal(l.Base, LightDirection, Normal, ShadowFactor);   \n\ 
    float Attenuation = l.Atten.Constant +             \n\ 
         l.Atten.Linear * Distance +          \n\ 
         l.Atten.Exp * Distance * Distance;         \n\ 
                          \n\ 
    return Color/Attenuation;                \n\ 
}                       \n\ 
                          \n\ 
vec4 CalcSpotLight(struct SpotLight l, vec3 Normal, vec4 LightSpacePos)      \n\ 
{                       \n\ 
    vec3 LightToPixel = normalize(WorldPos0 - l.Base.Position);        \n\ 
    float SpotFactor = dot(LightToPixel, l.Direction);          \n\ 
                          \n\ 
    if (SpotFactor > l.Cutoff) {               \n\ 
     vec4 Color = CalcPointLight(l.Base, Normal, LightSpacePos);       \n\ 
     return Color * (1.0 - (1.0 - SpotFactor) * 1.0/(1.0 - l.Cutoff));     \n\ 
    }                      \n\ 
    else {                     \n\ 
     return vec4(0,0,0,0);                \n\ 
    }                      \n\ 
}                       \n\ 
                          \n\ 
vec3 CalcBumpedNormal()                  \n\ 
{                       \n\ 
    vec3 Normal = normalize(Normal0);              \n\ 
    vec3 Tangent = normalize(Tangent0);              \n\ 
    Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal);       \n\ 
    vec3 Bitangent = cross(Tangent, Normal);            \n\ 
    vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz;        \n\ 
    BumpMapNormal = 2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0);        \n\ 
    vec3 NewNormal;                   \n\ 
    mat3 TBN = mat3(Tangent, Bitangent, Normal);           \n\ 
    NewNormal = TBN * BumpMapNormal;              \n\ 
    NewNormal = normalize(NewNormal);              \n\ 
    return NewNormal;                  \n\ 
}                       \n\ 
                          \n\ 
void main()                     \n\ 
{                       \n\ 
    vec3 Normal = CalcBumpedNormal();              \n\ 
    vec4 TotalLight = CalcDirectionalLight(Normal);           \n\ 
                          \n\ 
    for (int i = 0 ; i < gNumPointLights ; i++) {           \n\ 
     TotalLight += CalcPointLight(gPointLights[i], Normal, LightSpacePos);    \n\ 
    }                      \n\ 
                          \n\ 
    for (int i = 0 ; i < gNumSpotLights ; i++) {           \n\ 
     TotalLight += CalcSpotLight(gSpotLights[i], Normal, LightSpacePos);     \n\ 
    }                      \n\ 
                          \n\ 
    vec4 SampledColor = texture2D(gColorMap, TexCoord0.xy);         \n\ 
    FragColor = SampledColor * TotalLight;             \n\ 
}"; 

GLSL抱怨說:
錯誤編譯FS:「片段着色器失敗,出現以下錯誤編譯: 錯誤:0:24:錯誤(#132)語法錯誤:'Base'解析錯誤 錯誤:錯誤(#273)1編譯錯誤。生成的無代碼」

然而,GLSL標準明確規定:

...it also creates a variable of that type called variableName. As in C/C++, the variable name can be omitted. Structs cannot contain variables of sampler types. They can contain variables of other struct types. Structs define a named type. But there are limits on the type qualifiers that can be used with struct types. Uniforms can use struct types, as well as regular globals, locals, and constant variables. Structs cannot be used with any other storage qualifiers.

爲什麼沒有這個編譯?

+0

哪一個是行號24? – 2012-02-21 01:45:17

+0

@NicolBolas:l24 ='struct BaseLight Base;' – AGuyInAPlace 2012-02-21 01:52:12

回答

6
struct BaseLight Base; 

GLSL不是C。您不要使用像這樣的struct關鍵字。 BaseLight是一個typename,所以你只是說BaseLight Base。當你創建PointLight時,你做得正確,所以我不知道你爲什麼錯誤地使用了BaseLight

+0

完美,謝謝! – AGuyInAPlace 2012-02-21 01:57:56