在OpenGL Xcode中编写着色器时出错

wgx48brx  于 2023-04-20  发布在  其他
关注(0)|答案(1)|浏览(161)

我使用的是:

  1. MacBook Pro 13
  2. MacOS 11.6 Big Sur
  3. Xcode 13.0
    将着色器作为字符串写入main.cpp文件时出错。
    错误如下:
Failed to compile vertex
ERROR: 0:1: '' :  version '330' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:3: 'layout' : syntax error: syntax error

Failed to compile fragment
ERROR: 0:1: '' :  version '330' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:3: 'layout' : syntax error: syntax error

着色器:

std::string vertexShader =
    "#version 330 core\n"
    "\n"
    "layout(location = 0) in vec4 position;\n"
    "\n"
    "void main()\n"
    "{\n"
    "   gl_Position = position;\n"
    "}\n";
    std::string fragmentShader =
    "#version 330 core\n"
    "\n"
    "layout(location = 0) out vec4 color;\n"
    "\n"
    "void main()\n"
    "{\n"
    "   color = vec4(1.0, 0.0, 0.0, 1.0);\n"
    "}\n";

完整的主文件:

#include <GLFW/glfw3.h>
#include <iostream>

static unsigned int CompileShader(unsigned int type, const std::string& source)
{
    unsigned int id = glCreateShader(type);
    const char* src = source.c_str();
    glShaderSource(id, 1, &src, nullptr);
    glCompileShader(id);
    
    int result;
    glGetShaderiv(id, GL_COMPILE_STATUS, &result);
    if (result == GL_FALSE)
    {
        int length;
        glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
        char* message = (char*)alloca(length * sizeof(char));
        glGetShaderInfoLog(id, length, &length, message);
        std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << std::endl;
        std::cout << message << std::endl;
        glDeleteShader(id);
        
        return 0;
        
    }
    
    return id;
    
}

static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
    unsigned int program = glCreateProgram();
    unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
    
    glAttachShader(program, vs);
    glAttachShader(program, fs);
    glLinkProgram(program);
    glValidateProgram(program);
    
    glDeleteShader(vs);
    glDeleteShader(fs);
    
    return program;
}

int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    //writing to the console the version of OpenGL
    std::cout << glGetString(GL_VERSION) << std::endl;

    //float array for the vertexes of the triangle, in pairs
    float position[6]{
        -0.5f, -0.5f,
         0.0f,  0.5f,
         0.5f, -0.5f
    };

    //an unsigned int which is used as the buffer
    unsigned int buffer;
    //selecting buffer as a buffer
    glGenBuffers(1, &buffer);
    //choosing the buffer "buffer"
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    //giving the chosed buffer the data, in this case, the position array
    glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), position, GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);

    std::string vertexShader =
    "#version 330 core\n"
    "\n"
    "layout(location = 0) in vec4 position;\n"
    "\n"
    "void main()\n"
    "{\n"
    "   gl_Position = position;\n"
    "}\n";
    std::string fragmentShader =
    "#version 330 core\n"
    "\n"
    "layout(location = 0) out vec4 color;\n"
    "\n"
    "void main()\n"
    "{\n"
    "   color = vec4(1.0, 0.0, 0.0, 1.0);\n"
    "}\n";
    unsigned int shader = CreateShader(vertexShader, fragmentShader);
    glUseProgram(shader);

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);

        glDrawArrays(GL_TRIANGLES, 0, 3);

        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }
    glDeleteProgram(shader);

    glfwTerminate();
    return 0;
}

编辑:现在错误是:

4.1 INTEL-16.5.2
Failed to compile vertex
ERROR: 0:3: Invalid use of layout 'location'
ERROR: 0:7: Use of undeclared identifier 'position'

Failed to compile fragment
ERROR: 0:3: Invalid use of layout 'location'
ERROR: 0:7: Use of undeclared identifier 'color'
xxhby3vn

xxhby3vn1#

您正在请求一个GL 3.2上下文,但试图在其上使用#version 330 GLSL。
要么将GLSL反向移植到#version 150,要么请求GL 3.3上下文。
另外,glfwWindowHint()调用只影响 * 下一个 * glfwCreateWindow()调用。所以在 * 调用glfwCreateWindow()之前设置提示。

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