每个顶点着色器的光

时间:2014-06-26 01:28:48

标签: glsl shader

我正在尝试编译这个glsl着色器,但看起来有些不对劲,因为他失败了。这是_log给我的消息错误:在调用glLinkProgram()之前,顶点着色器未成功编译。链失败。

每个顶点着色器的亮度:

  vec4 ambient()
    {
        vec4 ambient = vec4 (0.0);
        ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
        ambient += (gl_LightModel.ambient * gl_FrontMaterial.ambient);
        return ambient;

    }

    vec4 diffuse(vec3 normal)
    {

        vec3 diffuse  = gl_LightSource[0].position * normal;

        float diff = max(dot(normal,diffuse),0.0);
        diffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diff;
        return diffuse;
    }

    vec4 specular(vec3 normal)
    {
        float hv = max(dot(normal, vec3(gl_LightSource[0].halfVector)), 0.0);

        float spec = pow(hv, gl_FrontMaterial.shininess);

        return gl_LightSource[0].specular * gl_FrontMaterial.specular * spec;
    }

    void main()
    {

        vec3 normal = normalize(gl_NormalMatrix * gl_Normal);   

        vec4 ambient = ambient();
        vec4 diffuse = diffuse(normal);
        vec4 specular = specular(normal);

        gl_FrontColor = gl_Color*(ambient+difuse)+specular;


        gl_Position = ftransform();

    }

这是着色器类:

#include "Shader.h"
namespace topicos
{

#include "Shader.h"

Shader::Shader()
{
    program = glCreateProgram();
}

Shader::~Shader()
{

    glDetachShader(program, vertexShader);
    glDetachShader(program, geometryShader);
    glDetachShader(program, fragmentShader);

    glDeleteShader(vertexShader);
    glDeleteShader(geometryShader);
    glDeleteShader(fragmentShader);

    glDeleteProgram(program);
}

void Shader::determinarFontes(std::string vertex, std::string geometry, std::string fragment)
{

    vertexFileName = vertex;
    geometryFileName = geometry;
    fragmentFileName = fragment;
}

void Shader::ativarShader()
{
    glLinkProgram(program);
    glUseProgram(program);
    programLog(program);
    shaderLog(program);

    std::cout<<_log;


}

void Shader::desativarShader()
{

    glUseProgram(0);
}

void Shader::shaderLog(unsigned int obj)
{

    int infologLength = 0;
    int charsWritten  = 0;
    char *infoLog;

    glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infologLength);

    if (infologLength > 0)
    {
        infoLog = new char[infologLength];
        glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog);

        std::string str(infoLog);

        if (!str.empty())
        {
            _log += "\n" + str;
        }
        else
        {
            _log += "Done.\n";
        }

        delete [] infoLog;
    }
}

void Shader::programLog(unsigned int obj)
{

    int infologLength = 0;
    int charsWritten  = 0;
    char *infoLog;

    glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infologLength);

    if (infologLength > 0)
    {
        infoLog = new char[infologLength];
        glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);

        std::string str(infoLog);

        if (!str.empty())
        {
            _log += "\n" + str;
        }
        else
        {
            _log += "Done.\n";
        }

        delete [] infoLog;
    }
}
std::string Shader::loadShader(std::string shaderFile)
{

    std::string texto = "";

    std::ifstream obj;
    obj.open(shaderFile.c_str(), std::ifstream::in);

   // std::cout << " ..>> " << obj.is_open() << std::endl;

    std::string linha;

    while(std::getline(obj, linha))
    {
        texto +=  linha + "\n";
    }
    obj.close();
//std::cout<<"texto: " << texto<< std::endl;
    return texto;
}
void Shader::makeVertexShader(const std::string& vertexFileName)
{
    /**This function creates a vertex shader,
    compiles it and attached to the program**/
    const char *stringConvertidaVertex = loadShader(vertexFileName).c_str();
    //std::cout<<"vertex shader: " << loadShader(vertexFileName)<<std::endl;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &stringConvertidaVertex, NULL);
    glCompileShader(vertexShader);
    glAttachShader(program, vertexShader);
}
void Shader::makeFragmentShader(const std::string& fragmentFileName)
{
    /**This function creates a fragment shader,
    compiles it and attached to the program**/
    const char *stringConvertidaFragment = loadShader(fragmentFileName).c_str();
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &stringConvertidaFragment, NULL);
    glCompileShader(fragmentShader);
    glAttachShader(program, fragmentShader);
}
void Shader::makeGeometryShader(const std::string& geometryFileName)
{
    /**This function creates a fragment shader,
    compiles it and attached to the program**/
    const char *stringConvertidaGeometry = loadShader(geometryFileName).c_str();
    geometryShader = glCreateShader(GL_GEOMETRY_SHADER);
    glShaderSource(geometryShader, 1, &stringConvertidaGeometry, NULL);
    glCompileShader(geometryShader);
    glAttachShader(program, geometryShader);
}

}

任何帮助将不胜感激。

3 个答案:

答案 0 :(得分:0)

缺少版本号,尺寸不匹配和拼写错误。 (我对自己的编码风格做了评论。

#version 140 // ? I dislike guessing

vec4 ambient()
{
    vec4 ambient = vec4 (0.0);
    ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
    ambient += (gl_LightModel.ambient * gl_FrontMaterial.ambient);
    return ambient;

}

vec4 diffuse(vec3 normal)
{

    // vec3 diffuse  = gl_LightSource[0].position * normal;
    vec4 diffuse  = vec4(gl_LightSource[0].position.xyz * normal,1.0);

    float diff = max(dot(normal,diffuse.xyz),0.0);
    diffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diff;
    return diffuse;
}

vec4 specular(vec3 normal)
{
    float hv = max(dot(normal, vec3(gl_LightSource[0].halfVector)), 0.0);

    float spec = pow(hv, gl_FrontMaterial.shininess);

    return gl_LightSource[0].specular * gl_FrontMaterial.specular * spec;
}

void main()
{

    vec3 normal = normalize(gl_NormalMatrix * gl_Normal);   

    vec4 ambient = ambient();
    vec4 diffuse = diffuse(normal);
    vec4 specular = specular(normal);

    // gl_FrontColor = gl_Color*(ambient+difuse)+specular;
    gl_FrontColor = gl_Color*(ambient+diffuse)+specular;


    gl_Position = ftransform();

}

<强>附录

来自http://www.khronos.org/opengles/sdk/tools/Reference-Compiler/

的glslangValidator

foo.vert以上代码

glslangValidator foo.vert 
echo $? 
0

答案 1 :(得分:0)

我认为

gl_FrontColor = gl_Color*(ambient+difuse)+specular;

应该是

gl_FrontColor = gl_Color*(ambient+diffuse)+specular;

要让驱动程序显示这些错误,以便您不必自己找到它们,请执行此操作(它在C中,我不确定您使用的是哪种主机语言)< / p>

// Checks if compilation of a shader was successful.
// On success, returns GL_TRUE. On failure, prints the
// error message to stderr and returns GL_FALSE. 
GLint check_shader_compilation_status(GLuint shader)
{
    GLchar* info_log;
    GLint r;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &r);
    if (r == GL_FALSE)
    {
        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &r);
        info_log = malloc(sizeof(GLchar) * r);
        glGetShaderInfoLog(shader, r, NULL, info_log);
        fprintf(stderr, "%s", info_log);
        free(info_log);
        return GL_FALSE;
    }
    return GL_TRUE;

答案 2 :(得分:0)

已经解决了 这是每个顶点着色器的正确光:

vec4 ambient()
{
    vec4 ambient = vec4 (0.0);
    ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
    ambient += (gl_LightModel.ambient * gl_FrontMaterial.ambient);
    return ambient;
}

vec4 diffuse(vec3 normal)
{
    vec4 diffuse=(0,0);
    vec3 lightDir = normalize(vec3(gl_LightSource[0].position));
    float diff = max(dot(normal, lightDir), 0.0);
    diffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diff;
    return diffuse;
}
vec4 specular(vec3 normal)
{
    float hv = max(dot(normal, vec3(gl_LightSource[0].halfVector.xyz)), 0.0);
    float spec = pow(hv, gl_FrontMaterial.shininess);
    return gl_LightSource[0].specular * gl_FrontMaterial.specular * spec;
}
void main()
{
    vec3 normal = normalize(gl_NormalMatrix * gl_Normal);   
   vec4 ambient = ambient();
   vec4 diffuse = diffuse(normal);
   vec4 specular = specular(normal);
    gl_FrontColor = ambient + diffuse + specular;

    gl_Position = ftransform();
}
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