GLSL 4.5:为什么我的 "in" 颜色变量未被 glGetAttribLocation 找到



这是顶点着色器

#version 450
in vec3 iPosition;
in vec4 iColor;
out vec4 oColor;
uniform mat4 uMVP;
void main()
{
  oColor = iColor;
  gl_Position = uMVP * vec4(iPosition, 1.0);
}

这是片段着色器

#version 450
in vec4 iColor;
out vec4 oColor;
void main()
{
  oColor = iColor;
}

没有粘贴我所有的代码,下面是我所做的:

  1. 1)每次调用Open GL函数调用后,我都有glGetError。我没有得到任何错误,直到我调用glGetAttribLocation在顶点着色器的iccolor变量。

  2. 我在分别调用glCompileShaderglLinkProgram后右边有如下代码:


GLint isCompiled = 0;
glGetShaderiv(m_fragmentShader, GL_COMPILE_STATUS, &isCompiled); GL_CALL
if(isCompiled == GL_FALSE) {
  GLint maxLength = 0;
  glGetShaderiv(m_fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); GL_CALL
  std::vector<GLchar> errorLog(maxLength);
  glGetShaderInfoLog(m_fragmentShader, maxLength, &maxLength, &errorLog[0]);
  GL_CALL
  std::stringstream out;
  std::copy(errorLog.begin(), errorLog.end(), std::ostream_iterator<char>(
    out, ""));
  qDebug() << out.str().c_str();
  glDeleteShader(m_fragmentShader); GL_CALL
  QCoreApplication::exit(-1);
}

 GLint isLinked = 0;
 glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, (int *)&isLinked);
 if(isLinked == GL_FALSE) {
   GLint maxLength = 0;
   glGetProgramiv(m_shaderProgram, GL_INFO_LOG_LENGTH, &maxLength); GL_CALL
   std::vector<GLchar> infoLog(maxLength);
   glGetProgramInfoLog(m_shaderProgram, maxLength, &maxLength, &infoLog[0]);
   GL_CALL
   std::stringstream out;
   std::copy(infoLog.begin(), infoLog.end(), std::ostream_iterator<char>(
     out, ""));
   qDebug() << out.str().c_str();
   glDeleteProgram(m_shaderProgram); GL_CALL
   glDeleteShader(m_vertexShader); GL_CALL
   glDeleteShader(m_fragmentShader); GL_CALL
   QCoreApplication::exit(-1);
 }
  • 我试图将版本更改回150,但这给出了相同的错误。我知道有些实现会优化变量。但我显然是用这个来决定颜色的。

  • 我打算回到版本控制历史,看看是什么变化带来了这个错误,但这可能需要我一点。

  • 如果有帮助的话,下面是draw函数的简化版本:

    void Spline::draw()                          
    { 
      glUseProgram(m_shaderProgram); GL_CALL     
      GLint posAttrib = glGetAttribLocation(m_shaderProgram, "iPosition"); GL_CALL
      GLint colAttrib = glGetAttribLocation(m_shaderProgram, "iColor"); GL_CALL
      glBindBuffer(GL_ARRAY_BUFFER, m_vbo); GL_CALL 
      std::size_t stride = verts::traits::stride;
      std::size_t dimension1 = verts::datum_type::internal_type1::dimension; 
      std::size_t byte_offset1 = verts::traits::type1_byte_offset;
      glEnableVertexAttribArray(posAttrib); GL_CALL 
      glVertexAttribPointer(posAttrib, dimension1, GL_FLOAT, GL_FALSE,
        stride, (void*)byte_offset1); GL_CALL    
      std::size_t dimension2 = verts::datum_type::internal_type2::dimension; 
      std::size_t byte_offset2 = verts::traits::type2_byte_offset;
      glEnableVertexAttribArray(colAttrib); GL_CALL 
      glVertexAttribPointer(colAttrib, dimension2, GL_FLOAT, GL_FALSE,
        stride, (void*)byte_offset2); GL_CALL    
      opengl_math::matrix_4X4<float, opengl_math::column> model(
        opengl_math::identity);                  
      opengl_math::matrix_4X4<float, opengl_math::column> view =
        opengl_math::look_at<float, opengl_math::column>(
          opengl_math::point_3d<float>(0.0f, 0.0f, 20.0f),
          opengl_math::point_3d<float>(0.0f, 0.0f, 0.0f),
          opengl_math::vector_3d<float>(0.0f, 1.0f, 0.0f));
      GLint uniMVP = glGetUniformLocation(m_shaderProgram, "uMVP"); GL_CALL
      glUniformMatrix4fv(uniMVP, 1, GL_FALSE,    
        (m_projection * view * model).to_gl_matrix()); GL_CALL
      glDrawArrays(GL_LINE_STRIP, 0, m_vertexAttrib.get_attribute_count());
      GL_CALL
    }
    

    您使用iColor作为两个着色器阶段的输入名称。由于片段着色器属性不能被查询,你必须确保名称在着色器中是唯一的。可以使用以下代码:

    顶点:

    #version 450
    in vec3 iPosition;
    in vec4 iColor;
    out vec4 xColor;
    uniform mat4 uMVP;
    void main()
    {
        xColor = iColor;
        gl_Position = uMVP * vec4(iPosition, 1.0);
    }
    

    片段:

    #version 450
    in vec4 xColor;
    out vec4 oColor;
    void main()
    {
        oColor = xColor;
    }
    

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