[英]Undeclared identifier 'gl_Position'
我正在訓練用cpp做opengl的東西,但我的程序中有一個錯誤:/(vertexShader)
這是vertexShader的代碼:
void main(void)
{
gl_Position = gl_Vertex;
}
這里有一個調用着色器的主cpp文件:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <stdio.h>
static char* readFile(const char* filename) {
// Open the file
FILE* fp = fopen(filename, "rb");
// Move the file pointer to the end of the file and determing the length
fseek(fp, 0, SEEK_END);
long file_length = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* contents = new char[file_length + 1];
// zero out memory
for (int i = 0; i < file_length + 1; i++) {
contents[i] = 0;
}
// Here's the actual read
fread(contents, 1, file_length, fp);
// This is how you denote the end of a string in C
contents[file_length + 1] = '\0';
fclose(fp);
return contents;
}
GLuint makeVertexShader(const char* shaderSource) {
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(vertexShaderID);
return vertexShaderID;
}
GLuint makeFragmentShader(const char* shaderSource) {
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(fragmentShaderID);
return fragmentShaderID;
}
GLuint makeShaderProgram(GLuint vertexShaderID, GLuint fragmentShaderID) {
GLuint shaderID = glCreateProgram();
glAttachShader(shaderID, vertexShaderID);
glAttachShader(shaderID, fragmentShaderID);
glLinkProgram(shaderID);
return shaderID;
}
int main(int argc, char** argv) {
// Standard stuff...
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA);
glutInitWindowSize(800, 600);
glutCreateWindow("Shaders");
glewInit();
char* fragmentShaderSourceCode = readFile("fragmentShader.txt");
char* vertexShaderSourceCode = readFile("vertexShader.txt");
GLuint vertShaderID = makeVertexShader(vertexShaderSourceCode);
GLuint fragShaderID = makeFragmentShader(fragmentShaderSourceCode);
GLuint shaderProgramID = makeShaderProgram(vertShaderID, fragShaderID);
glUseProgram(shaderProgramID);
printf("vertShaderID is %d\n", vertShaderID);
printf("fragShaderID is %d\n", fragShaderID);
printf("shaderProgramID is %d\n", shaderProgramID);
glDeleteProgram(shaderProgramID);
int temp;
scanf("%d", &temp);
return 0;
}
錯誤:vertexShader中未聲明的標識符'gl_Position'我正在使用visual studio 2015,Windows 8,intel cpu,amd gpu。
這與我上周回答的問題非常類似( GLSL錯誤#132語法錯誤:“gl_position”解析錯誤 ),並且可能是相同的解決方案,重新聲明應該預定義的內置函數 :
out gl_PerVertex { vec4 gl_Position; };
在那種情況下(或在這種情況下),不清楚為什么需要這樣做。 只應在某些情況下才需要它,例如GL_ARB_separate_shader_objects擴展名。 但是,它可能是AMD驅動程序的問題,因為他們也有AMD顯卡。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.