[英]Receiving a "Error compiling: 0:1(1): error: syntax error, unexpected $end" C++, GLSL, shader files
[英]syntax error: unexpected $end at token “<EOF>” GLSL with any shader
我已經看到了其他類似的問題,我現在通常是由於錯誤的着色器加載代碼,但我嘗試了很多不同的方法加載它們,我總是得到這個錯誤。 這是我正在使用的加載代碼(對於Vertex着色器,我對片段着色器執行相同操作):
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
我也試過這個:
GLuint VertexShaderID = glCreateShader(GL_FRAGMENT_SHADER);
std::ifstream shaderFile(vertex_file_path);
//Error out here.
stringstream shaderData;
shaderData << shaderFile.rdbuf(); //Loads the entire string into a string stream.
shaderFile.close();
const std::string &VertexShaderCode = shaderData.str(); //Get the string stream as a std::string.
GLint Result = GL_FALSE;
int InfoLogLength;
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
這是鏈接代碼:
// Link the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
我也嘗試將(GLint *)VertexShaderCode.size()
而不是NULL傳遞給glShaderSource()的長度參數,但是我得到了相同的錯誤。 我在編譯和鏈接時都會遇到這些錯誤
如果它有幫助,我使用的是Opengl 3.3,GLEW,GLFW,Visual c ++ 2010和Windows 7 64位
你是如何將length參數傳遞給glShaderSource的。 您執行的類型轉換應該會觸發厚厚的警告。 正確的方法是將size()
的結果放入變量中。 然后你將指向該變量的指針提供給glShaderSource。
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