更新时间:2022-10-25 21:17:10
错误消息意味着着色器编译器看到乱码字符(除了可打印的ASCII字符,空格,制表符或换行符之外的其他字符)。这很可能意味着你传递给 glShaderSource
的字符串是垃圾 - 可能是一个悬空指针,一旦指向你的着色器代码,但不再是由于某些东西被破坏。
我从链接中看到你的代码看起来像:
s.Source = shader.toStdString()。c_str
这将设置 s.Source
临时 std :: string
对象的内部缓冲区,将在此行后立即销毁,留下 s.Source
悬挂指针...
I saw this question and it really shedded some light. Despite this, I can't seem to figure out how I'm "improperly" loading my shader, because this has executed before without any recent changes to the shader loading code, so I assume these errors must be coming from my draw calls.
Despite this, I'll still post the shader files for the sake of brevity, the draw function used to draw the circle I'm trying to render, and the code which loads in the shader file as a string.
Basically what I need to know is why I'm getting these errors and what in the hell is wrong with them?
(From debug output)
ERROR {
OpenGL Says:
Vertex info
-----------
0(1) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
Fragment info
-------------
0(1) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
};
Draw Code
void Circle::draw( GLuint program )
{
const size_t centerMag = mCenter.length();
glUseProgram( program );
for( float t = 0; t < mCircumference; t += 0.1 )
{
float x = centerMag + glm::cos( 2 * M_PI * t );
float y = centerMag + glm::sin( 2 * M_PI * t );
mVertices->push_back( glm::vec4( x, y, 0, 1 ) );
}
QListIterator< glm::vec4 > iVertices( *mVertices );
const size_t size = mVertices->size();
float** verts = new float*[ size ];
size_t i = 0;
glEnableClientState( GL_VERTEX_ARRAY );
while( iVertices.hasNext() )
{
verts[ i ] = new float[ size ];
verts[ i ] = const_cast< float* >( glm::value_ptr( iVertices.next() ) );
glVertexPointer( 4, GL_FLOAT, 0, verts[ i ] );
glDrawArrays( GL_LINES, 0, 4 );
++i;
}
glDisableClientState( GL_VERTEX_ARRAY );
for( unsigned iMem = 0; iMem < size; ++iMem )
{
delete[] verts[ iMem ];
verts[ iMem ] = NULL;
}
delete[] verts;
verts = NULL;
}
FileUtility
QString FileUtility::readShader( QString filepath )
{
std::ifstream in( filepath.toStdString().c_str() );
std::stringstream shaderDat;
shaderDat << in.rdbuf();
QString shaderFile;
shaderFile += shaderDat.str().c_str();
in.close();
return shaderFile;
}
GenericColor.frag
#version 330
out vec4 outputColor;
void main()
{
outputColor = vec4(1.0f, 0, 0, 1.0f);
}
Position.vert
#version 330
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
Update
Since my shader binding/compilation code was requested, I figured I may as well just post my entire shader handler, as well as the engine class.
Update
Here are the shader strings parsed (Info
is a debug output):
Info {
Shader Source #version 330
in uniform mvp;
layout(location = 0) in vec4 position;
void main()
{
gl_ModelViewProjectionMatrix = mvp;
gl_Position = position;
}
};
Info {
Shader Source #version 330
out vec4 outputColor;
void main()
{
outputColor = vec4(1.0f, 0, 0, 1.0f);
}
};
That error message means that the shader compiler is seeing a garbage character (something other than a printable ASCII character, a space, a tab, or a newline) on the first line of the shader. Which most likely means that the string you're passing to glShaderSource
is garbage -- probably a dangling pointer that once pointed at your shader code but no longer does due to something getting destructed.
edit
I see from your link you have code that looks like:
s.Source = shader.toStdString().c_str();
That will set s.Source
pointing at the internal buffer of a temporary std::string
object that will be destroyed shortly after this line, leaving s.Source
a dangling pointer...