在 vertexShader 中使用 OpenGl 未声明的标识符,我在顶点着色器中绘制三角形时遇到问题
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【中文标题】在 vertexShader 中使用 OpenGl 未声明的标识符,我在顶点着色器中绘制三角形时遇到问题【英文标题】:undeclared identifier with OpenGl in vertexShader, i have a problem drawing a triangle in the vertex shader 【发布时间】:2020-07-05 22:31:43 【问题描述】:"Fallo al compilar vertexShader ", gl_position" : undeclared identifier.
还有:
"assign" : cannot convert from "attribute 4-component vector of highp float" to "highp float"
当我编译这个脚本时,我得到了上面的错误,我真的不明白为什么它会在 VertexShader 中给出这个错误
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
static unsigned int CompileShader(unsigned int type, const std::string& source)
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "falló al compilar el shader!" << (type == GL_VERTEX_SHADER ? "vertex" :
"fragment") << "shader!" <<
std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
return id;
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
int main(void)
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
glfwTerminate();
return -1;
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
std::cout << "error" << std::endl;
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] =
-0.5f,-0.5f,
0.0f, 0.5f,
0.5f, -0.5f
;
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"\n"
"gl_position = position;\n"
"\n";
std::string fragmentShader =
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"\n"
" color = vec4(1.0,0.0,0.0,1.0); \n"
"\n";
unsigned int shader = CreateShader(vertexShader,fragmentShader);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
glDeleteProgram(shader);
glfwTerminate();
return 0;
【问题讨论】:
在您的顶点着色器中,将gl_position
替换为gl_Position
。 gl_position
不是 OpenGL 着色语言 (GLSL) 中的内置变量,因为 GLSL 区分大小写。 Here's a link 到 GLSL 中的内置变量列表。
是的,它有效!感谢您的帮助和额外的信息!
【参考方案1】:
GLSL 区分大小写,您应该使用 gl_Position 而不是 gl_position。不幸的是,我无法重现第二个错误。
【讨论】:
哦,它有效!大写两个错误都消失了,谢谢!以上是关于在 vertexShader 中使用 OpenGl 未声明的标识符,我在顶点着色器中绘制三角形时遇到问题的主要内容,如果未能解决你的问题,请参考以下文章