我正在尝试构建“OpenGL Redbook”的第一个示例。好吧,只是我,还是他们的第 3 方 LoadShaders 坏了?
错误 LNK2001:未解析的外部符号 _LoadShaders
不知道该怎么办...
将位于 oglpg-8th-edition/lib 中的 LoadShaders.cpp 添加到您的项目/编译中。不过,祝你好运。一旦最终通过编译和链接,我还没有让示例正常工作。您会认为它们会包含一些说明,而不仅仅是“这里是代码”。
抱歉回复晚了,我解决 LNK2001 错误的方法是让文件本身成为我的 VS 解决方案的一部分
我也遇到了你描述的同样的问题...
您可以将其用作加载着色器的变通方法!
参数与书本不同,但它会起作用,只需将顶点和片段着色器代码放入 main.cpp 所在的文本文件中,然后实例化一个 Shader 对象并调用 .LoadShader(vertexShaderFileName, fragmentShaderFileName);
标题:
#pragma once
#include <vgl.h>
#include <string>
using namespace std;
class Shader
{
public:
Shader(void);
~Shader(void);
GLuint LoadShader(const char* vertPath, const char* fragPath);
private:
string ReadFile(const char* path);
};
共产党:
#include "Shader.h"
#include <iostream>
#include <fstream>
#include <vector>
Shader::Shader(void) {
}
Shader::~Shader(void) {
}
// read a file and return as a string
string Shader::ReadFile(const char* path) {
string content;
ifstream fileStream(path, ios::in);
if (!fileStream.is_open()) {
cerr << "File could not be opened" << endl;
return "";
}
string line = "";
while (!fileStream.eof()) {
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
GLuint Shader::LoadShader(const char* vertPath, const char* fragPath) {
//generate shader names
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
//get shader src
string vertShaderStr = ReadFile(vertPath);
string fragShaderStr = ReadFile(fragPath);
const char* vertShaderSrc = vertShaderStr.c_str();
const char* fragShaderSrc = fragShaderStr.c_str();
GLint result = GL_FALSE;
int logLength;
//compile vertex shader
glShaderSource(vertShader, 1, &vertShaderSrc, NULL);
glCompileShader(vertShader);
glGetShaderiv(vertShader, GL_COMPILE_STATUS, &result);
glGetShaderiv(vertShader, GL_INFO_LOG_LENGTH, &logLength);
vector<char> vertShaderError(logLength);
glGetShaderInfoLog(vertShader, logLength, NULL, &vertShaderError[0]);
cout << &vertShaderError[0] << endl;
//compile fragment shader
glShaderSource(fragShader, 1, &fragShaderSrc, NULL);
glCompileShader(fragShader);
glGetShaderiv(fragShader, GL_COMPILE_STATUS, &result);
glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength);
vector<char> fragShaderError(logLength);
glGetShaderInfoLog(fragShader, logLength, NULL, &fragShaderError[0]);
cout << &fragShaderError[0] << endl;
//link the program
GLuint program = glCreateProgram();
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &result);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
vector<char> programError(logLength > 1 ? logLength : 1);
glGetProgramInfoLog(program, logLength, NULL, &programError[0]);
cout << &programError[0] << endl;
glDeleteShader(vertShader);
glDeleteShader(fragShader);
return program;
}