所以我正在关注“theBennyBox”的 Youtube 系列关于 3d 游戏引擎的内容,大约在第 9/10 集时,我出现了问题。
我得到了错误
顶点着色器编译失败,出现以下错误: ERROR: 0:5: error(#132) Syntax error: "void" parse error ERROR: error(#273) 1 个编译错误。没有生成代码
这是我所有的东西:
我的资源加载器(读取文件)
package com.base.engine;
import java.io.BufferedReader;
import java.io.FileReader;
public class ResourceLoader {
public static String loadShader(String fileName) {
StringBuilder shaderSource = new StringBuilder();
BufferedReader shaderReader = null;
try {
shaderReader = new BufferedReader(new FileReader("./res/shaders/" + fileName));
String line;
while ((line = shaderReader.readLine()) != null) {
shaderSource.append(line).append("\n");
}
shaderReader.close();
} catch (Exception e) {
e.printStackTrace();
System.exit(1);
}
return shaderSource.toString();
}
}
我的着色器类:
package com.base.engine;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL32.*;
public class Shader {
private int program;
public Shader() {
program = glCreateProgram();
if (program == 0) {
System.err.println("Shader Creation failed: could not find valid memory location in constructor");
System.exit(1);
}
}
public void bind(){
glUseProgram(program);
}
public void addVertexShader(String text) {
addProgram(text, GL_VERTEX_SHADER);
}
public void addGeometryShader(String text) {
addProgram(text, GL_GEOMETRY_SHADER);
}
public void addFragmentShader(String text) {
addProgram(text, GL_FRAGMENT_SHADER);
}
public void compileShader() {
glLinkProgram(program);
if (glGetProgrami(program, GL_LINK_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
glValidateProgram(program);
if(glGetProgrami(program, GL_VALIDATE_STATUS) == 0){
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
}
private void addProgram(String text, int type) {
int shader = glCreateShader(type);
if (shader == 0) {
System.err.println("Shader Creation failed: could not find valid memory location when adding shader");
System.exit(1);
}
glShaderSource(shader, text);
glCompileShader(shader);
if (glGetShaderi(shader, GL_COMPILE_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(shader, 1024));
System.exit(1);
}
glAttachShader(program, shader);
}
}
我的游戏类,我将着色器初始化为单个多边形:
package com.base.engine;
import org.lwjgl.input.Keyboard;
public class Game {
private Mesh mesh;
private Shader shader;
public Game() {
mesh = new Mesh();
shader = new Shader();
Vertex[] data = new Vertex[] {new Vertex(new Vector3f(-1, -1, 0)),
new Vertex(new Vector3f(0, 1, 0)),
new Vertex(new Vector3f(1, -1, 0))};
mesh.addVertices(data);
shader.addVertexShader(ResourceLoader.loadShader("basicVertex.vs"));
shader.addFragmentShader(ResourceLoader.loadShader("basicFragment.fs"));
}
public void input() {
if (Input.getKeyDown(Keyboard.KEY_UP)) {
System.out.println("We've just pressed up");
}
if (Input.getKeyUp(Keyboard.KEY_UP)) {
System.out.println("We've just released up");
}
if (Input.getMouseDown(1)) {
System.out.println("We've just pressed right-mouse at "
+ Input.getMousePosition().toString());
}
if (Input.getMouseUp(1)) {
System.out.println("We've just released right-mouse");
}
}
public void update() {
}
public void render() {
shader.bind();
mesh.draw();
}
}
和我的着色器:(顶点着色器出现错误,但如果我注释掉顶点着色器,片段看起来什么都不做。)
顶点:(第 5 行,void main(),显然是麻烦制造者)
#version 330
layout (location = 0) in vec3 position
void main()
{
gl_Position = vec4(0.25 * position, 1.0);
}
分段:
#version 330
out vec3 fragColour;
void main()
{
fragColour = vec4(0.0, 1.0, 1.0, 1.0);
}
我很感激这一切都很长,但如果你知道什么,请帮助我!