我希望我的程序能够绘制出一个简单的红色三角形。顶点和片段着色器应该通过我的loadShader()函数从外部文件加载,但由于某种奇怪的原因,我的loadShader()函数正在读取非ASCII字符,因此着色器编译错误正在生成。为什么fgetc()读取非ASCII字符? (试图加载GLSL着色器)
尝试按照here(使用Notepad ++)提供的说明将我的着色器文件转换为ASCII格式失败,因为结果相同 - 即有关非ASCII字符的着色器编译器错误(请参见屏幕截图下面)和白色,而不是预期的红色三角形(由于着色器没有编译)。
更多故障排除尝试:
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关键码部分从14到44去 - 我loadShader功能(注我另外上传我的源代码,以Pastebin便于行号引用)。 。 由于我的调试输出(第25行)与Windows资源管理器提供的文件大小具有相同的字节数,因此从第22行开始的“tell file size”部分正常工作,如下面的屏幕截图所示。 此外,缓冲区(第28行)与第41行的调试输出中所见的着色器文件大小完全对应(请参见屏幕截图)。 最后,我的两个着色器的语法是正确的,因为我先前对它们进行了硬编码,结果是所需的红色三角形渲染。
截图:
源码:
// Expected result: Draws a simple red colored triangle to the screen
// Problem to debug: Why does my loadShader function read non-ASCII characters?
#include <glad/glad.h>
#define GLFW_DLL
#include <GLFW\glfw3.h>
#include <cstdio>
#include <iostream>
// TODO: Debug
/* Loads shader text files from a given file name (extension required)
* and returns the shader code as a null terminated string from that file.
*/
const char * loadShader(const char * shaderFileName) {
FILE * shaderFile{};
fopen_s(&shaderFile, shaderFileName, "r");
if (!shaderFile) {
std::cerr << "ERROR: Cannot open file" << std::endl;
return "\0";
}
// Tell file size
fseek(shaderFile, 0L, SEEK_END);
unsigned long shaderFileSize{};
shaderFileSize = ftell(shaderFile);
std::cout << "DEBUG: shaderFileSize: " << shaderFileSize << std::endl; // Debug output
rewind(shaderFile);
// Read from file
char * buffer = (char *)malloc(sizeof(char)*(shaderFileSize+1UL));
if (!buffer) {
std::cerr << "ERROR: Failed to allocate memory" << std::endl;
return "\0";
}
int c{};
int i = 0;
while ((c = fgetc(shaderFile))!= EOF) {
buffer[i++] = c;
}
// Put '\0' at the end of the buffer (required for OpenGL)
buffer[shaderFileSize] = '\0';
std::cout << "DEBUG: buffer: " << buffer << std::endl; // Debug output
std::cout << "DEBUG: strlen: " << strlen(buffer) << std::endl; // Debug output
fclose(shaderFile);
return buffer;
} // end of loadShader()
int main() {
// Initialize GLFW
if (!glfwInit()) {
std::cerr << "ERROR: Failed to initialize GLFW3" << std::endl;
return -1;
}
// Create window
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Game", nullptr, nullptr);
if (!window) {
std::cerr << "ERROR: Failed to create window with GLFW3" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Load all OpenGL function pointers.
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cerr << "ERROR: Failed to initialize GLAD" << std::endl;
return -1;
}
// Get info from renderer
const GLubyte* rendererName = glGetString(GL_RENDERER);
const GLubyte* OpenGLVersionSupported = glGetString(GL_VERSION);
std::cout << rendererName << std::endl << OpenGLVersionSupported << std::endl;
// Enable depth
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Define triangle
GLfloat points[] = { 0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f };
// Create buffer object
GLuint vertexBufferObject = 0;
glGenBuffers(1, &vertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Create vertex attribute object
GLuint vertexAttributeObject = 0;
glGenVertexArrays(1, &vertexAttributeObject);
glBindVertexArray(vertexAttributeObject);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// Load shaders
const char * vertexShaderCode = loadShader("VertexShader.glsl");
const char * fragmentShaderCode = loadShader("FragmentShader.glsl");
// Compile shaders
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderCode, nullptr);
glCompileShader(vertexShader);
// Check vertex shader for compile errors
int success = 0;
char message[512] = "";
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, nullptr, message);
std::cerr << "ERROR: Failed to compile vertex shader" << std::endl << message;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderCode, nullptr);
glCompileShader(fragmentShader);
// Check fragment shader for compile errors
success = 0;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, nullptr, message);
// TODO: Specify error type in message
std::cerr << "ERROR: Failed to compile fragment shader" << std::endl << message;
}
// Create shader program and link it
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shaderProgram, 512, nullptr, message);
// TODO: Specify error type in message
std::cerr << "ERROR: Failed to link shaders" << std::endl << message;
}
// Render loop
while (!glfwWindowShouldClose(window)) {
// Wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use shader program and vertex attribute object
glUseProgram(shaderProgram);
glBindVertexArray(vertexAttributeObject);
// Draw from the currently bound vertex attribute object
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwPollEvents();
glfwSwapBuffers(window);
}
// Exit program
glfwTerminate();
return 0;
} // end of main()
建议:
而是将其替换您的代码首先检查着色器文件的字符编码。如果它不是ASCII文件,你可能已经找到了问题。接下来,通过使用十六进制编辑器检查非神秘不可打印或非ASCII字符的文件,确保文件不包含任何意外。 – user4581301
你为什么使用'fgetc'?你去计算文件长度和一切。为什么不使用'fread'并一次读完所有内容? –