2014-10-26 127 views
0

好吧我搜索了其他人的问题,并找不到解决我的问题。我在C#和GLSL 330中使用OpenTK。它生成错误消息 错误c0000:语法错误,意外的'?'在令牌'?'错误c0000:语法错误,意外的'?'在令牌'?'

由于某种原因,它不喜欢我正在做的事情。所以,这里是我的代码,我希望有人能告诉我我做错了什么。

public static string vertexShaderSource = @" 
#version 330 

uniform mat4 pvm; 

in vec4 Position; 
in vec2 texCoord; 

out vec2 texCoordV; 

void main() 
{ 
    texCoordV = texCoord; 
    gl_Position = Position * pvm; 
}"; 

public static string fragmentShaderSource = @" 
#version 330 

in vec2 texCoordV; 

out vec4 colorOut; 

void main() 
{ 
    colorOut = vec4(texCoord, 0.0, 0.0);  
}"; 


    public void Initalize() 
    { 
     style = GUI_Skin.styles[0]; 
     vertices = new Vector3[6]; 
     vertices[0] = new Vector3(0, 0, 0f); 
     vertices[1] = new Vector3(100, 0, 0f); 
     vertices[2] = new Vector3(0, 100, 0f); 
     vertices[3] = new Vector3(100, 0, 0f); 
     vertices[4] = new Vector3(0, 100, 0f); 
     vertices[5] = new Vector3(100, 100, 0f); 

     GL.GenBuffers(1, out vertHandle); 
     GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle); 
     GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, 
           new IntPtr(vertices.Length * Vector3.SizeInBytes), 
           vertices, BufferUsageHint.StaticDraw); 

     texCoords = new Vector2[6]; 
     texCoords[0] = new Vector2(0,0); 
     texCoords[1] = new Vector2(1, 0); 
     texCoords[2] = new Vector2(0, 1); 
     texCoords[3] = new Vector2(1, 0); 
     texCoords[4] = new Vector2(0, 1); 
     texCoords[5] = new Vector2(1, 1); 

     GL.GenBuffers(1, out texHandle); 
     GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle); 
     GL.BufferData<Vector2>(BufferTarget.ArrayBuffer, 
           new IntPtr(texCoords.Length * Vector2.SizeInBytes), 
           texCoords, BufferUsageHint.StaticDraw); 
    } 

    public void Draw() 
    { 
     GL.EnableVertexAttribArray(vertHandle); 
     GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle); 
     GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0); 

     GL.EnableVertexAttribArray(texHandle); 
     GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle); 
     GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vector2.SizeInBytes, 0); 

     GL.DrawArrays(PrimitiveType.Triangles, 0, 6); 

     GL.DisableVertexAttribArray(vertHandle); 
     GL.DisableVertexAttribArray(texHandle); 
    } 
+0

通常有一些与编译顶点或片段着色器时 – 2014-10-26 22:10:13

+0

此错误讯息apear错误线/位置信息? – BDL 2014-10-26 22:37:28

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听起来像是一个字符编码问题。 GLSL需要UTF-8的一小部分,并且如果遇到不希望评论之外的字符,就会产生这样的错误。如果删除'@'并在每行的末尾使用'\ n'而不是一个长的逐字字符串文字,那么这会改变什么吗? – 2014-10-26 23:45:02

回答

0

好的,所以问题已修复。感谢上面的有用评论。

让我们从着色器开始。必须删除字符串声明前的@符号,并且必须插入每行\ n之后。另外,当我使用着色器绘制时,我正在调用转置。这可以通过改变矩阵的顺序来解决。

public static void Run() 
    { 
     int uniformLocation = GL.GetUniformLocation(shaderProgramHandle, "pvm"); 
     Matrix4 mat; 
     GL.GetFloat(GetPName.ProjectionMatrix, out mat); 
     GL.UniformMatrix4(uniformLocation, false, ref mat); 

     GL.UseProgram(shaderProgramHandle); 
    } 

我从GL.UniformMatrix4(uniformLocation, true, ref mat);改为GL.UniformMatrix4(uniformLocation, false, ref mat);和着色器本身GL_POSITION的顺序从Position * pvm;改为pvm * Position;

public static string vertexShaderSource = "#version 330\n" + 
    "uniform mat4 pvm;\n" + 
    "in vec4 Position;\n" + 
    "in vec2 texCoord;\n" + 
    "out vec2 texCoordV;\n" + 
    "void main()\n" + 
    "{\n" + 
     "texCoordV = texCoord;\n" + 
     "gl_Position = pvm * Position;\n" + 
    "}\n"; 

    public static string fragmentShaderSource = "#version 330\n" + 
    "in vec2 texCoordV;\n" + 
    "out vec4 colorOut;" + 
    "void main()\n" + 
    "{\n" + 
     "colorOut = vec4(texCoordV, 0.0, 0.0);\n" + 
    "}\n" ; 

后,这是固定我得到了一个错误的渲染表面变白了。该错误位于Draw()函数内。基本上我没有正确地分配阵列位置。

public void Draw() 
    { 
     GL.EnableVertexAttribArray(0); 
     GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle); 
     GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0); 

     GL.EnableVertexAttribArray(1); 
     GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle); 
     GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vector2.SizeInBytes, 0); 

     GL.DrawArrays(PrimitiveType.Triangles, 0, 6); 

     GL.DisableVertexAttribArray(0); 
     GL.DisableVertexAttribArray(1); 
    } 
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如果您在其他人之前正确回答了您自己的问题,请接受您的答案为正确答案。 – STLDeveloper 2014-10-28 23:45:23

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我真的不知道你在说什么,但我猜测它的复选标记。 – LeviGraham 2014-10-30 01:01:05

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看起来像你找到它。 – STLDeveloper 2014-10-30 19:57:40