问题描述
将已编译的着色器附加到程序时出现OpenGL错误#1281。 这是顶点着色器代码:
#version 330 core
layout(location = 0) in vec2 position;
void main(){
gl_Position = vec4(position,0.0f,0.0f);
}
这是片段着色器代码:
#version 330 core
out vec4 color;
void main(){
color = vec4(1.0f,1.0f);
}
以下是创建着色器(程序)的方法:
Shader::Shader(std::string vsfilename,std::string fsfilename)
:program(glCreateProgram()) {
const char* vscode = fileToString(vsfilename.c_str());
const char* fscode = fileToString(fsfilename.c_str());
unsigned int vs,fs;
//Compiling Vertex shader
vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs,1,&vscode,NULL);
glCompileShader(vs);
int result;
glGetShaderiv(vs,GL_COMPILE_STATUS,&result);
if(!result){
glGetShaderiv(vs,GL_INFO_LOG_LENGTH,&result);
char* infolog = (char*) malloc(result*sizeof(char));
glGetShaderInfoLog(vs,result,&result,infolog);
std::cout<<"Problem with vs compilation"<<std::endl;
std::cout<<infolog<<std::endl;
free((void*)infolog);
glDeleteShader(vs);
vs = 0;
}
fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs,&fscode,NULL);
glCompileShader(fs);
glGetShaderiv(fs,&result);
if(!result){
glGetShaderiv(fs,&result);
char* infolog = (char*) malloc(result*sizeof(char));
glGetShaderInfoLog(fs,infolog);
std::cout<<"Problem with fs compilation"<<std::endl;
std::cout<<infolog<<std::endl;
free((void*)infolog);
glDeleteShader(fs);
fs = 0;
}
glAttachShader(vs,program);
int error;
do{
error = glGetError(); //error 1281
std::cout<<error<<std::endl;
} while(error != 0);
glAttachShader(fs,program);
glLinkProgram(program);
glValidateProgram(program);
glDetachShader(vs,program);
glDetachShader(fs,program);
glDeleteShader(vs);
glDeleteShader(fs);
free((void*)vscode);
free((void*)fscode);
}
解决方法
错误1281表示INVALID_VALUE,如果程序或着色器不是OpenGL生成的值,则会生成该错误。
glAttachShader
的第一个参数是程序,第二个参数是着色器:
glAttachShader(vs,program);
glAttachShader(program,vs);