C++ OpenGL 着色器错误 1282
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OpenGL Shader error 1282
提问by user2227713
I am trying to add lighting to my current scene of a simple cube. After setting up my uniforms I get a 1282 error from glGetError() for this piece of code
我正在尝试为我当前的简单立方体场景添加照明。设置完我的制服后,我从 glGetError() 收到了一段代码的 1282 错误
GLuint ambientHandle = glGetUniformLocation(program->getHandle(), "ambientProduct");
glUniform4fv( ambientHandle, 1, ambientProduct );
GLuint diffuseHandle = glGetUniformLocation(program->getHandle(), "diffuseProduct");
glUniform4fv( diffuseHandle, 1, diffuseProduct );
GLuint specularHandle = glGetUniformLocation(program->getHandle(), "specularProduct");
glUniform4fv( specularHandle, 1, specularProduct );
GLuint lightPosHandle = glGetUniformLocation(program->getHandle(), "lightPosition");
glUniform4fv( lightPosHandle, 1, light.position );
GLuint shinyHandle = glGetUniformLocation(program->getHandle(), "shininess");
glUniform1f( shinyHandle, materialShininess );
Here are my shaders: vertex.glsl
这是我的着色器:vertex.glsl
#version 120
attribute vec4 coord3d;
attribute vec3 normal3d;
// output values that will be interpretated per-fragment
varying vec3 fN;
varying vec3 fE;
varying vec3 fL;
uniform vec4 lightPosition;
uniform mat4 mTransform;
void main()
{
fN = normal3d;
fE = coord3d.xyz;
fL = lightPosition.xyz;
if( lightPosition.w != 0.0 ) {
fL = lightPosition.xyz - coord3d.xyz;
}
gl_Position = mTransform*coord3d;
}
fragment.glsl
片段.glsl
// per-fragment interpolated values from the vertex shader
varying vec3 fN;
varying vec3 fL;
varying vec3 fE;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform mat4 mTransform;
uniform vec4 lightPosition;
uniform float shininess;
void main()
{
// Normalize the input lighting vectors
vec3 N = normalize(fN);
vec3 E = normalize(fE);
vec3 L = normalize(fL);
vec3 H = normalize( L + E );
vec4 ambient = ambientProduct;
float Kd = max(dot(L, N), 0.0);
vec4 diffuse = Kd*diffuseProduct;
float Ks = pow(max(dot(N, H), 0.0), shininess);
vec4 specular = Ks*specularProduct;
// discard the specular highlight if the light's behind the vertex
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_FragColor = ambient + diffuse + specular;
gl_FragColor.a = 1.0;
}
The products and position are each a struct of three GLfloats and shininess is a float. I have checked all of the values of the handles and the values I am passing and they all seem valid. Ideas?
product 和 position 都是三个 GLfloats 的结构体,而 shininess 是一个浮点数。我已经检查了句柄的所有值和我传递的值,它们似乎都有效。想法?
--EDIT: I have narrowed it to the glUniform4fv calls. It happens after each one. Also I have double checked that the program->getHandle() is pointing to something that looks valid.
--编辑:我已将其范围缩小到 glUniform4fv 调用。它发生在每一个之后。我还仔细检查了 program->getHandle() 是否指向看起来有效的东西。
I have checked program->getHandle is a valid program Here are the values of all handles: Program handle 3 ambientHandle 0 diffuseHandle 1 specularHandle 5 lightPosHandle 2 shinyHandle 4
我检查了 program->getHandle 是一个有效的程序 这里是所有句柄的值: Program handle 3ambientHandle 0diffuseHandle 1 specularHandle 5 lightPosHandle 2 ShinyHandle 4
So they all look good. For testing I am commenting out the lines below the ones for ambientProduct. For clarity I am explicitly using this line instead
所以他们都看起来不错。为了测试,我注释掉了环境产品下面的行。为清楚起见,我明确使用这一行
glUniform4f( ambientHandle, ambientProd.x, ambientProd.y, ambientProd.z, ambientProd.w );
These are the values for ambientProd at the time that line is executed. x = 0.200000003, y = 0.0, z = 0.200000003, w = 1.0
这些是执行该行时ambientProd 的值。x = 0.200000003,y = 0.0,z = 0.200000003,w = 1.0
A collaborator on this project moved the call for glUseProgram. Thanks for the help folks.
该项目的一位合作者提出了对 glUseProgram 的呼吁。谢谢大家的帮助。
回答by mikyra
Error number ′1282` is not very descriptive.
错误号 '1282' 不是很具有描述性。
Possible error codes for glGetUniformLocation
are:
可能的错误代码glGetUniformLocation
是:
GL_INVALID_VALUE
GL_INVALID_OPERATION
Which don't have a fixed value. Try to get the error string with gluErrorString()
or take a look in the header to which of those 1282
maps.
哪个没有固定值。尝试获取错误字符串gluErrorString()
或查看这些1282
映射的标题。
Just a shot in the dark: but did you ...
只是在黑暗中射击:但是你...
check your shader got compiled without error?
check your shader got linked without error?
检查你的着色器是否编译没有错误?
检查您的着色器是否正确链接?
BTW: return type is GLint not GLuint
顺便说一句:返回类型是 GLint 而不是 GLuint
"Shaders compiled and linked without error" Hmm, this looks odd.
“着色器编译和链接没有错误”嗯,这看起来很奇怪。
According to spec (see: http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml) GL_INVALID_OPERATION
should only be generated if:
根据规范(请参阅:http: //www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml)GL_INVALID_OPERATION
仅应在以下情况下生成:
program is not a program objec
program has not been successfully linked
程序不是程序对象
程序尚未成功链接
Other question:
其他问题:
are you sure the
getHandle()
method of the class yourprogram
Object belongs to returns the right id. I mean the one that was used in the sucessfully linking.you should be able to verify with checking if
glIsProgram(program-getHandle())
returnsGL_TRUE
您确定
getHandle()
您的program
对象所属的类的方法返回正确的 id。我的意思是在成功链接中使用的那个。您应该能够通过检查是否
glIsProgram(program-getHandle())
返回来验证GL_TRUE
EDIT:Ah - I missed those calls to glUniform4fv
in your example.
编辑:啊 - 我错过glUniform4fv
了你的例子中的那些电话。
Correct return type for glGetUniformLocation
is still GLint
, but I don't think thats the problem.
正确的返回类型glGetUniformLocation
仍然是GLint
,但我认为这不是问题所在。
According to spec (see: http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml) GLUniformXX
generates GL_INVALID_OPERATION
for a whole bunch of reasons. To me the only one that possibly seems to apply is:
根据规范(参见:http: //www.opengl.org/sdk/docs/man/xhtml/glUniform.xml)出于各种原因GLUniformXX
生成GL_INVALID_OPERATION
。对我来说,唯一可能适用的是:
there is no current program object
Did you call
glUseProgram (program->getHandle())
prior to trying to callingglUniform()
?
没有当前的程序对象
你
glUseProgram (program->getHandle())
在尝试打电话之前打电话了glUniform()
吗?
回答by suraj kumar
Generally this error number occurs when you are using a different programID from the programID generated by openGL at the time of creating the shader. It means that you are using a different programID at the time of binding vertexShader
or fragmentShader
or whatever other shader you are using.
通常,当您使用与创建着色器时由 openGL 生成的 programID 不同的 programID 时,会出现此错误编号。这意味着您在绑定vertexShader
或fragmentShader
正在使用的任何其他着色器时使用了不同的程序 ID 。