问题
I have an OSG application that I want to texture map a full screen quad in the finalDrawCallback because I need everything in my scene to be rendered before the texturing is done. This is why I have to use the openGL calls instead of the osg calls for the program and shaders to execute.
Specifically I seem to have an issue with compiling both the vert and frag shaders. When I call glGetShaderiv(shader, GL_COMPILE_STATUS, ¶m
), my param value doesn't change or is undefined. Which, according to its documentation says that an error was produced. However, when I call glGetError()
to check, openGL reports GL_NO_ERROR
.
Here is the setup function
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &screenTexture);
glBindTexture(GL_TEXTURE_2D, screenTexture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
const GLchar* vs_source = shaderLoadFile("vert.glsl");
glShaderSource(vs, 1, &vs_source, NULL);
glCompileShader(vs);
checkShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* fs_source = shaderLoadFile("frag.glsl");
glShaderSource(fs, 1, &fs_source, NULL);
glCompileShader(fs);
checkShader(fs);
prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
glUseProgram(prog);
And helper functions for reading the shader source:
FILE *f = fopen(file, "rb");
if (f == NULL)
{
std::cout<<"Error: Unable to locate shader files.\n";
exit(-1);
return NULL;
}
fseek(f, 0, SEEK_END);
long size = ftell(f);
fseek(f, 0, SEEK_SET);
char* ret = new char[size+1];
fread(ret, size, 1, f);
fclose(f);
ret[size] = '\0';
return ret;
And the Shaders themselves
//vertex shader
void main()
{
glTexCoord[0] = gl_MultiTexCoord0;
}
//frag shader
uniform sampler2D screenTex;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
Edit: I just figured this out. It seems the problem was that I had no graphics context when making these calls.
回答1:
It seems the problem was that I had no graphics context when making these calls. I believe this explains the reason no error was being produced but the shaders failed compiling.
来源:https://stackoverflow.com/questions/8610534/problems-compiling-shader-source-within-osg-application