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求助:threejs+qml+json模型加载失败

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发表于 2024-10-6 10:03:10 | 显示全部楼层 |阅读模式
Starting C:\Qt\Qt5.6.2\Examples\Qt-5.6\canvas3d\build-threejs-Desktop_Qt_5_6_2_MinGW_32bit-Debug\cellphone\debug\cellphone.exe... QML debugging is enabled. Only use this in a safe environment. Debug: THREE.Canvas3DRenderer 71 (qrc:/three.js:29042, ) Warning: QOpenGLShader::compile(Vertex): ERROR: 3:217: : array size must be a positive integer (opengl\qopenglshaderprogram.cpp:328, bool QOpenGLShaderPrivate::compile(QOpenGLShader*)) Warning: *** Problematic Vertex shader source code *** (opengl\qopenglshaderprogram.cpp:334, bool QOpenGLShaderPrivate::compile(QOpenGLShader*)) Warning: #version 120 #define lowp #define mediump #define highp #line 2 #define precision precision highp float; precision highp int; #define VERTEX_TEXTURES #define GAMMA_FACTOR 2 #define MAX_DIR_LIGHTS 1 #define MAX_POINT_LIGHTS 0 #define MAX_SPOT_LIGHTS 0 #define MAX_HEMI_LIGHTS 0 #define MAX_SHADOWS 0 #define MAX_BONES 0 #define USE_COLOR #define USE_SKINNING uniform mat4 modelMatrix; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat3 normalMatrix; uniform vec3 cameraPosition; attribute vec3 position; attribute vec3 normal; attribute vec2 uv; attribute vec2 uv2; #ifdef USE_COLOR attribute vec3 color; #endif #ifdef USE_MORPHTARGETS attribute vec3 morphTarget0; attribute vec3 morphTarget1; attribute vec3 morphTarget2; attribute vec3 morphTarget3; #ifdef USE_MORPHNORMALS attribute vec3 morphNormal0; attribute vec3 morphNormal1; attribute vec3 morphNormal2; attribute vec3 morphNormal3; #else attribute vec3 morphTarget4; attribute vec3 morphTarget5; attribute vec3 morphTarget6; attribute vec3 morphTarget7; #endif #endif #ifdef USE_SKINNING attribute vec4 skinIndex; attribute vec4 skinWeight; #endif #define PHONG varying vec3 vViewPosition; #ifndef FLAT_SHADED varying vec3 vNormal; #endif #define PI 3.14159 #define PI2 6.28318 #define RECIPROCAL_PI2 0.15915494 #define LOG2 1.442695 #define EPSILON 1e-6 float square( in float a ) { return a*a; } vec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); } vec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); } vec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); } float saturate( in float a ) { return clamp( a, 0.0, 1.0 ); } vec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); } vec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); } vec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); } float average( in float a ) { return a; } float average( in vec2 a ) { return ( a.x + a.y) * 0.5; } float average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; } float average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; } float whiteCompliment( in float a ) { return saturate( 1.0 - a ); } vec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); } vec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); } vec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); } vec3 transformDirection( in vec3 normal, in mat4 matrix ) { return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz ); } // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) { return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz ); } vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) { float distance = dot( planeNormal, point-pointOnPlane ); return point - distance * planeNormal; } float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { return sign( dot( point - pointOnPlane, planeNormal ) ); } vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) { return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ); } float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) { if ( decayExponent > 0.0 ) { return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent ); } return 1.0; } vec3 inputToLinear( in vec3 a ) { #ifdef GAMMA_INPUT return pow( a, vec3( float( GAMMA_FACTOR ) ) ); #else return a; #endif } vec3 linearToOutput( in vec3 a ) { #ifdef GAMMA_OUTPUT return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) ); #else return a; #endif } #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) varying vec2 vUv; uniform vec4 offsetRepeat; #endif #ifdef USE_LIGHTMAP varying vec2 vUv2; #endif #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) varying vec3 vReflect; uniform float refractionRatio; #endif #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP ) varying vec3 vWorldPosition; #endif #ifdef USE_COLOR varying vec3 vColor; #endif #ifdef USE_MORPHTARGETS #ifndef USE_MORPHNORMALS uniform float morphTargetInfluences[ 8 ]; #else uniform float morphTargetInfluences[ 4 ]; #endif #endif #ifdef USE_SKINNING uniform mat4 bindMatrix; uniform mat4 bindMatrixInverse; #ifdef BONE_TEXTURE uniform sampler2D boneTexture; uniform int boneTextureWidth; uniform int boneTextureHeight; mat4 getBoneMatrix( const in float i ) { float j = i * 4.0; float x = mod( j, float( boneTextureWidth ) ); float y = floor( j / float( boneTextureWidth ) ); float dx = 1.0 / float( boneTextureWidth ); float dy = 1.0 / float( boneTextureHeight ); y = dy * ( y + 0.5 ); vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); mat4 bone = mat4( v1, v2, v3, v4 ); return bone; } #else uniform mat4 boneGlobalMatrices[ MAX_BONES ]; mat4 getBoneMatrix( const in float i ) { mat4 bone = boneGlobalMatrices[ int(i) ]; return bone; } #endif #endif #ifdef USE_SHADOWMAP varying vec4 vShadowCoord[ MAX_SHADOWS ]; uniform mat4 shadowMatrix[ MAX_SHADOWS ]; #endif #ifdef USE_LOGDEPTHBUF #ifdef USE_LOGDEPTHBUF_EXT varying float vFragDepth; #endif uniform float logDepthBufFC; #endif void main() { #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) vUv = uv * offsetRepeat.zw + offsetRepeat.xy; #endif #ifdef USE_LIGHTMAP vUv2 = uv2; #endif #ifdef USE_COLOR vColor.xyz = inputToLinear( color.xyz ); #endif #ifdef USE_MORPHNORMALS vec3 morphedNormal = vec3( 0.0 ); morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ]; morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ]; morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ]; morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ]; morphedNormal += normal; #endif #ifdef USE_SKINNING mat4 boneMatX = getBoneMatrix( skinIndex.x ); mat4 boneMatY = getBoneMatrix( skinIndex.y ); mat4 boneMatZ = getBoneMatrix( skinIndex.z ); mat4 boneMatW = getBoneMatrix( skinIndex.w ); #endif #ifdef USE_SKINNING mat4 skinMatrix = mat4( 0.0 ); skinMatrix += skinWeight.x * boneMatX; skinMatrix += skinWeight.y * boneMatY; skinMatrix += skinWeight.z * boneMatZ; skinMatrix += skinWeight.w * boneMatW; skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; #ifdef USE_MORPHNORMALS vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 ); #else vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 ); #endif #endif #ifdef USE_SKINNING vec3 objectNormal = skinnedNormal.xyz; #elif defined( USE_MORPHNORMALS ) vec3 objectNormal = morphedNormal; #else vec3 objectNormal = normal; #endif #ifdef FLIP_SIDED objectNormal = -objectNormal; #endif vec3 transformedNormal = normalMatrix * objectNormal; #ifndef FLAT_SHADED vNormal = normalize( transformedNormal ); #endif #ifdef USE_MORPHTARGETS vec3 morphed = vec3( 0.0 ); morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ]; morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ]; morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ]; morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ]; #ifndef USE_MORPHNORMALS morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ]; morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ]; morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ]; morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ]; #endif morphed += position; #endif #ifdef USE_SKINNING #ifdef USE_MORPHTARGETS vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 ); #else vec4 skinVertex = bindMatrix * vec4( position, 1.0 ); #endif vec4 skinned = vec4( 0.0 ); skinned += boneMatX * skinVertex * skinWeight.x; skinned += boneMatY * skinVertex * skinWeight.y; skinned += boneMatZ * skinVertex * skinWeight.z; skinned += boneMatW * skinVertex * skinWeight.w; skinned = bindMatrixInverse * skinned; #endif #ifdef USE_SKINNING vec4 mvPosition = modelViewMatrix * skinned; #elif defined( USE_MORPHTARGETS ) vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 ); #else vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); #endif gl_Position = projectionMatrix * mvPosition; #ifdef USE_LOGDEPTHBUF gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC; #ifdef USE_LOGDEPTHBUF_EXT vFragDepth = 1.0 + gl_Position.w; #else gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w; #endif #endif vViewPosition = -mvPosition.xyz; #if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP ) #ifdef USE_SKINNING vec4 worldPosition = modelMatrix * skinned; #elif defined( USE_MORPHTARGETS ) vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 ); #else vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); #endif #endif #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) vec3 worldNormal = transformDirection( objectNormal, modelMatrix ); vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); #ifdef ENVMAP_MODE_REFLECTION vReflect = reflect( cameraToVertex, worldNormal ); #else vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); #endif #endif #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP ) vWorldPosition = worldPosition.xyz; #endif #ifdef USE_SHADOWMAP for( int i = 0; i < MAX_SHADOWS; i ++ ) { vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition; } #endif } (opengl\qopenglshaderprogram.cpp:335, bool QOpenGLShaderPrivate::compile(QOpenGLShader*)) Warning: *** (opengl\qopenglshaderprogram.cpp:336, bool QOpenGLShaderPrivate::compile(QOpenGLShader*)) Warning: CanvasRenderer::executeCommandQueue: Failed to compile shader QOpenGLShader(0x2f6756f0) (canvasrenderer.cpp:1063, void QtCanvas3D::CanvasRenderer::executeCommandQueue()) Critical: THREE.WebGLShader: Shader couldnt compile. (qrc:/three.js:69, ) Warning: THREE.WebGLShader: gl.getShaderInfoLog() ERROR: 3:217: : array size must be a positive integer 1: precision highp float; 2: precision highp int; 3: 4: #define VERTEX_TEXTURES 5: 6: 7: #define GAMMA_FACTOR 2 8: #define MAX_DIR_LIGHTS 1 9: #define MAX_POINT_LIGHTS 0 10: #define MAX_SPOT_LIGHTS 0 11: #define MAX_HEMI_LIGHTS 0 12: #define MAX_SHADOWS 0 13: #define MAX_BONES 0 14: 15: 16: 17: 18: 19: 20: 21: 22: #define USE_COLOR 23: 24: #define USE_SKINNING 25: 26: 27: 28: 29: 30: 31: 32: 33: 34: 35: 36: 37: uniform mat4 modelMatrix; 38: uniform mat4 modelViewMatrix; 39: uniform mat4 projectionMatrix; 40: uniform mat4 viewMatrix; 41: uniform mat3 normalMatrix; 42: uniform vec3 cameraPosition; 43: attribute vec3 position; 44: attribute vec3 normal; 45: attribute vec2 uv; 46: attribute vec2 uv2; 47: #ifdef USE_COLOR 48: attribute vec3 color; 49: #endif 50: #ifdef USE_MORPHTARGETS 51: attribute vec3 morphTarget0; 52: attribute vec3 morphTarget1; 53: attribute vec3 morphTarget2; 54: attribute vec3 morphTarget3; 55: #ifdef USE_MORPHNORMALS 56: attribute vec3 morphNormal0; 57: attribute vec3 morphNormal1; 58: attribute vec3 morphNormal2; 59: attribute vec3 morphNormal3; 60: #else 61: attribute vec3 morphTarget4; 62: attribute vec3 morphTarget5; 63: attribute vec3 morphTarget6; 64: attribute vec3 morphTarget7; 65: #endif 66: #endif 67: #ifdef USE_SKINNING 68: attribute vec4 skinIndex; 69: attribute vec4 skinWeight; 70: #endif 71: #define PHONG 72: varying vec3 vViewPosition; 73: #ifndef FLAT_SHADED 74: varying vec3 vNormal; 75: #endif 76: #define PI 3.14159 77: #define PI2 6.28318 78: #define RECIPROCAL_PI2 0.15915494 79: #define LOG2 1.442695 80: #define EPSILON 1e-6 81: 82: float square( in float a ) { return a*a; } 83: vec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); } 84: vec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); } 85: vec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); } 86: float saturate( in float a ) { return clamp( a, 0.0, 1.0 ); } 87: vec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); } 88: vec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); } 89: vec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); } 90: float average( in float a ) { return a; } 91: float average( in vec2 a ) { return ( a.x + a.y) * 0.5; } 92: float average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; } 93: float average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; } 94: float whiteCompliment( in float a ) { return saturate( 1.0 - a ); } 95: vec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); } 96: vec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); } 97: vec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); } 98: vec3 transformDirection( in vec3 normal, in mat4 matrix ) { 99: return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz ); 100: } 101: // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations 102: vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) { 103: return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz ); 104: } 105: vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) { 106: float distance = dot( planeNormal, point-pointOnPlane ); 107: return point - distance * planeNormal; 108: } 109: float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { 110: return sign( dot( point - pointOnPlane, planeNormal ) ); 111: } 112: vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) { 113: return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ); 114: } 115: float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) { 116: if ( decayExponent > 0.0 ) { 117: return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent ); 118: } 119: return 1.0; 120: } 121: 122: vec3 inputToLinear( in vec3 a ) { 123: #ifdef GAMMA_INPUT 124: return pow( a, vec3( float( GAMMA_FACTOR ) ) ); 125: #else 126: return a; 127: #endif 128: } 129: vec3 linearToOutput( in vec3 a ) { 130: #ifdef GAMMA_OUTPUT 131: return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) ); 132: #else 133: return a; 134: #endif 135: } 136: 137: #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) 138: 139: varying vec2 vUv; 140: uniform vec4 offsetRepeat; 141: 142: #endif 143: 144: #ifdef USE_LIGHTMAP 145: 146: varying vec2 vUv2; 147: 148: #endif 149: #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) 150: 151: varying vec3 vReflect; 152: 153: uniform float refractionRatio; 154: 155: #endif 156: 157: #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP ) 158: 159: varying vec3 vWorldPosition; 160: 161: #endif 162: 163: #ifdef USE_COLOR 164: 165: varying vec3 vColor; 166: 167: #endif 168: #ifdef USE_MORPHTARGETS 169: 170: #ifndef USE_MORPHNORMALS 171: 172: uniform float morphTargetInfluences[ 8 ]; 173: 174: #else 175: 176: uniform float morphTargetInfluences[ 4 ]; 177: 178: #endif 179: 180: #endif 181: #ifdef USE_SKINNING 182: 183: uniform mat4 bindMatrix; 184: uniform mat4 bindMatrixInverse; 185: 186: #ifdef BONE_TEXTURE 187: 188: uniform sampler2D boneTexture; 189: uniform int boneTextureWidth; 190: uniform int boneTextureHeight; 191: 192: mat4 getBoneMatrix( const in float i ) { 193: 194: float j = i * 4.0; 195: float x = mod( j, float( boneTextureWidth ) ); 196: float y = floor( j / float( boneTextureWidth ) ); 197: 198: float dx = 1.0 / float( boneTextureWidth ); 199: float dy = 1.0 / float( boneTextureHeight ); 200: 201: y = dy * ( y + 0.5 ); 202: 203: vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); 204: vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); 205: vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); 206: vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); 207: 208: mat4 bone = mat4( v1, v2, v3, v4 ); 209: 210: return bone; 211: 212: } 213: 214: #else 215: 216: uniform mat4 boneGlobalMatrices[ MAX_BONES ]; 217: 218: mat4 getBoneMatrix( const in float i ) { 219: 220: mat4 bone = boneGlobalMatrices[ int(i) ]; 221: return bone; 222: 223: } 224: 225: #endif 226: 227: #endif 228: 229: #ifdef USE_SHADOWMAP 230: 231: varying vec4 vShadowCoord[ MAX_SHADOWS ]; 232: uniform mat4 shadowMatrix[ MAX_SHADOWS ]; 233: 234: #endif 235: #ifdef USE_LOGDEPTHBUF 236: 237: #ifdef USE_LOGDEPTHBUF_EXT 238: 239: varying float vFragDepth; 240: 241: #endif 242: 243: uniform float logDepthBufFC; 244: 245: #endif 246: void main() { 247: #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) 248: 249: vUv = uv * offsetRepeat.zw + offsetRepeat.xy; 250: 251: #endif 252: #ifdef USE_LIGHTMAP 253: 254: vUv2 = uv2; 255: 256: #endif 257: #ifdef USE_COLOR 258: 259: vColor.xyz = inputToLinear( color.xyz ); 260: 261: #endif 262: #ifdef USE_MORPHNORMALS 263: 264: vec3 morphedNormal = vec3( 0.0 ); 265: 266: morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ]; 267: morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ]; 268: morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ]; 269: morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ]; 270: 271: morphedNormal += normal; 272: 273: #endif 274: #ifdef USE_SKINNING 275: 276: mat4 boneMatX = getBoneMatrix( skinIndex.x ); 277: mat4 boneMatY = getBoneMatrix( skinIndex.y ); 278: mat4 boneMatZ = getBoneMatrix( skinIndex.z ); 279: mat4 boneMatW = getBoneMatrix( skinIndex.w ); 280: 281: #endif 282: #ifdef USE_SKINNING 283: 284: mat4 skinMatrix = mat4( 0.0 ); 285: skinMatrix += skinWeight.x * boneMatX; 286: skinMatrix += skinWeight.y * boneMatY; 287: skinMatrix += skinWeight.z * boneMatZ; 288: skinMatrix += skinWeight.w * boneMatW; 289: skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; 290: 291: #ifdef USE_MORPHNORMALS 292: 293: vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 ); 294: 295: #else 296: 297: vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 ); 298: 299: #endif 300: 301: #endif 302: 303: #ifdef USE_SKINNING 304: 305: vec3 objectNormal = skinnedNormal.xyz; 306: 307: #elif defined( USE_MORPHNORMALS ) 308: 309: vec3 objectNormal = morphedNormal; 310: 311: #else 312: 313: vec3 objectNormal = normal; 314: 315: #endif 316: 317: #ifdef FLIP_SIDED 318: 319: objectNormal = -objectNormal; 320: 321: #endif 322: 323: vec3 transformedNormal = normalMatrix * objectNormal; 324: 325: #ifndef FLAT_SHADED 326: vNormal = normalize( transformedNormal ); 327: #endif 328: #ifdef USE_MORPHTARGETS 329: 330: vec3 morphed = vec3( 0.0 ); 331: morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ]; 332: morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ]; 333: morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ]; 334: morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ]; 335: 336: #ifndef USE_MORPHNORMALS 337: 338: morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ]; 339: morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ]; 340: morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ]; 341: morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ]; 342: 343: #endif 344: 345: morphed += position; 346: 347: #endif 348: #ifdef USE_SKINNING 349: 350: #ifdef USE_MORPHTARGETS 351: 352: vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 ); 353: 354: #else 355: 356: vec4 skinVertex = bindMatrix * vec4( position, 1.0 ); 357: 358: #endif 359: 360: vec4 skinned = vec4( 0.0 ); 361: skinned += boneMatX * skinVertex * skinWeight.x; 362: skinned += boneMatY * skinVertex * skinWeight.y; 363: skinned += boneMatZ * skinVertex * skinWeight.z; 364: skinned += boneMatW * skinVertex * skinWeight.w; 365: skinned = bindMatrixInverse * skinned; 366: 367: #endif 368: 369: #ifdef USE_SKINNING 370: 371: vec4 mvPosition = modelViewMatrix * skinned; 372: 373: #elif defined( USE_MORPHTARGETS ) 374: 375: vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 ); 376: 377: #else 378: 379: vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); 380: 381: #endif 382: 383: gl_Position = projectionMatrix * mvPosition; 384: 385: #ifdef USE_LOGDEPTHBUF 386: 387: gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC; 388: 389: #ifdef USE_LOGDEPTHBUF_EXT 390: 391: vFragDepth = 1.0 + gl_Position.w; 392: 393: #else 394: 395: gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w; 396: 397: #endif 398: 399: #endif 400: vViewPosition = -mvPosition.xyz; 401: #if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP ) 402: 403: #ifdef USE_SKINNING 404: 405: vec4 worldPosition = modelMatrix * skinned; 406: 407: #elif defined( USE_MORPHTARGETS ) 408: 409: vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 ); 410: 411: #else 412: 413: vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); 414: 415: #endif 416: 417: #endif 418: 419: #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) 420: 421: vec3 worldNormal = transformDirection( objectNormal, modelMatrix ); 422: 423: vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); 424: 425: #ifdef ENVMAP_MODE_REFLECTION 426: 427: vReflect = reflect( cameraToVertex, worldNormal ); 428: 429: #else 430: 431: vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); 432: 433: #endif 434: 435: #endif 436: 437: #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP ) 438: 439: vWorldPosition = worldPosition.xyz; 440: 441: #endif 442: #ifdef USE_SHADOWMAP 443: 444: for( int i = 0; i < MAX_SHADOWS; i ++ ) { 445: 446: vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition; 447: 448: } 449: 450: #endif 451: } (qrc:/three.js:68, ) Warning: QOpenGLShader::link: "Attached vertex shader is not compiled.\n" (opengl\qopenglshaderprogram.cpp:1049, virtual bool QOpenGLShaderProgram::link()) Warning: CanvasRenderer::executeCommandQueue: Failed to link program: QOpenGLShaderProgram(0x2f6746a0) (canvasrenderer.cpp:1252, void QtCanvas3D::CanvasRenderer::executeCommandQueue()) Critical: THREE.WebGLProgram: shader error: 1281 gl.VALIDATE_STATUS false gl.getPRogramInfoLog Attached vertex shader is not compiled. (qrc:/three.js:69, ) Warning: THREE.WebGLProgram: gl.getProgramInfoLog()Attached vertex shader is not compiled. (qrc:/three.js:68, ) Warning: QOpenGLShaderProgram::uniformLocation( viewMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( modelViewMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( projectionMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( normalMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( modelMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( cameraPosition ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( morphTargetInfluences ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( bindMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( bindMatrixInverse ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( boneGlobalMatrices ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( alphaMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( diffuse ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( envMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( flipEnvMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( lightMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( map ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( morphTargetInfluences ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( offsetRepeat ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( opacity ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( reflectivity ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( refractionRatio ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( specularMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( bumpMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( bumpScale ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( normalMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( normalScale ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( fogColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( fogDensity ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( fogFar ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( fogNear ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( ambientLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( directionalLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( directionalLightDirection ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( hemisphereLightDirection ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( hemisphereLightGroundColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( hemisphereLightSkyColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( pointLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( pointLightDecay ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( pointLightDistance ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( pointLightPosition ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( spotLightAngleCos ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( spotLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( spotLightDecay ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( spotLightDirection ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( spotLightDistance ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( spotLightExponent ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( spotLightPosition ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( shadowBias ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( shadowDarkness ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( shadowMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( shadowMapSize ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( shadowMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( emissive ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( shininess ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( specular ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::uniformLocation( wrapRGB ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const) Warning: QOpenGLShaderProgram::attributeLocation( position ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1214, int QOpenGLShaderProgram::attributeLocation(const char*) const) Warning: CanvasRenderer::bindCurrentRenderTarget: OpenGL ERROR: 1282 (canvasrenderer.cpp:639, bool QtCanvas3D::CanvasRenderer::updateGlError(const char*))

以上是问题日志输出,因为在独立显卡的openlg4.1版本运行正常,opengl4.0版本的平板运行失败,日前平板的集显,opengl4.0,windows10,很无奈,不晓得为何期盼有大神能够指点迷津。模型运用blender转json,io_three多个版本都实验的,不成功。





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谢谢、感谢、感恩、辛苦了、有你真好等。
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感谢你的精彩评论,为我的思绪打开了新的窗口。
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