alicevision / Meshroom

3D Reconstruction Software
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[bug] QOpenGLShader::compile(Fragment): 0:3(1): error: syntax error, unexpected NEW_IDENTIFIER #980

Open skinkie opened 4 years ago

skinkie commented 4 years ago

Describe the bug For some reason I was unable to see StructureFromMotion results. So I started to blame qmlAlembic, which pointed me to a 5.15 issue of QT which you do not yet support (which is fine). But having updated everything to 5.15 (including PySide2) I noticed errors that might be worth investigating.

Log

[2020-07-09 13:22:25,053][WARNING] QOpenGLShader::compile(Fragment): 0:3(1): error: syntax error, unexpected NEW_IDENTIFIER

[2020-07-09 13:22:25,053][WARNING] *** Problematic Fragment shader source code ***
#version 110
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1

add-input varying vec3 worldPosition
add-input varying vec3 worldNormal
add-input uniform vec4 ka
add-input uniform vec4 kd
add-input uniform vec4 ks
add-input uniform float shininess
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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layout(std140, binding = auto) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = auto) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

layout(std140, binding = auto) uniform qt3d_extras_uniforms {
  float texCoordScale;
};

#line 2

const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;

struct Light {
    vec3 position;
    float intensity;
    vec3 color;
    float constantAttenuation;
    vec3 direction;
    float linearAttenuation;
    float quadraticAttenuation;
    float cutOffAngle;
    int type;
};

layout(std140, binding = auto) uniform qt3d_light_uniforms {
  Light lights[MAX_LIGHTS];
  int lightCount;
  int envLightCount;
};

// Pre-convolved environment maps
layout(binding = auto) uniform samplerCube envLight_irradiance; // For diffuse contribution
layout(binding = auto) uniform samplerCube envLight_specular; // For specular contribution

#line 52

void adsModel(const in vec3 worldPos,
              const in vec3 worldNormal,
              const in vec3 worldView,
              const in float shininess,
              out vec3 diffuseColor,
              out vec3 specularColor)
{
    diffuseColor = vec3(0.0);
    specularColor = vec3(0.0);

    // We perform all work in world space
    vec3 n = normalize(worldNormal);
    vec3 s = vec3(0.0);

    for (int i = 0; i < lightCount; ++i) {
        float att = 1.0;
        float sDotN = 0.0;

        if (lights[i].type != TYPE_DIRECTIONAL) {
            // Point and Spot lights

            // Light position is already in world space
            vec3 sUnnormalized = lights[i].position - worldPos;
            s = normalize(sUnnormalized); // Light direction

            // Calculate the attenuation factor
            sDotN = dot(s, n);
            if (sDotN > 0.0) {
                if (lights[i].constantAttenuation != 0.0
                 || lights[i].linearAttenuation != 0.0
                 || lights[i].quadraticAttenuation != 0.0) {
                    float dist = length(sUnnormalized);
                    att = 1.0 / (lights[i].constantAttenuation +
                                 lights[i].linearAttenuation * dist +
                                 lights[i].quadraticAttenuation * dist * dist);
                }

                // The light direction is in world space already
                if (lights[i].type == TYPE_SPOT) {
                    // Check if fragment is inside or outside of the spot light cone
                    if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
                        sDotN = 0.0;
                }
            }
        } else {
            // Directional lights
            // The light direction is in world space already
            s = normalize(-lights[i].direction);
            sDotN = dot(s, n);
        }

        // Calculate the diffuse factor
        float diffuse = max(sDotN, 0.0);

        // Calculate the specular factor
        float specular = 0.0;
        if (diffuse > 0.0 && shininess > 0.0) {
            float normFactor = (shininess + 2.0) / 2.0;
            vec3 r = reflect(-s, n);   // Reflection direction in world space
            specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
        }

        // Accumulate the diffuse and specular contributions
        diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
        specularColor += att * lights[i].intensity * specular * lights[i].color;
    }
}

vec4 phongFunction(const in vec4 ambient,
                   const in vec4 diffuse,
                   const in vec4 specular,
                   const in float shininess,
                   const in vec3 worldPosition,
                   const in vec3 worldView,
                   const in vec3 worldNormal)
{
    // Calculate the lighting model, keeping the specular component separate
    vec3 diffuseColor, specularColor;
    adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);

    // Combine spec with ambient+diffuse for final fragment color
    vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
               + specularColor * specular.rgb;

    return vec4(color, diffuse.a);
}

#line 10
layout(location = 0) out vec4 fragColor;

void main()
{
    fragColor = (((((((phongFunction(ka, kd, ks, shininess, worldPosition, normalize(((eyePosition - worldPosition))), normalize(worldNormal)))))))));
}

***

Desktop (please complete the following and other pertinent information):

skinkie commented 4 years ago

https://stackoverflow.com/questions/21354301/glsl-syntax-problems-unexpected-new-identifier?answertab=votes#tab-top

stale[bot] commented 3 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

skinkie commented 3 years ago

Keep open

jgarstka commented 3 years ago

I've exactly the same problem. Any idea how to fix it temporarily?

ChemicalXandco commented 3 years ago

@jgarstka this is a problem with Qt 5.15 so downgrade to 5.14

skinkie commented 3 years ago

@jgarstka this is a problem with Qt 5.15 so downgrade to 5.14

Downgrades are never solutions.

natowi commented 3 years ago
#line 10
layout(location = 0) out vec4 fragColor;

layout(location = 0)is not valid in GLSL 1.30. Layout qualifiers were introduced in GLSL 1.40. You will need to manually bind that vertex attribute location in your C++ code prior to linking your shaders.

https://stackoverflow.com/questions/21354301/glsl-syntax-problems-unexpected-new-identifier (with example)

I know the stackoverflow answer is old, but may be pointing in the right direction

stale[bot] commented 3 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

skinkie commented 3 years ago

Keep open.

Snakers commented 2 years ago

this happens to me