'std::basic_string<char,std::char_traits<char>,std::allocator<char>>::c_str':非标准语法;使用 '&' 创建成员指针。

7

我在尝试编写一个函数,可以读取和编译OpenGL的顶点着色器和片元着色器文件,但是我遇到了以下错误:

'std::basic_string<char,std::char_traits<char>,std::allocator<char>>::c_str': non-standard syntax; use '&' to create a pointer to member

我不太确定如何修复它。这是我的代码:
GLuint shader_load(const GLchar* vertex, const GLchar* fragment) {

std::string ver = file_read_all(vertex);
std::string frag = file_read_all(fragment);

const GLchar* verCode = ver.c_str;
const GLchar* fragCode = frag.c_str;

GLuint program;

GLuint verShader, fragShader;
GLint success;
GLchar log[512];

verShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(verShader, 1, &verCode, NULL);
glCompileShader(verShader);
glGetShaderiv(verShader, GL_COMPILE_STATUS, &success);

if (!success) {
    glGetShaderInfoLog(verShader, 512, NULL, log);
    std::cout << "Failed to compile Vertex Shader\n" << log << std::endl;
    return NULL;
}

fragShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShader, 1, &fragCode, NULL);
glCompileShader(fragShader);
glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);

if (!success) {
    glGetShaderInfoLog(fragShader, 512, NULL, log);
    std::cout << "Failed to compile Fragment Shader\n" << log << std::endl;
    return NULL;
}

program = glCreateProgram();

glAttachShader(program, verShader);
glAttachShader(program, fragShader);

glLinkProgram(program);

glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success)
{
    glGetProgramInfoLog(program, 512, NULL, log);
    std::cout << "Failed to Link Shader\n" << log << std::endl;
}

glDeleteShader(verShader);
glDeleteShader(fragShader);
}

我正在使用 Windows 10 上的 Visual Studio Community 2015。
1个回答

12

std::string::c_str是一个成员函数,如果你想调用它,应该添加()

const GLchar* verCode = ver.c_str();
                                 ~~

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