Display white triangle with SFML and OpenGL? - c++

I should be seeing a white triangle on the output, but I am just seeing a black screen. I think that the issue is with the glsl shaders. What is wrong with my code?
#define GLEW_STATIC
#include <iostream>
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
using namespace std;
// Shader sources
const char* vertexSource = R"glsl(
#version 330 core
in vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
}
)glsl";
const char* fragmentSource = R"glsl(
#version 330 core
out vec4 outColor;
void main()
{
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}
)glsl";
int main()
{
sf::ContextSettings settings;
settings.depthBits = 24;
settings.stencilBits = 8;
settings.antialiasingLevel = 2;
settings.majorVersion = 3;
settings.minorVersion = 2;
settings.attributeFlags = sf::ContextSettings::Core;
sf::RenderWindow window(sf::VideoMode(800, 600), "OpenGL", sf::Style::Titlebar | sf::Style::Close, settings);
// Initialize GLEW
glewExperimental = GL_TRUE;
glewInit();
//generate a vao
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//generate 1 buffer
GLuint vbo;
glGenBuffers(1, &vbo);
float vertices[] = {
0.0f, 0.5f, // Vertex 1 (X, Y)
0.5f, -0.5f, // Vertex 2 (X, Y)
-0.5f, -0.5f // Vertex 3 (X, Y)
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//compiling the vertex shader
GLuint vertexshader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexshader, 1, &vertexSource, NULL);
glCompileShader(vertexshader);
GLint shaderstatus;
glGetShaderiv(vertexshader, GL_COMPILE_STATUS, &shaderstatus);
char buffer[512];
glGetShaderInfoLog(vertexshader, 512, NULL, buffer);
while (shaderstatus = true){
cout << "vertex" << endl;
cout << buffer << endl;
break;
}
//compiling the fragment shader
GLuint fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentshader, 1, &fragmentSource, NULL);
glCompileShader(fragmentshader);
GLint fragmentstatus;
glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &fragmentstatus);
char bufferfrag[512];
glGetShaderInfoLog(fragmentshader, 512, NULL, bufferfrag);
while (fragmentstatus = true){
cout << "fragment" << endl;
cout << bufferfrag << endl;
break;
}
//connecting vertex and fragment shaders
GLuint shaderprogram = glCreateProgram();
glAttachShader(shaderprogram, vertexshader);
glAttachShader(shaderprogram, fragmentshader);
glBindFragDataLocation(shaderprogram, 0, "outColor");
glLinkProgram(shaderprogram);
glUseProgram(shaderprogram);
GLint posAttrib = glGetAttribLocation(shaderprogram, "Position");
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posAttrib);
while (window.isOpen())
{
// Process events
sf::Event event;
while (window.pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
window.close();
}
// Clear screen
window.clear();
//window.clear();
glDrawArrays(GL_TRIANGLES, 0, 3);
// Update the window
window.display();
}
return 0;
}

At line:
GLint posAttrib = glGetAttribLocation(shaderprogram, "Position");
The p in "Position" should be lowercase, as GLSL is case sensitive.
Also, in:
while (shaderstatus = true){
cout << "vertex" << endl;
cout << buffer << endl;
break;
}
There should be two equal signs, as this is to test equality, not to set shaderstatus to true.

Related

How to fix black screen output in OpenGL 3.3

I am experiencing a black screen in my project using OpenGL and C++. I am in need of assistance as to where I went wrong rendering a red triangle to the screen.
I have tried checking for errors in the vertex and fragment shader.
#include <GL\glew.h>
#include <GL\GL.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include <string>
using namespace std;
unsigned int CreateShader(int type, const string shaderSource) {
unsigned int shader = glCreateShader(type);
const char *src = shaderSource.c_str();
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
int result;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char *message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(shader, length, &length, message);
cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex shader " : "fragment shader ") << endl;
cout << message << endl;
}
return shader;
}
unsigned int CreateProgram(const string vertexShader, const string fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CreateShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CreateShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glLinkProgram(program);
glValidateProgram(program);
return program;
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(800, 600, "window", NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
if (glewInit() != GLEW_OK) {
cout << "Glew initialization Failed! " << endl;
glfwTerminate();
return -1;
}
float positions[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
};
cout << "Made By Rial Seebran" << endl;
cout << glfwGetVersionString() << endl;
unsigned int VAO;
unsigned int VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
const string vertexShader =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main() {\n"
"gl_Position = vec4(position, 0.0f);\n"
"}\n";
const string fragmentShader =
"#version 330 core\n"
"layout (location = 0) out vec4 color;\n"
"void main() {\n"
"color = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n"
"}\n";
unsigned int program = CreateProgram(vertexShader, fragmentShader);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(VAO);
glDrawArrays(GL_ARRAY_BUFFER, 0, 3);
glBindVertexArray(0);
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
I'm expecting a red triangle drawn at the coordinates specified with a blueish background.
The first parameter to glDrawArrays has to be the primitive type.
It has to be GL_TRIANGLES rather than GL_ARRAY_BUFFER:
glDrawArrays(GL_ARRAY_BUFFER, 0, 3);
glDrawArrays(GL_TRIANGLES, 0, 3);
The OpenGL enumerator constant GL_ARRAY_BUFFER is not an an accepted value for this parameter and will cause an GL_INVALID_ENUM error (The error can be get by glGetError).
When the clip space coordinate is transformed to normalized device space, then the x, y and z component is divided by the w component.
This means the w component of gl_Position has to be set 1.0 rather the 0.0:
gl_Position = vec4(position, 0.0f);
gl_Position = vec4(position, 1.0);
Glew can enable additional extensions by glewExperimental = GL_TRUE;. See the GLEW documentation which says:
GLEW obtains information on the supported extensions from the graphics driver. Experimental or pre-release drivers, however, might not report every available extension through the standard mechanism, in which case GLEW will report it unsupported. To circumvent this situation, the glewExperimental global switch can be turned on by setting it to GL_TRUE before calling glewInit(), which ensures that all extensions with valid entry points will be exposed.
glewExperimental = GL_TRUE;
if ( glewInit() != GLEW_OK ) {
cout << "Glew initialization Failed! " << endl;
glfwTerminate();
return -1;
}

Black screen output in opengl 3.3

I am trying to draw a red triangle to the screen in OpenGL. glClearColor(x, x, x, 1) works fine and changes the background color. However no triangle appears and no errors show up.
#include <GL\glew.h>
#include <GL\GL.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
using namespace std;
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
static unsigned int CompileShader(unsigned int type, const string &source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char *message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex shader " : "fragment shader ") << endl;
cout << message << endl;
}
return id;
}
static unsigned int CreateShader(const string &vertexShader, const string &fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "window", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
cout << glfwGetVersionString() << endl;
glfwMakeContextCurrent(window);
glewInit();
if (glewInit()) {
cout << "Glew initialization failed! " << endl;
return -1;
}
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
const string vertexShader =
"#version 330 core\n"
"\n"
"layout (location = 0) in vec4 position;\n"
"\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n";
const string fragmentShader =
"#version 330 core\n"
"\n"
"layout (location = 0) out vec4 color;\n"
"\n"
"void main() \n"
"{\n"
"\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
You need to use a Vertex Array Object. So, change your program to:
(...)
unsigned int vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
(...)
And, then when rendering:
(...)
glBindVertexArray(vao);
while (!glfwWindowShouldClose(window)) {
(...)
You are missing an Vertex array object which holds those VertexAttrib settings. Also your vertex buffer format is set to vec2 points but the vertex shader expects vec4.
Correct shader:
const string vertexShader =
"#version 330 core\n"
"\n"
"layout (location = 0) in vec2 position;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(position,0.0f,1.0f);\n"
"}\n";
Creating and binding the VAO:
unsigned int buffer;
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &buffer);
You initialized glew twice, not sure if that matters.
glewExperimental = GL_TRUE;//Recommended for compatibility
if (glewInit()!= GLEW_OK) {
cout << "Glew initialization failed! " << endl;
return -1;
}

OpenGL shaders not drawing a thing :/

Well, as in the title the Shaders aren't doing a thing they should draw a point but it isn't appearing in the screen :/. I have being checking for solutions but it appears that they don't work. Also glfw and glew are initialising okay and the red color is appearing.
#include <GL/glew.h>
#define GLFW_DLL
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <iostream>
#include "jelly/lua_manager.h"
#include "jelly/keysManager.h"
jelly::keys_buttons::KeysManager km;
GLuint vertex_array_obj;
GLuint program;
GLuint startRender(GLFWwindow* window)
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::cout << "ASD" << std::endl;
static const GLchar * vertexShader_src[] =
{
"#version 430 core \n"
" \n"
"void main(void) \n"
"{ \n"
" gl_Position = vec4(0, 0.5, 0.0, 1); \n"
"} \n"
};
static const GLchar * fragmentShader_src[] =
{
"#version 430 core \n"
" \n"
"out vec4 color; \n"
" \n"
"void main(void) \n"
"{ \n"
" color = vec4(0.0, 0.8, 1.0, 1.0); \n"
"} \n"
};
glShaderSource(vertexShader, 1, vertexShader_src, NULL);
glCompileShader(vertexShader);
glShaderSource(fragmentShader, 1, fragmentShader_src, NULL);
glCompileShader(fragmentShader);
GLuint tprogram = glCreateProgram();
glAttachShader(tprogram, vertexShader);
glAttachShader(tprogram, fragmentShader);
glLinkProgram(tprogram);
glValidateProgram(tprogram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glGenVertexArrays(1, &vertex_array_obj);
glBindVertexArray(vertex_array_obj);
return tprogram;
}
void render(GLFWwindow* window)
{
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 1);
}
void mouseCallback(GLFWwindow* window, int button, int action, int mods)
{
km.mouseClick(button, action, mods);
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
km.keyPressed(key, action, mods);
}
int main()
{
jelly::lua::LuaManager lm;
// 0 = Build | 1 = Release | 2 = Alpha | 3 = Beta
int buildType = 0;
std::string title = "Relieved";
if (buildType != 1)
{
switch (buildType) {
case 0 :
title += " | Build Version";
break;
case 2 :
title += " | Alpha Version";
break;
case 3 :
title += " | Beta Version";
break;
default :
break;
}
}
GLFWwindow* window;
if (!glfwInit()) {
glfwTerminate();
return -1;
}
window = glfwCreateWindow(640, 400, title.c_str(), NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
glLoadIdentity();
program = startRender(window);
glUseProgram(program);
glfwSetKeyCallback(window, keyCallback);
glfwSetMouseButtonCallback(window, mouseCallback);
while(!glfwWindowShouldClose(window))
{
render(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &vertex_array_obj);
glDeleteProgram(program);
glDeleteVertexArrays(1, &vertex_array_obj);
glfwTerminate();
return 0;
}
You are creating your vertexarray
glGenVertexArrays(1, &vertex_array_obj);
glBindVertexArray(vertex_array_obj);
but there is not data in it. You need to add some data so that the shaders are fired (even if the value is hardcoded in the vertex shader, as it is your case)
So, add some vertices to your vertex array like this:
std::vector<float> v({0.0f,0.0f,0.0f});
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, v.size() *sizeof(float), &v[0], GL_STATIC_DRAW); //v is a std::vector<float>, it size is the size of the data (buffer), and &v[0] gives the pointer of the data
glEnableVertexAttribArray(0); //layout 0. In this example, position
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
0, // layout in shader
3, // number of elements
GL_FLOAT, // type
GL_FALSE, // normalized?
0,
reinterpret_cast<void*>(0)
);
A good way to send data is to pack everything in a std::vector and just arrange the layouts
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, v.size() *sizeof(float), &v[0], GL_STATIC_DRAW); //v is a std::vector<float>, it size is the size of the data (buffer), and &v[0] gives the pointer of the data
const int s[] = { 3, 3, 2 }; //size of data, in my case 3 floats for position, 3 for normals and 2 for texture coordinates
size_t accum = 0;
for (int z = 0; z < 3; ++z){
glEnableVertexAttribArray(z);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
z, // layout in shader
s[z], // number of elements
GL_FLOAT, // type
GL_FALSE, // normalized?
8 * sizeof(float), // stride (3+3+2)
reinterpret_cast<void*>(accum*sizeof(float)) //shift from the previous data [3,3,2]
);
accum += s[z];
}
Read about vertex arrays here:
https://stackoverflow.com/a/17517103/5729376

Stuck on a basic OpenGL program

I'm trying to create a sample program that can be used as a test harness for OpenGL. The one I have so far seems to work, but it seems that the MVP matrix passed via the uniform variable MVPMatrix is ignored. When I added code to read the uniform back and check that it was actually updating properly, I get an invalid operation error when doing so and I can't see why - what's going on?
#include "stdafx.h"
#include <iostream>
#include <memory>
#include <sdl/SDL.h>
#include <assimp/Importer.hpp>
#include <assimp/mesh.h>
#include <assimp/scene.h>
#include <sdl/SDL_image.h>
#include <glm/glm.hpp>
#include <Windows.h>
#include <GL/glew.h>
#include <GL/GL.h>
#include <gl/GLU.h>
#include <vector>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <assimp/Importer.hpp>
#include <assimp/mesh.h>
#include <assimp/postprocess.h>
#include <assimp/vector3.h>
using namespace std;
void checkGLShaderStatus(GLuint id, GLuint thingToCheck, bool shader) {
GLint ret;
if (shader) glGetShaderiv(id, thingToCheck, &ret); else glGetProgramiv(id, thingToCheck, &ret);
// If there was an error
if (ret == GL_FALSE) {
// Print it out, then halt
GLint maxLength = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);
GLchar *shaderErrorLog = (GLchar*)malloc(sizeof(GLchar)*(maxLength + 1));
glGetShaderInfoLog(id, maxLength, &maxLength, shaderErrorLog);
shaderErrorLog[maxLength] = '\0';
cout << shaderErrorLog;
free(shaderErrorLog);
int junk;
cin >> junk;
exit(EXIT_FAILURE);
}
}
GLuint buildShader(const GLchar **source, GLuint length, GLenum type) {
// Create the shader
GLuint shaderId = glCreateShader(type);
// Upload source code
glShaderSource(shaderId, length, source, NULL);
// Compile the shader
glCompileShader(shaderId);
// See how the compilation went
checkGLShaderStatus(shaderId, GL_COMPILE_STATUS, true);
return shaderId;
}
void checkGL(string stage) {
GLuint error = glGetError();
if (error != GL_NO_ERROR) {
cout << "OpenGL broke..";
switch (error) {
case GL_INVALID_ENUM:
cout << "Invalid Enum";
break;
case GL_INVALID_VALUE:
cout << "Value out of range";
break;
case GL_INVALID_OPERATION:
cout << "Invalid operation";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
cout << "Incomplete framebuffer";
break;
case GL_OUT_OF_MEMORY:
cout << "Out of memory";
break;
default:
cout << "Oh boy, did it break..";
}
cout << " (" << stage << ")" << endl;
int junk;
cin >> junk;
exit(EXIT_FAILURE);
}
}
int _tmain(int argc, _TCHAR* argv[])
{
if (SDL_Init(SDL_INIT_EVERYTHING) == -1) exit(EXIT_FAILURE);
if (IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) == -1) exit(EXIT_FAILURE);
Assimp::Importer importer;
const aiScene *importedScene = importer.ReadFile("Table.3ds",aiProcess_Triangulate);
if (importedScene == nullptr) exit(EXIT_FAILURE);
aiMesh *theMesh = importedScene->mMeshes[0];
if (theMesh == nullptr) exit(EXIT_FAILURE);
cout << "I imported a mesh with " << theMesh->mNumVertices << " vertices and " << theMesh->mNumFaces << " faces! " << endl;
SDL_Window *win = nullptr;
win = SDL_CreateWindow("My even more awesome SDL/OGL program", 100, 100, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if (win == nullptr) exit(EXIT_FAILURE);
SDL_Renderer *ren = nullptr;
ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (ren == nullptr) exit(EXIT_FAILURE);
SDL_GLContext context = SDL_GL_CreateContext(win);
if (context == nullptr) exit(EXIT_FAILURE);
glewInit();
int attrib_vPosition = 0;
const GLchar *vertexShaderSource = { "#version 430 core\n"
"layout (location=0) in vec4 vPosition;"
"uniform mat4 MVPMatrix;"
"void main() {"
" gl_Position = MVPMatrix * vPosition;"
"}"};
GLuint vertexShader = buildShader(&vertexShaderSource, 1, GL_VERTEX_SHADER);
checkGL("compiling vertex shader");
const GLchar *fragShaderSource = { "#version 430 core\n"
"out vec4 fColor;"
"void main() {"
" fColor = vec4(0.0, 0.0, 1.0, 1.0);"
"}"
};
GLuint fragmentShader = buildShader(&fragShaderSource, 1, GL_FRAGMENT_SHADER);
checkGL("compiling fragment shader");
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
checkGLShaderStatus(shaderProgram, GL_LINK_STATUS, false);
checkGL("Linking shader");
glUseProgram(shaderProgram);
//glDeleteShader(fragmentShader);
//glDeleteShader(vertexShader);
checkGL("Running shader");
GLint MVPlocation = glGetUniformLocation(shaderProgram, "MVPMatrix");
checkGL("Getting uniform location");
glm::mat4 mvpMatrix(0.1f);
glUniformMatrix4fv(MVPlocation, 1, GL_FALSE, glm::value_ptr(mvpMatrix));
checkGL("Setting uniform");
GLint testLocation = glGetUniformLocation(shaderProgram, "MVPMatrix[0][0]");
checkGL("Getting uninform test cell location");
GLfloat testfloat;
glGetUniformfv(shaderProgram, testLocation, &testfloat);
checkGL("Reading uniform");
if (testfloat != mvpMatrix[0][0]) {
cout << "Uniform setting did not sink in..";
}
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
checkGL("Creating VAO");
GLfloat vertices[3][3] = { { -0.9f, -0.9f, 0.f }, { 0.85f, -0.9f, 0.f }, { -0.9f, 0.85f, 0.f } };
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
int vertexDataSize = 9;
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ((void *)(0)));
glEnableVertexAttribArray(0);
checkGL("creating VBO");
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, vertexDataSize);
glFlush();
SDL_GL_SwapWindow(win);
SDL_Event event;
bool quit = false;
while (!quit) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
}
}
}
glDeleteProgram(shaderProgram);
glDeleteBuffers(1, &buffer);
glDeleteVertexArrays(1, &VAO);
SDL_GL_DeleteContext(context);
SDL_DestroyRenderer(ren);
SDL_DestroyWindow(win);
IMG_Quit();
SDL_Quit();
return 0;
}
You shouldn't use glGetUniformfv(... glGetUniformLocation(... "MVPMatrix[0][0]")). The documentation says
glGetUniformLocation returns an integer that represents the location of a specific uniform variable within a program object. name must be a null terminated string that contains no white space. name must be an active uniform variable name in program that is not a structure, an array of structures, or a subcomponent of a vector or a matrix.
And
glGetUniform returns in params the value(s) of the specified uniform variable. The type of the uniform variable specified by location determines the number of values returned. If the uniform variable is defined in the shader as a boolean, int, or float, a single value will be returned. If it is defined as a vec2, ivec2, or bvec2, two values will be returned. If it is defined as a vec3, ivec3, or bvec3, three values will be returned, and so on. To query values stored in uniform variables declared as arrays, call glGetUniform for each element of the array. To query values stored in uniform variables declared as structures, call glGetUniform for each field in the structure. The values for uniform variables declared as a matrix will be returned in column major order.
Your uniform variable uniform mat4 MVPMatrix; is declared as a matrix type, not an array and you will retrieve the entire 4x4 matrix at once (just like you set it in a single operation). Try
GLfloat testfloat[16];
glGetUniformfv(shaderProgram, MVPLocation, testfloat);
Another problem is here:
GLfloat vertices[3][3] = { { -0.9f, -0.9f, 0.f }, { 0.85f, -0.9f, 0.f }, { -0.9f, 0.85f, 0.f } };
int vertexDataSize = 9;
glDrawArrays(GL_TRIANGLES, 0, vertexDataSize);
You don't have 9 vertices, only 3.

OpenGL, FreeGlut and Glew crash with glGenVertexArrays call

I have a program like below:
#include <iostream>
#include <fstream>
#include <sstream>
#include <gl/glew.h>
#include <gl/freeglut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
GLuint prog, verShader, fragShader;
GLint attrPos, attrNor;
GLint uniModelView, uniProjection, uniModelViewTransposeInverse;
glm::mat4 modelMatrix, viewMatrix, projectionMatrix, MV, MVP;
glm::mat3 MVI;
const string loadFile(string name)
{
ifstream in(name.c_str(), ios::in);
if (in.fail()) {
cout << "File: '" << name << "' could not exist!!" << endl;
return "";
}
stringstream data;
data << in.rdbuf();
in.close();
return data.str();
}
GLuint createShader(GLenum type, const string name)
{
GLint isCompileOk;
GLuint shader;
string shaderText, shaderType;
const char *shaderSource;
switch(type)
{
case GL_VERTEX_SHADER:
shaderType = "GL_VERTEX_SHADER";
break;
case GL_FRAGMENT_SHADER:
shaderType = "GL_FRAGMENT_SHADER";
break;
}
shaderText = loadFile(name);
shaderSource = shaderText.c_str();
shader = glCreateShader(type);
glShaderSource(shader, 1, &shaderSource, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompileOk);
if (isCompileOk == GL_FALSE) {
char *shaderErr;
int errLength, errRetrieve;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &errLength);
shaderErr = new char [errLength + 1];
glGetShaderInfoLog(shader, errLength, &errRetrieve, shaderErr);
cout << "Compile '" << shaderType << "' error:" << endl;
cout << shaderErr << endl;
delete [] shaderErr;
return 0;
} else {
cout << "Compile '" << shaderType << "' ok!" << endl;
}
return shader;
}
bool makeShader()
{
GLint isLinkOk;
verShader = createShader(GL_VERTEX_SHADER, "vert.glsl");
fragShader = createShader(GL_FRAGMENT_SHADER, "frag.glsl");
prog = glCreateProgram();
glAttachShader(prog, verShader);
glAttachShader(prog, fragShader);
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &isLinkOk);
if (isLinkOk == GL_FALSE) {
char *progErr;
int errLenght, errRetrieve;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &errLenght);
progErr = new char[errLenght + 1];
glGetProgramInfoLog(prog, errLenght, &errRetrieve, progErr);
cout << "Link program error:" << endl;
cout << progErr << endl;
delete [] progErr;
return false;
} else {
cout << "Link program Ok!" << endl;
}
attrPos = glGetAttribLocation(prog, "position");
uniModelView = glGetUniformLocation(prog, "ModelViewMatrix");
uniProjection = glGetUniformLocation(prog, "ProjectionMatrix");
uniModelViewTransposeInverse = glGetUniformLocation(prog, "ModelViewTransposeInverseMatrix");
return true;
}
float vertexs[] = {
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f
};
unsigned short indicates[] = {
0, 1, 2,
2, 3, 0
};
GLuint vao, vbo, ibo;
void display()
{
MV = viewMatrix * modelMatrix;
MVP = projectionMatrix * MV;
MVI = glm::transpose(glm::inverse(glm::mat3(MV)));
glUseProgram(prog);
glUniformMatrix4fv(uniModelView, 1, GL_FALSE, glm::value_ptr(MV));
glUniformMatrix3fv(uniModelViewTransposeInverse, 1, GL_FALSE, glm::value_ptr(MVI));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, sizeof(indicates)/sizeof(unsigned short), GL_UNSIGNED_SHORT, 0);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
projectionMatrix = glm::perspective(45.0f, float(w)/h, 0.1f, 1000.0f);
glUseProgram(prog);
glUniformMatrix4fv(uniProjection, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
}
void idle()
{
glutPostRedisplay();
}
void Init()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
modelMatrix = glm::mat4(1.0f);
viewMatrix = glm::lookAt(
glm::vec3(0.0f, 5.0f, 10.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
projectionMatrix = glm::mat4(1.0f);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexs), vertexs, GL_STATIC_DRAW);
glVertexAttribPointer(attrPos, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, 0);
glEnableVertexAttribArray(attrPos);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicates), indicates, GL_STATIC_DRAW);
glBindVertexArray(0);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("Rectangle!");
if (glewInit() != GLEW_OK) {
cout << "glewInit() fail!" << endl;
return -1;
}
if (!makeShader()) {
cout << "makeShader() error!!" << endl;
return -1;
}
Init();
reshape(WINDOW_WIDTH, WINDOW_HEIGHT);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
when i adds VAO buffer, freeglut going to crash in glutMainLoop(), if i removes glGenVertexArrays call (of couse, removed what relatives to VAO too), it run ok, so my guess is problem in freeglut with glGenVertexArrays.
Question: What is my problem?
ps: My graphic cal support opengl 2.1, i use Visual Studio 2008.
Update: With VAO, above program work well but only crash when i close freeglut window.
Update shader: My shaders is very simple:
Vertex shader:
#version 120
attribute vec3 position;
// attribute vec3 normal;
uniform mat4 ModelViewMatrix;
uniform mat3 ModelViewTransposeInverseMatrix;
uniform mat4 ProjectionMatrix;
void main(void)
{
gl_Position = ProjectionMatrix * ModelViewMatrix * vec4(position, 1.0);
}
Fragment shader:
#version 120
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
glVertexAttribPointer(attrPos, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, 0);
Your vertex data is tightly packed. Use a stride of 0 instead of sizeof(float) * 3.
My graphic cal support opengl 2.1
Also, VAOs only became core in 3.0. You should check for ARB_vertex_array_object support before using that functionality.