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I'm trying to write a code in C ++ using OpenGL (I use GLFW and GLEW libraries). Here is the code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint createShaderProgram(){
const char*vshaderSource =
"#version 430 \n"
"void main(void) \n"
"{gl_Position = vec4(0.0,0.0,0.0,1.0)};";
const char*fshaderSource =
"#version 430 \n"
"out vec4 color; \n"
"void main(void) \n"
"{gl_Position = vec4(0.0,0.0,1.0,1.0)};";
GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vShader,1,&vshaderSource,NULL);
glShaderSource(fShader,1,&fshaderSource,NULL);
glCompileShader(vShader);
glCompileShader(fShader);
GLuint vfProgram = glCreateProgram();
glAttachShader(vfProgram,vShader);
glAttachShader(vfProgram,fShader);
glLinkProgram(vfProgram);
return vfProgram;
}
int main()
{
glfwInit();
// Define version and compatibility settings
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glGenVertexArrays(numVAOs,vao);
glBindVertexArray(vao[0]);
glUseProgram(renderingProgram);
glDrawArrays(GL_POINT,0,1);
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow(1430, 800, "Davide", NULL, NULL);
glfwMakeContextCurrent(window);
// Check for window creation failure
if (!window)
{
// Terminate GLFW
glfwTerminate();
return 0;
}
glewExperimental = GL_TRUE; glewInit();
// Event loop
while(!glfwWindowShouldClose(window))
{
// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
// Terminate GLFW
glfwTerminate(); return 0;
}
Unfortunately when I run the code I get an error code:
Thread 1: EXC_BAD_ACCESS (code = 1, address = 0x0).
It should appear a black screen with a dot in the center.
Multiple issues:
You're calling GL functions before you have a current GL context:
glGenVertexArrays(numVAOs,vao); // nope
glBindVertexArray(vao[0]); // nope
glUseProgram(renderingProgram); // nope
glDrawArrays(GL_POINT,0,1); // nope
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow(1430, 800, "Davide", NULL, NULL);
glfwMakeContextCurrent(window);
Move those calls to after glfwMakeContextCurrent() (and your GL loader init) so they have a GL context to operate on (and check if window is NULL before using it in glfwMakeContextCurrent()):
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow(1430, 800, "Davide", NULL, NULL);
// Check for window creation failure
if (!window)
{
// Terminate GLFW
glfwTerminate();
return 0;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE; glewInit();
glGenVertexArrays(numVAOs,vao);
glBindVertexArray(vao[0]);
glUseProgram(renderingProgram);
glDrawArrays(GL_POINT,0,1);
You should also initialize renderingProgram before glUseProgram()ing it, perhaps with createShaderProgram()?
gl_Position isn't valid in a fragment shader. You're thinking of gl_Color or a user-defined output like your color output.
If you're requesting a GL 3.2 context then #version 430 isn't valid either. Either upgrade to GL 4.3 or downgrade your shaders to #version 150.
GL_POINT isn't a valid input to glDrawArrays(). You're thinking of GL_POINTS.
Call glDrawArrays() each frame instead of once at the beginning of your draw-loop so you have a chance to actually see your point.
GLSL statements require a semicolon after them.
Invalid:
void main(void)
{
gl_Position = vec4(0.0,0.0,0.0,1.0)
};
Valid:
void main(void)
{
gl_Position = vec4(0.0,0.0,0.0,1.0); // note the semicolon
} // note the lack of semicolon
All together:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
void CheckStatus( GLuint obj, bool isShader )
{
GLint status = GL_FALSE, log[ 1 << 11 ] = { 0 };
( isShader ? glGetShaderiv : glGetProgramiv )( obj, isShader ? GL_COMPILE_STATUS : GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
( isShader ? glGetShaderInfoLog : glGetProgramInfoLog )( obj, sizeof( log ), NULL, (GLchar*)log );
std::cerr << (GLchar*)log << "\n";
std::exit( EXIT_FAILURE );
}
void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader, true );
glAttachShader( program, shader );
glDeleteShader( shader );
}
const char* const vert = 1 + R"GLSL(
#version 150
void main()
{
gl_Position = vec4(0.0,0.0,0.0,1.0);
}
)GLSL";
const char* const frag = 1 + R"GLSL(
#version 150
out vec4 color;
void main()
{
color = vec4(0.0,0.0,1.0,1.0);
}
)GLSL";
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[ numVAOs ];
int main()
{
glfwInit();
// Define version and compatibility settings
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow( 320, 240, "Davide", NULL, NULL );
// Check for window creation failure
if( !window )
{
// Terminate GLFW
glfwTerminate();
return 0;
}
glfwMakeContextCurrent( window );
glewExperimental = GL_TRUE;
glewInit();
glGenVertexArrays( numVAOs, vao );
glBindVertexArray( vao[ 0 ] );
GLuint renderingProgram = glCreateProgram();
AttachShader( renderingProgram, GL_VERTEX_SHADER, vert );
AttachShader( renderingProgram, GL_FRAGMENT_SHADER, frag );
glLinkProgram( renderingProgram );
CheckStatus( renderingProgram, false );
glUseProgram( renderingProgram );
// Event loop
while( !glfwWindowShouldClose( window ) )
{
// Clear the screen to black
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
glDrawArrays( GL_POINTS, 0, 1 );
glfwSwapBuffers( window );
glfwPollEvents();
}
// Terminate GLFW
glfwTerminate();
return 0;
}
I am trying to learn OpenGL as a student. I spent a lot of time trying to figure out why this simple application is not working. It is an example of given by our professor. (We are working in windows with visual studio, but I have no choice but to use Linux at home, it is not a caprice). Here is the program that I wrote (On windows is working perfectly) and is just displaying a black windows (it is supposed to display a triangle).
//
// main.cpp
// OpenGL_Shader_Example_step1
//
// Created by CGIS on 30/11/15.
// Copyright © 2015 CGIS. All rights reserved.
//
#define GLEW_STATIC
#include <iostream>
#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include <fstream>
#include <sstream>
#include <iostream>
#include <string>
#include <stdio.h>
#include <stdlib.h>
#include <vector>
int glWindowWidth = 640;
int glWindowHeight = 480;
int retina_width, retina_height;
GLFWwindow* glWindow = NULL;
GLuint shaderProgram;
GLfloat vertexCoordinates[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
GLuint verticesVBO;
GLuint triangleVAO;
void windowResizeCallback(GLFWwindow* window, int width, int height)
{
fprintf(stdout, "window resized to width: %d , and height: %d\n", width, height);
//TODO
}
void initObjects()
{
//generate a unique ID corresponding to the verticesVBO
glGenBuffers(1, &verticesVBO);
//bind the verticesVBO buffer to the GL_ARRAY_BUFFER target,
//any further buffer call made to GL_ARRAY_BUFFER will configure the
//currently bound buffer, which is verticesVBO
glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
//copy data into the currently bound buffer, the first argument specify
//the type of the buffer, the second argument specify the size (in bytes) of data,
//the third argument is the actual data we want to send,
//the last argument specify how should the graphic card manage the data
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoordinates), vertexCoordinates, GL_STATIC_DRAW);
//generate a unique ID corresponding to the triangleVAO
glGenVertexArrays(1, &triangleVAO);
glBindVertexArray(triangleVAO);
glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
//set the vertex attributes pointers
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
//unbind the triangleVAO
glBindVertexArray(0);
}
bool initOpenGLWindow()
{
if (!glfwInit()) {
fprintf(stderr, "ERROR: could not start GLFW3\n");
return false;
}
//for Mac OS X
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glWindow = glfwCreateWindow(glWindowWidth, glWindowHeight, "OpenGL Shader Example", NULL, NULL);
if (!glWindow) {
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return false;
}
glfwSetWindowSizeCallback(glWindow, windowResizeCallback);
glfwMakeContextCurrent(glWindow);
glfwWindowHint(GLFW_SAMPLES, 4);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
//for RETINA display
glfwGetFramebufferSize(glWindow, &retina_width, &retina_height);
return true;
}
void renderScene()
{
//clear the color and depth buffer before rendering the current frame
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//specify the background color
glClearColor(0.8, 0.8, 0.8, 1.0);
//specify the viewport location and dimension
glViewport (0, 0, retina_width, retina_height);
//process the keyboard inputs
if (glfwGetKey(glWindow, GLFW_KEY_A)) {
//TODO
}
if (glfwGetKey(glWindow, GLFW_KEY_D)) {
//TODO
}
//bind the shader program, any further rendering call
//will use this shader program
glUseProgram(shaderProgram);
//bind the VAO
glBindVertexArray(triangleVAO);
//specify the type of primitive, the starting index and
//the number of indices to be rendered
glDrawArrays(GL_TRIANGLES, 0, 3);
}
std::string readShaderFile(std::string fileName)
{
std::ifstream shaderFile;
std::string shaderString;
//open shader file
shaderFile.open(fileName.c_str());
std::stringstream shaderStringStream;
//read shader content into stream
shaderStringStream << shaderFile.rdbuf();
//close shader file
shaderFile.close();
//convert stream into GLchar array
shaderString = shaderStringStream.str();
return shaderString;
}
void shaderCompileLog(GLuint shaderId)
{
GLint success;
GLchar infoLog[512];
//check compilation info
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shaderId, 512, NULL, infoLog);
std::cout << "Shader compilation error\n" << infoLog << std::endl;
}
}
void shaderLinkLog(GLuint shaderProgramId)
{
GLint success;
GLchar infoLog[512];
//check linking info
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "Shader linking error\n" << infoLog << std::endl;
}
}
GLuint initBasicShader(std::string vertexShaderFileName, std::string fragmentShaderFileName)
{
//read, parse and compile the vertex shader
std::string v = readShaderFile(vertexShaderFileName);
const GLchar* vertexShaderString = v.c_str();
GLuint vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderString, NULL);
glCompileShader(vertexShader);
//check compilation status
shaderCompileLog(vertexShader);
//read, parse and compile the vertex shader
std::string f = readShaderFile(fragmentShaderFileName);
const GLchar* fragmentShaderString = f.c_str();
GLuint fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderString, NULL);
glCompileShader(fragmentShader);
//check compilation status
shaderCompileLog(fragmentShader);
//attach and link the shader programs
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//check linking info
shaderLinkLog(shaderProgram);
return shaderProgram;
}
int main(int argc, const char * argv[])
{
initOpenGLWindow();
initObjects();
shaderProgram = initBasicShader("shaders/shader.vert", "shaders/shader.frag");
while (!glfwWindowShouldClose(glWindow)) {
renderScene();
glfwPollEvents();
glfwSwapBuffers(glWindow);
}
//close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
Here are the shader programs:
shader.frag:
#version 300 es
precision mediump float;
in vec3 colour;
out vec4 frag_colour;
void main() {
frag_colour = vec4 (colour, 1.0);
}
and shader.vert:
#version 300 es
layout (location = 0) in vec3 vertex_position;
out vec3 colour;
void main() {
colour = vec3(1.0, 0.0, 0.0);
gl_Position = vec4(vertex_position, 1.0);
}
and here is the command used to compile the program (I am using the visual studio code):
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "0.1.0",
"command": "g++",
"isShellCommand": true,
"args": ["-g",
"-Wall",
"-o", "lab2.exe",
"main.cpp",
"-I/usr/include/c++/4.8.5",
"-I/usr/include/GL",
"-I/usr/include/glm",
"-I/usr/local/include/GLFW",
"-L/usr/local/lib", "-lGLEW", "-lGLU", "-lglfw3", "-lGL", "-lm", "-ldl", "-lXrender", "-ldrm",
"-lXdamage", "-lX11-xcb", "-lxcb-glx", "-lxcb-dri2", "-lxcb-dri3", "-lxcb-present", "-lxcb-sync", "-lxshmfence", "-lXxf86vm",
"-lXfixes", "-lXext", "-lX11", "-lpthread", "-lxcb", "-lXau", "-lXdmcp",
"-lXrandr", "-lXi", "-lXxf86vm", "-lXcursor"],
"showOutput": "always"
}
The args param is given to g++.
If I would have an error I would have a point from which to start but like this I don't know what to do.
Here is the result of the glxinfo | grep OpenGL command:
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Haswell Mobile
OpenGL core profile version string: 3.3 (Core Profile) Mesa 11.2.0
OpenGL core profile shading language version string: 3.30
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.0 Mesa 11.2.0
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
I'd suggest using an opengl/glsl debugger to see what is going on. It's been a while but I had a lot of success using glslDevil previously - it's linux compatible and may help you spot an opengl error - particularly an unsupported feature on your hardware/platform.
I would like to work through the OpenGL Red Book, The OpenGL Programming Guide, 8th edition, using Xcode on Mac OS X.
I am unable to run the first code example, triangles.cpp. I have tried including the GLUT and GL frameworks that come with Xcode and I have searched around enough to see that I am not likely to figure this out on my own.
Assuming that I have a fresh installation of Mac OS X, and I have freshly installed Xcode with Xcode command-line tools, what are the step-by-step instructions to be able to run triangles.cpp in that environment?
Unlike this question, my preference would be not to use Cocoa, Objective-C or Swift. My preference would be to stay in C++/C only. An answer is only correct if I can follow it step-by-step and end up with a running triangles.cpp program.
My preference is Mac OS X 10.9, however a correct answer can assume 10.9, 10.10 or 10.11.
Thank you.
///////////////////////////////////////////////////////////////////////
//
// triangles.cpp
//
///////////////////////////////////////////////////////////////////////
#include <iostream>
using namespace std;
#include "vgl.h"
#include "LoadShader.h"
enum VAO_IDs { Triangles, NumVAOs };
enum Buffer_IDs { ArrayBuffer, NumBuffers };
enum Attrib_IDs { vPosition = 0 };
GLuint VAOs[NumVAOs];
GLuint Buffers[NumBuffers];
const GLuint NumVertices = 6;
//---------------------------------------------------------------------
//
// init
//
void
init(void)
{
glGenVertexArrays(NumVAOs, VAOs);
glBindVertexArray(VAOs[Triangles]);
GLfloat vertices[NumVertices][2] = {
{ -0.90, -0.90 }, // Triangle 1
{ 0.85, -0.90 },
{ -0.90, 0.85 },
{ 0.90, -0.85 }, // Triangle 2
{ 0.90, 0.90 },
{ -0.85, 0.90 }
};
glGenBuffers(NumBuffers, Buffers);
glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_STATIC_DRAW);
ShaderInfo shaders[] = {
{ GL_VERTEX_SHADER, "triangles.vert" },
{ GL_FRAGMENT_SHADER, "triangles.frag" },
{ GL_NONE, NULL }
};
GLuint program = LoadShaders(*shaders);
glUseProgram(program);
glVertexAttribPointer(vPosition, 2, GL_FLOAT,
GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(vPosition);
}
//---------------------------------------------------------------------
//
// display
//
void
display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAOs[Triangles]);
glDrawArrays(GL_TRIANGLES, 0, NumVertices);
glFlush();
}
//---------------------------------------------------------------------
//
// main
//
int
main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA);
glutInitWindowSize(512, 512);
glutInitContextVersion(4, 3);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutCreateWindow(argv[0]);
glewExperimental = GL_TRUE;
if (glewInit()) {
cerr << "Unable to initialize GLEW ... exiting" << endl;
exit(EXIT_FAILURE);
}
init();
glutDisplayFunc(display);
glutMainLoop();
}
Edit 1: In response to the first comment, here is the naive effort.
Open Xcode 5.1.1 on Mac OS X 10.9.5
Create a new C++ Command-line project.
Paste over the contents of main.cpp with the contents of triangles.cpp.
Click on the project -> Build Phases -> Link Binary with Libraries
Add OpenGL.framework and GLUT.framework
Result: "/Users/xxx/Desktop/Triangles/Triangles/main.cpp:10:10: 'vgl.h' file not found"
Edit 2: Added the vgh translation unit and LoadShaders translation unit, also added libFreeGlut.a and libGlew32.a to my projects compilation/linking. Moved all of the OpenGL Book's Include contents to my projects source directory. Had to change several include statements to use quoted includes instead of angled includes. It feels like this is closer to working but it is unable to find LoadShader.h. Note that the translation unit in the OpenGL download is called LoadShaders (plural). Changing triangles.cpp to reference LoadShaders.h fixed the include problem but the contents of that translation unit don't seem to match the signatures of whats being called from triangles.cpp.
There are some issues with the source and with the files in oglpg-8th-edition.zip:
triangles.cpp uses non-standard GLUT functions that aren't included in glut, and instead are only part of the freeglut implementation (glutInitContextVersion and glutInitContextProfile). freeglut doesn't really support OS X and building it instead relies on additional X11 support. Instead of telling you how to do this I'm just going to modify the source to build with OS X's GLUT framework.
The code depends on glew, and the book's source download apparently doesn't include a binary you can use, so you'll need to build it for yourself.
Build GLEW with the following commands:
git clone git://git.code.sf.net/p/glew/code glew
cd glew
make extensions
make
Now:
Create a C++ command line Xcode project
Set the executable to link with the OpenGL and GLUT frameworks and the glew dylib you just built.
Modify the project "Header Search Paths" to include the location of the glew headers for the library you built, followed by the path to oglpg-8th-edition/include
Add oglpg-8th-edition/lib/LoadShaders.cpp to your xcode project
Paste the triangles.cpp source into the main.cpp of your Xcode project
Modify the source: replace #include "vgl.h" with:
#include <GL/glew.h>
#include <OpenGL/gl3.h>
#include <GLUT/glut.h>
#define BUFFER_OFFSET(x) ((const void*) (x))
Also make sure that the typos in the version of triangle.cpp that you include in your question are fixed: You include "LoadShader.h" when it should be "LoadShaders.h", and LoadShaders(*shaders); should be LoadShaders(shaders). (The code printed in my copy of the book doesn't contain these errors.)
Delete the calls to glutInitContextVersion and glutInitContextProfile.
Change the parameter to glutInitDisplayMode to GLUT_RGBA | GLUT_3_2_CORE_PROFILE
At this point the code builds, links, and runs, however running the program displays a black window for me instead of the expected triangles.
about fixing the black window issue as mentioned in Matthew and Bames53 comments
Follow bames53's answer
Define shader as string
const char *pTriangleVert =
"#version 410 core\n\
layout(location = 0) in vec4 vPosition;\n\
void\n\
main()\n\
{\n\
gl_Position= vPosition;\n\
}";
const char *pTriangleFrag =
"#version 410 core\n\
out vec4 fColor;\n\
void\n\
main()\n\
{\n\
fColor = vec4(0.0, 0.0, 1.0, 1.0);\n\
}";
OpenGl 4.1 supported on my iMac so i change version into 410
ShaderInfo shaders[] = {
{ GL_VERTEX_SHADER, pTriangleVert},
{ GL_FRAGMENT_SHADER, pTriangleFrag },
{ GL_NONE, NULL }
};
Modify the ShaderInfo struct slightly
change
typedef struct {
GLenum type;
const char* filename;
GLuint shader;
} ShaderInfo;
into
typedef struct {
GLenum type;
const char* source;
GLuint shader;
} ShaderInfo;
Modify loadShader function slightly
comment the code about reading shader from file
/*
const GLchar* source = ReadShader( entry->filename );
if ( source == NULL ) {
for ( entry = shaders; entry->type != GL_NONE; ++entry ) {
glDeleteShader( entry->shader );
entry->shader = 0;
}
return 0;
}
glShaderSource( shader, 1, &source, NULL );
delete [] source;*/
into
glShaderSource(shader, 1, &entry->source, NULL);
you'd better turning on DEBUG in case some shader compiling errors
you can use example from this link. It's almost the same. It uses glfw instead of glut.
http://www.tomdalling.com/blog/modern-opengl/01-getting-started-in-xcode-and-visual-cpp/
/*
main
Copyright 2012 Thomas Dalling - http://tomdalling.com/
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
//#include "platform.hpp"
// third-party libraries
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
// standard C++ libraries
#include <cassert>
#include <iostream>
#include <stdexcept>
#include <cmath>
// tdogl classes
#include "Program.h"
// constants
const glm::vec2 SCREEN_SIZE(800, 600);
// globals
GLFWwindow* gWindow = NULL;
tdogl::Program* gProgram = NULL;
GLuint gVAO = 0;
GLuint gVBO = 0;
// loads the vertex shader and fragment shader, and links them to make the global gProgram
static void LoadShaders() {
std::vector<tdogl::Shader> shaders;
shaders.push_back(tdogl::Shader::shaderFromFile("vertex-shader.txt", GL_VERTEX_SHADER));
shaders.push_back(tdogl::Shader::shaderFromFile("fragment-shader.txt", GL_FRAGMENT_SHADER));
gProgram = new tdogl::Program(shaders);
}
// loads a triangle into the VAO global
static void LoadTriangle() {
// make and bind the VAO
glGenVertexArrays(1, &gVAO);
glBindVertexArray(gVAO);
// make and bind the VBO
glGenBuffers(1, &gVBO);
glBindBuffer(GL_ARRAY_BUFFER, gVBO);
// Put the three triangle verticies into the VBO
GLfloat vertexData[] = {
// X Y Z
0.0f, 0.8f, 0.0f,
-0.8f,-0.8f, 0.0f,
0.8f,-0.8f, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
// connect the xyz to the "vert" attribute of the vertex shader
glEnableVertexAttribAxrray(gProgram->attrib("vert"));
glVertexAttribPointer(gProgram->attrib("vert"), 3, GL_FLOAT, GL_FALSE, 0, NULL);
// unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// draws a single frame
static void Render() {
// clear everything
glClearColor(0, 0, 0, 1); // black
glClear(GL_COLOR_BUFFER_BIT);
// bind the program (the shaders)
glUseProgram(gProgram->object());
// bind the VAO (the triangle)
glBindVertexArray(gVAO);
// draw the VAO
glDrawArrays(GL_TRIANGLES, 0, 3);
// unbind the VAO
glBindVertexArray(0);
// unbind the program
glUseProgram(0);
// swap the display buffers (displays what was just drawn)
glfwSwapBuffers(gWindow);
}
void OnError(int errorCode, const char* msg) {
throw std::runtime_error(msg);
}
// the program starts here
void AppMain() {
// initialise GLFW
glfwSetErrorCallback(OnError);
if(!glfwInit())
throw std::runtime_error("glfwInit failed");
// open a window with GLFW
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
gWindow = glfwCreateWindow((int)SCREEN_SIZE.x, (int)SCREEN_SIZE.y, "OpenGL Tutorial", NULL, NULL);
if(!gWindow)
throw std::runtime_error("glfwCreateWindow failed. Can your hardware handle OpenGL 3.2?");
// GLFW settings
glfwMakeContextCurrent(gWindow);
// initialise GLEW
glewExperimental = GL_TRUE; //stops glew crashing on OSX :-/
if(glewInit() != GLEW_OK)
throw std::runtime_error("glewInit failed");
// print out some info about the graphics drivers
std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
// make sure OpenGL version 3.2 API is available
if(!GLEW_VERSION_3_2)
throw std::runtime_error("OpenGL 3.2 API is not available.");
// load vertex and fragment shaders into opengl
LoadShaders();
// create buffer and fill it with the points of the triangle
LoadTriangle();
// run while the window is open
while(!glfwWindowShouldClose(gWindow)){
// process pending events
glfwPollEvents();
// draw one frame
Render();
}
// clean up and exit
glfwTerminate();
}
int main(int argc, char *argv[]) {
try {
AppMain();
} catch (const std::exception& e){
std::cerr << "ERROR: " << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
I have adapted the project for MAC here:
https://github.com/badousuan/openGLredBook9th
The project can build successfully and most demo can run as expected. However the original code is based on openGL 4.5,while MAC only support version 4.1,some new API calls may fail. If some target not work well, you should consider this version issue and make some adaptation
I use the code from this tutorial: http://antongerdelan.net/opengl/hellotriangle.html, and it works on my mac.
Here is the code I run.
#include <GL/glew.h> // include GLEW and new version of GL on Windows
#include <GLFW/glfw3.h> // GLFW helper library
#include <stdio.h>
int main() {
// start GL context and O/S window using the GLFW helper library
if (!glfwInit()) {
fprintf(stderr, "ERROR: could not start GLFW3\n");
return 1;
}
// uncomment these lines if on Apple OS X
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
if (!window) {
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
// tell GL to only draw onto a pixel if the shape is closer to the viewer
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS); // depth-testing interprets a smaller value as "closer"
/* OTHER STUFF GOES HERE NEXT */
float points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
GLuint vbo = 0; // vertex buffer object
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), points, GL_STATIC_DRAW);
GLuint vao = 0; // vertex array object
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
const char* vertex_shader =
"#version 400\n"
"in vec3 vp;"
"void main() {"
" gl_Position = vec4(vp, 1.0);"
"}";
const char* fragment_shader =
"#version 400\n"
"out vec4 frag_colour;"
"void main() {"
" frag_colour = vec4(0.5, 0.0, 0.5, 1.0);"
"}";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_programme = glCreateProgram();
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
glLinkProgram(shader_programme);
while(!glfwWindowShouldClose(window)) {
// wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_programme);
glBindVertexArray(vao);
// draw points 0-3 from the currently bound VAO with current in-use shader
glDrawArrays(GL_TRIANGLES, 0, 3);
// update other events like input handling
glfwPollEvents();
// put the stuff we've been drawing onto the display
glfwSwapBuffers(window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
I'm attempting to setup a cross-platform codebase for OpenGL work, and the following code draws just fine on the Windows 7 partition of my hard drive. However, on Mavericks I only get a black screen and can't figure out why. I've tried all the things suggested in the guides and in related questions on here but nothing has worked so far! Hopefully I'm just missing something obvious, as I'm still quite new to OpenGL.
#include "stdafx.h"
#include "gl_core_4_3.hpp"
#include <GLFW/glfw3.h>
int main(int argc, char* argv[])
{
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
if (!glfwInit())
{
fprintf(stderr, "ERROR");
glfwTerminate();
return 1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "First GLSL Triangle", nullptr, nullptr);
if (!window)
{
fprintf(stderr, "ERROR");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
gl::exts::LoadTest didLoad = gl::sys::LoadFunctions();
if (!didLoad)
{
fprintf(stderr, "ERROR");
glfwTerminate();
return 1;
}
printf("Number of functions that failed to load: %i\n", didLoad.GetNumMissing()); // This is returning 16 on Windows and 82 on Mavericks, however i have no idea how to fix that.
gl::Enable(gl::DEPTH_TEST);
gl::DepthFunc(gl::LESS);
float points[] =
{
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
GLuint vbo = 0;
gl::GenBuffers(1, &vbo);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(gl::ARRAY_BUFFER, sizeof(points) * sizeof(points[0]), points, gl::STATIC_DRAW);
GLuint vao = 0;
gl::GenVertexArrays(1, &vao);
gl::BindVertexArray(vao);
gl::EnableVertexAttribArray(0);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::VertexAttribPointer(0, 3, gl::FLOAT, 0, 0, NULL);
const char* vertexShader =
"#version 400\n"
"in vec3 vp;"
"void main() {"
" gl_Position = vec4(vp, 1.0);"
"}";
const char* fragmentShader =
"#version 400\n"
"out vec4 frag_colour;"
"void main() {"
" frag_colour = vec4(1.0, 1, 1, 1.0);"
"}";
GLuint vs = gl::CreateShader(gl::VERTEX_SHADER);
gl::ShaderSource(vs, 1, &vertexShader, nullptr);
gl::CompileShader(vs);
GLuint fs = gl::CreateShader(gl::FRAGMENT_SHADER);
gl::ShaderSource(fs, 1, &fragmentShader, nullptr);
gl::CompileShader(fs);
GLuint shaderProgram = gl::CreateProgram();
gl::AttachShader(shaderProgram, fs);
gl::AttachShader(shaderProgram, vs);
gl::LinkProgram(shaderProgram);
while (!glfwWindowShouldClose(window))
{
gl::ClearColor(0, 0, 0, 0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
gl::UseProgram(shaderProgram);
gl::BindVertexArray(vao);
gl::DrawArrays(gl::TRIANGLES, 0, 3);
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
Compiling through Xcode, using a 2013 Macbook Mini, Intel HD Graphics 5000. It's also probably worth noting that the GLLoadGen GetNumMissing() method is returning 82 missing functions on OSX, and I have no idea why that is or how to fix it. GLFW is including gl.h as opposed to gl3.h, but forcing it to include gl3.h by declaring the required macro outputs a warning about including both headers and still nothing draws. Any help or suggestions would be great.
You have to call glfwInit before you call any other GLFW function. Also register an error callback so that get diagnostics why a certain GLFW operation failed. You requested a OpenGL profile not supported by MacOS X Mavericks. But calling glfwInit after setting the window hints resets that selection, hence why you get a window+context, but not the desired profile. Pulling glfwInit in front solves that problem, but now your window+context creation fails due to lack of OS support.
After every openGL call, check to see that there is no error (use glGetError or gl::GetError. With your shaders, you must check to see that they have compiled properly, there may well be errors.So check that as well (glGetShader and glShaderInfoLog). Do the same for the link stage.
After getting the first example program compiled from the 8th edition OpenGL Programming Guide after many alterations suggested by many sites, I am the proud owner of a black box - a vast improvement from the hours before, but it's embarrassing to admit that I've watch most of this with a debugger and unless something basic is wrong with the program, I have no clue where to look. Other OpenGL examples have run, but I'm trying to get the first example in the new book to run.
My box:
john#zerofluid:~/Downloads$ glxinfo | grep OpenGL
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GT 610/PCIe/SSE2
OpenGL version string: 4.3.0 NVIDIA 313.30
OpenGL shading language version string: 4.30 NVIDIA via Cg compiler
OpenGL extensions:
Linux zerofluid 3.8.0-26-generic #38-Ubuntu SMP Mon Jun 17 21:43:33 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux
(latest 13.04 Ubuntu)
I have a problem - it's way too much code to post here, but it is the first example of the book - as small as it gets and I have no idea of where the problem really is. It would be cool if someone actually wants to help - I'd feed it back to the author of the book. Yes, the LoadShader was found elsewhere and might be the problem, but it was supposed to be a solution. It's kind of hard to have any faith in the book when I can't get the first example to compile.
It can be found here:
https://github.com/kestess/opengl8thfirstexample.git
it's way too much code to post here
Not really.
Try this:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <vector>
#include <iostream>
struct Program
{
static GLuint Load( const char* vert, const char* geom, const char* frag )
{
GLuint prog = glCreateProgram();
if( vert ) AttachShader( prog, GL_VERTEX_SHADER, vert );
if( geom ) AttachShader( prog, GL_GEOMETRY_SHADER, geom );
if( frag ) AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE, len = 10;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_INFO_LOG_LENGTH, &len );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_INFO_LOG_LENGTH, &len );
std::vector< char > log( len, 'X' );
if( glIsShader(obj) ) glGetShaderInfoLog( obj, len, NULL, &log[0] );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, len, NULL, &log[0] );
std::cerr << &log[0] << std::endl;
exit( -1 );
}
static void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};
#define GLSL(version, shader) "#version " #version "\n" #shader
const char* vert = GLSL
(
400 core,
layout( location = 0 ) in vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
);
const char* frag = GLSL
(
400 core,
out vec4 fColor;
void main()
{
fColor = vec4( 0.0, 0.0, 1.0, 1.0 );
}
);
enum VAO_IDs { Triangles, NumVAOs };
enum Buffer_IDs { ArrayBuffer, NumBuffers };
enum Attrib_IDs { vPosition = 0 };
GLuint VAOs[NumVAOs];
GLuint Buffers[NumBuffers];
const GLuint NumVertices = 6;
void init(void)
{
glGenVertexArrays(NumVAOs, VAOs);
glBindVertexArray(VAOs[Triangles]);
GLfloat vertices[NumVertices][2] = {
{ -0.90, -0.90 }, // Triangle 1
{ 0.85, -0.90 },
{ -0.90, 0.85 },
{ 0.90, -0.85 }, // Triangle 2
{ 0.90, 0.90 },
{ -0.85, 0.90 }
};
glGenBuffers(NumBuffers, Buffers);
glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint program = Program::Load( vert, NULL, frag );
glUseProgram(program);
glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0) );
glEnableVertexAttribArray(vPosition);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAOs[Triangles]);
glDrawArrays(GL_TRIANGLES, 0, NumVertices);
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize(512, 512);
glutInitContextVersion(4, 0);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutCreateWindow(argv[0]);
glewExperimental = GL_TRUE;
if( GLEW_OK != glewInit() )
exit(EXIT_FAILURE);
init();
glutDisplayFunc(display);
glutMainLoop();
}
No reason to request a 4.3 context if you're using #version 400 core.