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.
Related
I'm using Xcode (Version 12.0.1) on macOS 10.15.7.
I brew installed the latest versions of glew, glfw, glm with Homebrew, and tried running this simple code snippet, my OpenGL version seems to be incompatible with the shaders used.
I do not want to change the code, any way to downgrade the shaders? (Could it be done with Homebrew as well?)
Here's the code:
#include <iostream>
//#define GLEW_STATIC 1 // This allows linking with Static Library on Windows, without DLL
#include <GL/glew.h> // Include GLEW - OpenGL Extension Wrangler
#include <GLFW/glfw3.h> // GLFW provides a cross-platform interface for creating a graphical context,
// initializing OpenGL and binding inputs
#include <glm/glm.hpp> // GLM is an optimized math library with syntax to similar to OpenGL Shading Language
const char* getVertexShaderSource()
{
// Insert Shaders here ...
// For now, you use a string for your shader code, in the assignment, shaders will be stored in .glsl files
return
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;"
"layout (location = 1) in vec3 aColor;"
"out vec3 vertexColor;"
"void main()"
"{"
" vertexColor = aColor;"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);"
"}";
}
const char* getFragmentShaderSource()
{
return
"#version 330 core\n"
"in vec3 vertexColor;"
"out vec4 FragColor;"
"void main()"
"{"
" FragColor = vec4(vertexColor.r, vertexColor.g, vertexColor.b, 1.0f);"
"}";
}
int compileAndLinkShaders()
{
// compile and link shader program
// return shader program id
// ------------------------------------
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
const char* vertexShaderSource = getVertexShaderSource();
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragmentShaderSource = getFragmentShaderSource();
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
//return -1;
}
int createVertexArrayObject()
{
// A vertex is a point on a polygon, it contains positions and other data (eg: colors)
glm::vec3 vertexArray[] = {
glm::vec3( 0.0f, 0.5f, 0.0f), // top center position
glm::vec3( 1.0f, 0.0f, 0.0f), // top center color (red)
glm::vec3( 0.5f, -0.5f, 0.0f), // bottom right
glm::vec3( 0.0f, 1.0f, 0.0f), // bottom right color (green)
glm::vec3(-0.5f, -0.5f, 0.0f), // bottom left
glm::vec3( 0.0f, 0.0f, 1.0f), // bottom left color (blue)
};
// Create a vertex array
GLuint vertexArrayObject;
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
// Upload Vertex Buffer to the GPU, keep a reference to it (vertexBufferObject)
GLuint vertexBufferObject;
glGenBuffers(1, &vertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexArray), vertexArray, GL_STATIC_DRAW);
glVertexAttribPointer(0, // attribute 0 matches aPos in Vertex Shader
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
2*sizeof(glm::vec3), // stride - each vertex contain 2 vec3 (position, color)
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, // attribute 1 matches aColor in Vertex Shader
3,
GL_FLOAT,
GL_FALSE,
2*sizeof(glm::vec3),
(void*)sizeof(glm::vec3) // color is offseted a vec3 (comes after position)
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0); // VAO already stored the state we just defined, safe to unbind buffer
glBindVertexArray(0); // Unbind to not modify the VAO
return vertexArrayObject;
}
int main(int argc, char*argv[])
{
// Initialize GLFW and OpenGL version
glfwInit();
#if defined(PLATFORM_OSX)
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);
#else
// On windows, we set OpenGL version to 2.1, to support more hardware
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
#endif
// Create Window and rendering context using GLFW, resolution is 800x600
GLFWwindow* window = glfwCreateWindow(800, 600, "Comp371 - Lab 01", NULL, NULL);
if (window == NULL)
{
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to create GLEW" << std::endl;
glfwTerminate();
return -1;
}
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Compile and link shaders here ...
int shaderProgram = compileAndLinkShaders();
// Define and upload geometry to the GPU here ...
int vao = createVertexArrayObject();
// Entering Main Loop
while(!glfwWindowShouldClose(window))
{
// Each frame, reset color of each pixel to glClearColor
glClear(GL_COLOR_BUFFER_BIT);
// TODO - draw rainbow triangle
glUseProgram(shaderProgram);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3); // 3 vertices, starting at index 0
glBindVertexArray(0);
// End frame
glfwSwapBuffers(window);
// Detect inputs
glfwPollEvents();
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// Shutdown GLFW
glfwTerminate();
return 0;
}
And here's the error i'm getting
2021-01-22 21:23:23.336552-0500 OpenGLtest [27358:306573] Metal API Validation Enabled
2021-01-22 21:23:23.361027-0500 OpenGLtest [27358:306750] flock failed to lock maps file: errno = 35
2021-01-22 21:23:23.361368-0500 OpenGLtest [27358:306750] flock failed to lock maps file: errno = 35
ERROR::SHADER::VERTEX::COMPILATION_FAILED
ERROR: 0:1: '' : version '330' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:2: 'layout' : syntax error: syntax error
ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
ERROR: 0:1: '' : version '330' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:2: 'f' : syntax error: syntax error
ERROR::SHADER::PROGRAM::LINKING_FAILED
ERROR: One or more attached shaders not successfully compiled
Program ended with exit code: 9
How can this be fixed?
You're trying to compile #version 330 GLSL code on a GL 3.2 context. Since GL 3.2 only supports #versions up to 150 that won't work.
Either re-write your GLSL to target #version 150 or request a GL 3.3 context.
Okay so for some reason there's no way to install an older version of glew using homebrew commands, and after wasting an entire day on this, the error was solved by the following:
Xcode wasn't going into the #if, and was therefore executing the #else:
#if defined(PLATFORM_OSX)
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);
#else
// On windows, we set OpenGL version to 2.1, to support more hardware
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
#endif
So I solved this by keeping this code only
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);
I couldn't recreate this issue on VS code... Xcode was just being dumb?
You're restricted to OpenGL 2.1 Context when calling OpenGL from a Unix System perspective on MacOSX. In order to get OpenGL3.2 in XCode use GLKit (GLK) Library functions to automatically retrieve a GL 3.2 context. These libraries are all now deprecated past OSX 10.14.
I am trying to simplify my example to show exact abnormal case. I am running this example on MacOS 10.14.6, compiling clang LLVM compiler, using GLFW3. Also I am trying to run same example on Windows 10/64 using SFML and got same error, therefore the problem is not in the environment
OpenGL version 4.1 ATI-2.11.20
Shading language version 4.10
Exact code where problem is
glUseProgram(id_shader);
glEnableVertexAttribArray(param_Position);
//HERE IS ERROR "OpenGL ERROR: 0x00000502 GL_INVALID_OPERATION" RAISED
glVertexAttribPointer(param_Position, 3, GL_FLOAT, (GLboolean) false, 0, vertices);
Here is source full code
#include <stdlib.h>
#include <OpenGL/gl3.h>
#include <GLFW/glfw3.h>
#include "engine/Camera.h"
static const char *get_error_string_by_enum(GLenum err)
{
switch (err) {
case GL_INVALID_ENUM :
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE :
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION :
return "GL_INVALID_OPERATION";
case GL_STACK_OVERFLOW :
return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW :
return "GL_STACK_UNDERFLOW";
case GL_OUT_OF_MEMORY :
return "GL_OUT_OF_MEMORY";
#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
case GL_INVALID_FRAMEBUFFER_OPERATION :
return "GL_INVALID_FRAMEBUFFER_OPERATION";
#endif
default: {
return "UNKNOWN";
}
}
}
static void check_gl()
{
char line[300];
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR) {
sprintf(line, "OpenGL ERROR: 0x%.8X %s", err, get_error_string_by_enum(err));
printf("%s\n", line);
exit(-1);
}
}
int main()
{
char line[2000];
unsigned int windowWidth = 1024;
unsigned int windowHeight = 1024;
GLFWwindow* window;
//SETUP WINDOW AND CONTEXT
if (!glfwInit()){
fprintf(stdout, "ERROR on glfwInit");
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(windowWidth, windowHeight, "OpenGL", NULL, NULL);
if (!window)
{
fprintf(stderr, "Unable to create window.");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
sprintf(line, "OpenGL version %s\n", (const char *) glGetString(GL_VERSION));
fprintf(stdout, line);
sprintf(line, "Shading language version %s\n", (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION));
fprintf(stdout, line);
//SETUP OPENGL
glViewport(0, 0, windowWidth, windowHeight);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(true);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//SETUP SHADER PROGRAM
GLint success;
GLuint id_v = glCreateShader(GL_VERTEX_SHADER);
GLuint id_f = glCreateShader(GL_FRAGMENT_SHADER);
const char *vertex_shader_source = "#version 330\n"
"precision mediump float;\n"
"\n"
"in vec4 Position;\n"
"uniform mat4 MVPMatrix;\n"
"\n"
"void main()\n"
"{\n"
"\tgl_Position = MVPMatrix * Position;\n"
"\tgl_PointSize = 10.0;\n"
"}";
const char *fragment_shader_source = "#version 330\n"
"precision mediump float;\n"
"\n"
"uniform vec4 Color;\n"
"out vec4 FragCoord;\n"
"\n"
"void main()\n"
"{\n"
" FragCoord = Color;\n"
"}";
glShaderSource(id_v, 1, &vertex_shader_source, NULL);
glCompileShader(id_v);
glGetShaderiv(id_v, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(id_v, 2000, NULL, line);
fprintf(stderr, line);
exit(-1);
}
glShaderSource(id_f, 1, &fragment_shader_source, NULL);
glCompileShader(id_f);
glGetShaderiv(id_f, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(id_f, 2000, NULL, line);
fprintf(stderr, line);
exit(-1);
}
GLuint id_shader = glCreateProgram();
glAttachShader(id_shader, id_v);
glAttachShader(id_shader, id_f);
glLinkProgram(id_shader);
glGetProgramiv(id_shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(id_shader, 2000, NULL, line);
fprintf(stderr, "program link error");
fprintf(stderr, line);
exit(-1);
}
GLuint param_Position = glGetAttribLocation(id_shader, "Position");
GLuint param_MVPMatrix = glGetUniformLocation(id_shader, "MVPMatrix");
GLuint param_Color = glGetUniformLocation(id_shader, "Color");
sprintf(line, "Params: param_Position=%d param_MVPMatrix=%d param_Color=%d\n", param_Position, param_MVPMatrix, param_Color);
fprintf(stdout, line);
//SETUP MATRIX
Camera *c = new Camera();
c->setCameraType(CameraType::PERSPECTIVE);
c->setWorldSize(100, 100);
c->lookFrom(5, 5, 5);
c->lookAt(0, 0, 0);
c->setFOV(100);
c->setUp(0, 0, 1);
c->calc();
c->getResultMatrix().dump();
//SETUP TRIANGLE
float vertices[] = {
0, 0, 0,
1, 0, 0,
1, 1, 0
};
while (!glfwWindowShouldClose(window))
{
//CLEAR FRAME
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
//RENDER TRIANGLE
glUseProgram(id_shader);
glUniformMatrix4fv(param_MVPMatrix, 1, (GLboolean) false, c->getResultMatrix().data);
glUniform4f(param_Color, 1.0f, 0.5f, 0.0f, 1.0f);
glEnableVertexAttribArray(param_Position);
check_gl();
//HERE IS ERROR "OpenGL ERROR: 0x00000502 GL_INVALID_OPERATION" RAISED
glVertexAttribPointer(param_Position, 3, GL_FLOAT, (GLboolean) false, 0, vertices);
check_gl();
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Before line
glVertexAttribPointer(param_Position, 3, GL_FLOAT, (GLboolean) false, 0, vertices);
No errors detected before and just after this line GL_INVALID_OPERATION raised.
Program output is:
Environment versions:
OpenGL version 4.1 ATI-2.11.20
Shading language version 4.10
Shader param names:
Params: param_Position=0 param_MVPMatrix=1 param_Color=0
Matrix
-0.593333 -0.342561 -0.577350 -0.577350
0.593333 -0.342561 -0.577350 -0.577350
0.000000 0.685122 -0.577350 -0.577350
0.000000 0.000000 8.640252 8.660253
Error
OpenGL ERROR: 0x00000502 GL_INVALID_OPERATION
I already spent few days on that problem and have no more idea to put it on. I would be grateful for any advice and clarifications.
P.S. Here is glfwinfo output for my system
/glfwinfo -m3 -n2 --profile=compat
GLFW header version: 3.4.0
GLFW library version: 3.4.0
GLFW library version string: "3.4.0 Cocoa NSGL EGL OSMesa"
OpenGL context version string: "4.1 ATI-2.11.20"
OpenGL context version parsed by GLFW: 4.1.0
OpenGL context flags (0x00000001): forward-compatible
OpenGL context flags parsed by GLFW: forward-compatible
OpenGL profile mask (0x00000001): core
OpenGL profile mask parsed by GLFW: core
OpenGL context renderer string: "AMD Radeon R9 M370X OpenGL Engine"
OpenGL context vendor string: "ATI Technologies Inc."
OpenGL context shading language version: "4.10"
OpenGL framebuffer:
red: 8 green: 8 blue: 8 alpha: 8 depth: 24 stencil: 8
samples: 0 sample buffers: 0
Vulkan loader: missing
Since you use a core profile context (GLFW_OPENGL_CORE_PROFILE), the default Vertex Array Object 0 is not valid further you've to use Vertex Buffer Object.
When glVertexAttribPointer is called, then the vertex array specification is stored in the state vector of the currently bound vertex array object. The buffer which is currently bound to the target ARRAY_BUFFER is associated to the attribute and the name (value) of the object is stored in the state vector of the VAO.
In compatibility profile there exists the default vertex array object 0, which can be used at any time but this is not valid in a core profile context. Further it is not necessary in a compatibility profile to use a VBO, the last parameter of glVertexAttribPointer can be a pointer to the vertex data.
The easiest solution is to switch to a compatibility profile GLFW_OPENGL_COMPAT_PROFILE:
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
If you don't want to do that or your system doesn't provide that, then you've to read about Vertex Specification. Create a vertex buffer object a vertex array object before the program loop:
// vertex buffer object
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// vertex array object
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo); // this is not necessary, because "vbo" is still bound
glVertexAttribPointer(param_Position, 3, GL_FLOAT, (GLboolean) false, 0, nullptr);
// the following is not necessary, you can let them bound
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
And use it in the loop to draw the mesh:
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
So my university lecturer gave us this code and it doesn't work.. it never has and no one has been able to get it to work so far.. are we being stupid or is our lecturer giving us broken material? I seriously can't figure this out and need help, i managed to get part way through in fixing many mistakes but after that the issues got harder and harder to solve despite this being '100% working' code.... side note: all the directories are formatted correctly and additional dependencies have all been set up correctly to the best of my knowledge.
//First Shader Handling Program
#include "stdafx.h"
#include "gl_core_4_3.hpp"
#include <GLFW/glfw3.h>
int _tmain(int argc, _TCHAR* argv[])
{
//Select the 4.3 core profile
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//Start the OpenGL context and open a window using the //GLFW helper library
if (!glfwInit()) {
fprintf(stderr, "ERROR: could not start GLFW3\n");
glfwTerminate();
return 1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "First GLSL Triangle", NULL, NULL);
if (!window) {
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
//Load the OpenGL functions for C++ gl::exts::LoadTest didLoad = gl::sys::LoadFunctions(); if (!didLoad) {
//Load failed
fprintf(stderr, "ERROR: GLLoadGen failed to load functions\n");
glfwTerminate();
return 1;
}
printf("Number of functions that failed to load : %i.\n", didLoad.GetNumMissing());
//Tell OpenGL to only draw a pixel if its shape is closer to //the viewer
//i.e. Enable depth testing with smaller depth value //interpreted as being closer gl::Enable(gl::DEPTH_TEST); gl::DepthFunc(gl::LESS);
//Set up the vertices for a triangle
float points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
//Create a vertex buffer object to hold this data GLuint vbo=0;
gl::GenBuffers(1, &vbo);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(gl::ARRAY_BUFFER, 9 * sizeof(float), points,
gl::STATIC_DRAW);
//Create a vertex array object
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, FALSE, 0, NULL);
//The shader code strings which later we will put in //separate files
//The Vertex Shader
const char* vertex_shader =
"#version 400\n"
"in vec3 vp;"
"void main() {"
" gl_Position = vec4(vp, 1.0);"
"}";
//The Fragment Shader
const char* fragment_shader =
"#version 400\n"
"out vec4 frag_colour;"
"void main() {"
" frag_colour = vec4(1.0, 0.5, 0.0, 1.0);"
"}";
//Load the strings into shader objects and compile GLuint vs = gl::CreateShader(gl::VERTEX_SHADER); gl::ShaderSource(vs, 1, &vertex_shader, NULL); gl::CompileShader(vs);
GLuint fs = gl::CreateShader(gl::FRAGMENT_SHADER); gl::ShaderSource(fs, 1, &fragment_shader, NULL); gl::CompileShader(fs);
//Compiled shaders must be compiled into a single executable //GPU shader program
//Create empty program and attach shaders GLuint shader_program = gl::CreateProgram(); gl::AttachShader(shader_program, fs); gl::AttachShader(shader_program, vs); gl::LinkProgram(shader_program);
//Now draw
while (!glfwWindowShouldClose(window)) {
//Clear the drawing surface
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
gl::UseProgram(shader_program);
gl::BindVertexArray(vao);
//Draw point 0 to 3 from the currently bound VAO with
//current in-use shader
gl::DrawArrays(gl::TRIANGLES, 0, 3);
//update GLFW event handling
glfwPollEvents();
//Put the stuff we have been drawing onto the display glfwSwapBuffers(window);
}
//Close GLFW and end
glfwTerminate();
return 0;
}
Your line endings seems to been mangled.
There are multiple lines in your code where actual code was not broken into two lines, so that code is now on the same line as a comment and therefor not being executed. This is your program with proper line endings:
//First Shader Handling Program
#include "stdafx.h"
#include "gl_core_4_3.hpp"
#include <GLFW/glfw3.h>
int _tmain(int argc, _TCHAR* argv[])
{
//Select the 4.3 core profile
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//Start the OpenGL context and open a window using the
//GLFW helper library
if (!glfwInit()) {
fprintf(stderr, "ERROR: could not start GLFW3\n");
glfwTerminate();
return 1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "First GLSL Triangle", NULL, NULL);
if (!window) {
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
//Load the OpenGL functions for C++
gl::exts::LoadTest didLoad = gl::sys::LoadFunctions();
if (!didLoad) {
//Load failed
fprintf(stderr, "ERROR: GLLoadGen failed to load functions\n");
glfwTerminate();
return 1;
}
printf("Number of functions that failed to load : %i.\n", didLoad.GetNumMissing());
//Tell OpenGL to only draw a pixel if its shape is closer to
//the viewer
//i.e. Enable depth testing with smaller depth value
//interpreted as being closer
gl::Enable(gl::DEPTH_TEST);
gl::DepthFunc(gl::LESS);
//Set up the vertices for a triangle
float points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
//Create a vertex buffer object to hold this data
GLuint vbo=0;
gl::GenBuffers(1, &vbo);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(gl::ARRAY_BUFFER, 9 * sizeof(float), points, gl::STATIC_DRAW);
//Create a vertex array object
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, FALSE, 0, NULL);
//The shader code strings which later we will put in
//separate files
//The Vertex Shader
const char* vertex_shader =
"#version 400\n"
"in vec3 vp;"
"void main() {"
" gl_Position = vec4(vp, 1.0);"
"}";
//The Fragment Shader
const char* fragment_shader =
"#version 400\n"
"out vec4 frag_colour;"
"void main() {"
" frag_colour = vec4(1.0, 0.5, 0.0, 1.0);"
"}";
//Load the strings into shader objects and compile
GLuint vs = gl::CreateShader(gl::VERTEX_SHADER);
gl::ShaderSource(vs, 1, &vertex_shader, NULL);
gl::CompileShader(vs);
GLuint fs = gl::CreateShader(gl::FRAGMENT_SHADER);
gl::ShaderSource(fs, 1, &fragment_shader, NULL);
gl::CompileShader(fs);
//Compiled shaders must be compiled into a single executable
//GPU shader program
//Create empty program and attach shaders
GLuint shader_program = gl::CreateProgram();
gl::AttachShader(shader_program, fs);
gl::AttachShader(shader_program, vs);
gl::LinkProgram(shader_program);
//Now draw
while (!glfwWindowShouldClose(window)) {
//Clear the drawing surface
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
gl::UseProgram(shader_program);
gl::BindVertexArray(vao);
//Draw point 0 to 3 from the currently bound VAO with
//current in-use shader
gl::DrawArrays(gl::TRIANGLES, 0, 3);
//update GLFW event handling
glfwPollEvents();
//Put the stuff we have been drawing onto the display
glfwSwapBuffers(window);
}
//Close GLFW and end
glfwTerminate();
return 0;
}
My computer runs Ubuntu 16.04 and is equipped with a Nvidia GeForce GT 630M graphics card with a proprietary driver installed. The glGetString(GL_VERSION) function shows that, by default, my graphics card supports OpenGL 4.5.
I have been following the Learn OpenGL tutorial series and I have the following difficulty: I can only get the tutorial's "Hello Triangle" program to run properly if I comment out the lines
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
Leaving those lines as-is will prevent the triangle from appearing.
I am having trouble understanding why setting a required OpenGL version lower than the OpenGL version my card can support would make the program fail.
EDIT: the commands
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "Version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "Shading Language: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
output
Renderer: GeForce GT 630M/PCIe/SSE2
Version: 4.5.0 NVIDIA 361.42
Shading Language: 4.50 NVIDIA
if those lines are commented out, and
Renderer: GeForce GT 630M/PCIe/SSE2
Version: 3.3.0 NVIDIA 361.42
Shading Language: 3.30 NVIDIA via Cg compiler
if those lines are left in place.
EDIT2: Here's the actual source code:
#include <array>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
constexpr char FRAGMENT_SHADER_SOURCE_FILE[] = "simple_fragment.shader";
constexpr char VERTEX_SHADER_SOURCE_FILE[] = "simple_vertex.shader";
constexpr int WINDOW_WIDTH = 800;
constexpr int WINDOW_HEIGHT = 800;
constexpr char WINDOW_TITLE[] = "Triangle";
constexpr std::array<GLfloat, 4> bgColour { 0.3f, 0.1f, 0.3f, 1.0f };
/*
* Instructs GLFW to close window if escape key is pressed.
*/
void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mode);
int main() {
// Start GLFW.
if (not glfwInit()) {
std::cerr << "ERROR: Failed to start GLFW.\n";
return 1;
}
// Set OpenGL version.
//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create window and bind to current contex.
GLFWwindow *window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, nullptr,
nullptr);
if (not window) {
std::cerr << "ERROR: Failed to create GLFW window.\n";
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// Set keyboard callback functions.
glfwSetKeyCallback(window, keyCallback);
// Initialize GLEW with experimental features turned on.
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cerr << "ERROR: Failed to start GLEW.\n";
glfwTerminate();
return 1;
}
// Create viewport coordinate system.
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
// Create a vertex shader object.
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// Load the vertex shader source code.
std::string vertexShaderSource;
std::ifstream vsfs(VERTEX_SHADER_SOURCE_FILE);
if (vsfs.is_open()) {
std::stringstream ss;
ss << vsfs.rdbuf();
vertexShaderSource = ss.str();
}
else {
std::cerr << "ERROR: File " << VERTEX_SHADER_SOURCE_FILE << " could not be found.\n";
glfwTerminate();
return 1;
}
// Attach the shader source code to the vertex shader object and compile.
const char *vertexShaderSource_cstr = vertexShaderSource.c_str();
glShaderSource(vertexShader, 1, &vertexShaderSource_cstr, nullptr);
glCompileShader(vertexShader);
// Check if compilation was successful.
GLint success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (not success) {
std::cerr << "ERROR: Vertex shader compilation failed.\n";
glfwTerminate();
return 1;
}
// Create a fragment shader object.
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Load the fragment shader source code.
std::string fragmentShaderSource;
std::ifstream fsfs(FRAGMENT_SHADER_SOURCE_FILE);
if (fsfs.is_open()) {
std::stringstream ss;
ss << fsfs.rdbuf();
fragmentShaderSource = ss.str();
}
else {
std::cerr << "ERROR: File " << FRAGMENT_SHADER_SOURCE_FILE << " could not be found.\n";
glfwTerminate();
return 1;
}
// Attach the shader source code to the fragment shader object and compile.
const char *fragmentShaderSource_cstr = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &fragmentShaderSource_cstr, nullptr);
glCompileShader(fragmentShader);
// Check if compilation was successful.
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (not success) {
std::cerr << "ERROR: Fragment shader compilation failed.\n";
glfwTerminate();
return 1;
}
// Create a shader program by linking the vertex and fragment shaders.
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check that shader program was successfully linked.
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (not success) {
std::cerr << "ERROR: Shader program linking failed.\n";
glfwTerminate();
return 1;
}
// Delete shader objects.
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Coordinates of triangle vertices in Normalized Device Coordinates (NDC).
std::array<GLfloat, 9> vertices {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
// Create a vertex array object.
GLuint vao;
glGenBuffers(1, &vao);
glBindVertexArray(vao);
// Create a vertex buffer object.
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Pass vertex data into currently bound vertex buffer object.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices.data(), GL_STATIC_DRAW);
// Create vertex attribute.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), static_cast<GLvoid*>(0));
glEnableVertexAttribArray(0);
// Unbind the vertex array object and vertex buffer object.
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glClearColor(bgColour[0], bgColour[1], bgColour[2], bgColour[3]);
while (not glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
glfwPollEvents();
// Inform OpenGL to use the shader program created above.
glUseProgram(shaderProgram);
// Bind the vertex array object.
glBindVertexArray(vao);
// Draw the triangle.
glDrawArrays(GL_TRIANGLES, 0, 3);
// Unbind the vertex array object.
glBindVertexArray(0);
glfwSwapBuffers(window);
}
// Delete vertex array object.
glDeleteVertexArrays(1, &vao);
// Delete vertex buffer object.
glDeleteBuffers(1, &vbo);
// Delete shader program.
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mode) {
if (key == GLFW_KEY_ESCAPE and action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
Here are the contents of simple_vertex.shader and simple_fragment.shader:
#version 330 core
layout (location = 0) in vec3 position;
void main() {
gl_Position = vec4(position.x, position.y, position.z, 1.0);
}
and
#version 330 core
out vec4 color;
void main() {
color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
I made a typo in my code.
I used the function glGenBuffers instead of glGenVertexArrays to create my vertex array object. Apparently Nvidia accepts this, unless I specify an OpenGL version. I still find it puzzling but at least the problem is fixed.
I am following the guides from this site and have stopped on the lesson 2. At first I have tried wiriting my own code but after it didn't work I have simply taken the code from the site. And it still doesn't draw anything besides the glClearColor.
What I have done:
Checked compiling and linking. Works fine
Checked errors. Not sure if I have done it right but seems like everything's allright (I get a 1280 error but I have read that GLEW can cause it and it can be ignored).
Moved the glUseProgram through the main loop but didn't get any results.
Changed colors and tried modifying shaders. Still nothing
I will post the code I have at the moment (the original code from the site):
main.cpp
#include <stdio.h>
#include <stdlib.h>
#include <glew.h>
#include <glfw3.h>
#include <glm/glm.hpp>
#include <fstream>
#include <iostream>
#include <string>
#include <vector>
int max(int i, int j)
{
if (i > j) return i;
return j;
}
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if (VertexShaderStream.is_open())
{
std::string Line = "";
while (getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if (FragmentShaderStream.is_open()){
std::string Line = "";
while (getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);
// Link the program
fprintf(stdout, "Linking program\n\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage(max(InfoLogLength, int(1)));
std::cout << "Checking program\n";
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
std::cout << "END";
return ProgramID;
}
int main(void)
{
if (!glfwInit())
{
std::cout << "Cannot init glfw";
return -1;
}
//glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL
// Open a window and create its OpenGL context
GLFWwindow* window; // (In the accompanying source code, this variable is global)
window = glfwCreateWindow(1024, 768, "Tutorial 01", NULL, NULL);
if (window == NULL){
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window); // Initialize GLEW
glewExperimental = GL_TRUE; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// This will identify our vertex buffer
GLuint vertexbuffer;
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// Give our vertices to OpenGL.
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
GLuint programID = LoadShaders("res\\vertex.glsl", "res\\fragment.glsl");
do{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
return 0;
}
fragment.glsl
#version 330 core
out vec3 color;
void main(){
color = vec3(1,1,0);
}
vertex.glsl
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
The OpenGL Core Profile requires the use of Vertex Array Objects (VAOs). This is in the "Deprecated and Removed Features" of the spec:
Client vertex and index arrays - all vertex array attribute and element array index pointers must refer to buffer objects. The default vertex array object (the name zero) is also deprecated. Calling VertexAttribPointer when no buffer object or no vertex array object is bound will generate an INVALID_OPERATION error, as will calling any array drawing command when no vertex array object is bound.
The tutorial you are using suggests to use this code as part of your initialization:
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
This will be enough to get the tutorial code working. To make productive use of VAOs in more complex applications, you will probably want to create a VAO for each object. This will then track the full vertex setup state for the object, and allow you to set the state with a single glBindVertexArray() call before drawing.