Why does this crash when using OpenGL core profile? - c++

When I try to run this simple OpenGL test program I get a segmentation fault. This only happens when I create the context using the core profile flag. If I use the compatibility profile flag, the program runs without issue.
Edit: I checked the pointer to the function glGenVertexArrays and it returned NULL. If glfwCreateWindow doesn't return NULL, and glGetString(GL_VERSION) confirms that the context is version 4.3 and glewInit returns GLEW_OK then why is glGenVertexArrays == NULL?
My OS is Windows 7 64-bit and my GPU is a Nvidia GTX 760 with 331.82 WHQL driver.
Code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
#define GLSL(src) "#version 430 core\n" #src
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
GLuint create_program(const char* vertex_source, const char* fragment_source)
{
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_source, NULL);
glCompileShader(vs);
unsigned int fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_source, NULL);
glCompileShader(fs);
GLuint shader_program = glCreateProgram();
glAttachShader(shader_program, fs);
glAttachShader(shader_program, vs);
glLinkProgram(shader_program);
return shader_program;
}
const char* vertex_shader = GLSL(
layout(location = 0) in vec3 vertex_position;
void main()
{
gl_Position = vec4(vertex_position, 1.0);
}
);
const char* fragment_shader = GLSL(
out vec4 frag_color;
void main()
{
frag_color = vec4(1.0, 0.0, 0.0, 1.0);
}
);
int main(int argc, char* argv[])
{
if(!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//if we set GLFW_OPENGL_PROFILE to GLFW_OPENGL_CORE_PROFILE
//instead of GLFW_OPENGL_COMPAT_PROFILE the program will
//segfault at line 98, call to glGenVertexArrays
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(512, 512, "OpenGL", NULL, NULL);
if(!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
GLenum glewError = glewInit();
if(glewError != GLEW_OK)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
printf("OpenGL Version: %s\n\n", glGetString(GL_VERSION));
float position[] =
{
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 0.0f
};
unsigned short indices[] =
{
1, 0, 2,
3, 1, 2
};
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint index_buffer = 0;
GLuint vertex_buffer = 0;
glGenBuffers(1, &index_buffer);
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(position), &position, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
GLuint shader_program = create_program(vertex_shader, fragment_shader);
glUseProgram(shader_program);
while(!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}

You're actually getting an Invalid Enum [1280] from OpenGL, after you call glewInit() the easiest fix is to do.
glewExperimental = GL_TRUE;
Before you call glewInit() thereby.
glewExperimental = GL_TRUE;
GLenum glewError = glewInit();
if (glewError != GLEW_OK)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
Why? well it has to do with how GLEW loads extensions, functions, etc. by default GLEW will set some function, etc. as unsupported, thereby to get around that you need to set glewExperimental = GL_TRUE; or else it will generate an error like you where getting.
Experimental Drivers
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.
Source
Extra
Always remember to check for OpenGL Errors, they usually tell you what's wrong and/or help you find the problem.
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
std::cout << "OpenGL Error: " << error << std::endl;
}
You can read about the different errors here.

Output the value of glGenVertexArrays. It is likely 0 or null right now. I've found I have to setup certain functions first even in the core profile.

I've encountered similar issues with glew not properly initializing all the function pointers if you create a core profile. I've meant to look into the glew implementation to see why this is the case but haven't gotten around it it, since the compatibility context is serving me OK.
However, one possibility you could try is to use GLFW to create a compatibility context, initialize GLEW, destroy the GLFW window and create a new one with the core context.

Related

Fragment shader compiles and links but doesn't have any effect [closed]

Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 3 months ago.
Improve this question
I just started learning OpenGL by following https://learnopengl.com/Getting-started/Hello-Triangle, following the tutorial I wrote the code as per my understanding which compiles and does give me an output but instead of an orangish triangle it shows a white one. If I replace the shaderProgram() with the code from https://learnopengl.com/code_viewer_gh.php?code=src/1.getting_started/2.1.hello_triangle/hello_triangle.cpp it works (shows the orange triangle), so I think I narrowed the problem to shader program compilation, I just couldn't find what's wrong with it, following is my code.
// Local Headers
#include "glitter.hpp"
// System Headers
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// Standard Headers
#include <cstdio>
#include <cstdlib>
#include <stdexcept>
#include <iostream>
#include <memory>
void _delete_shader(const GLuint *shader)
{
if (!shader) return;
glDeleteShader(*shader);
delete shader;
}
using shader_t = std::unique_ptr<GLuint, decltype(&_delete_shader)>;
// window resize callback
void framebuffer_size_callback(GLFWwindow* , int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
shader_t compileShader(const char *source, GLenum shaderType)
{
auto shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
int success;
char log[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
throw std::runtime_error(log);
}
return shader_t(new GLuint {shader}, &_delete_shader);
}
shader_t vertexshader() try
{
static const char *source = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
)";
return compileShader(source, GL_VERTEX_SHADER);
}
catch(const std::exception& e)
{
printf("error in vertex shader, %s\n", e.what());
exit(-1);
}
shader_t fragmentShader() try
{
static const char *source = R"(
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
)";
return compileShader(source, GL_FRAGMENT_SHADER);
}
catch(const std::exception &e)
{
printf("error in fragment shader, %s\n", e.what());
exit(-1);
}
uint32_t shaderProgram() try
{
uint32_t program = glCreateProgram();
const auto vertexShader = ::vertexshader();
glAttachShader(program, *vertexShader);
const auto fragmentShader = ::fragmentShader();
glAttachShader(program, *fragmentShader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success)
{
char log[512];
glGetProgramInfoLog(program, 512, nullptr, log);
throw std::runtime_error(log);
}
}
catch(const std::exception &e)
{
printf("error in shader program, %s\n", e.what());
exit(-1);
}
int main(int , char * [])
{
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, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr)
{
printf("Failed to create window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
puts("Failed to initialize GLAD\n");
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
float vertices[] =
{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
const auto shaderProgram = ::shaderProgram();
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
// copy vertices into gpu memory
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// how data should be interpreted
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
// inputs
processInput(window);
// paint color
glClearColor(.2f, .3f, .3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// final rendering step
glfwSwapBuffers(window);
// check for events
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
shaderProgram() never returns anything, so the name of your GL program object is just lost, and your shaderProgram local variable contains just some undefined value, hence you never use that program.
Note that such mistakes will be spotted by almost every decent compiler, just enable (and read) the warnings...

Basic openGL | Black Screen

This program should render a single triangle, but only a black screen is shown.
I've updated this code to reflect the changes suggested in the answers/comments.
[Ubuntu 16.04, GLFW, GLEW]
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
int main(int argc, char* argv[])
{
glfwInit();
// 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);
GLFWwindow *window = glfwCreateWindow(800, 600, "OpenGL Practice", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
GLfloat verts[] = {
+0.0f, +1.0f,
-1.0f, -1.0f,
+1.0f, -1.0f
};
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
// glVertexPointer(2, GL_FLOAT, 0, 0);
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
[Update: Seems that the tutorial this code was based on was using a much older version of openGL, where shaders were not required. This was devilishly difficult to find, for a beginner, as the setup was exactly the same and there were no compilation or runtime errors. I have marked the answer closest to this explanation as correct below.]
Even though you created a VBO and VAO and has filled them you aren't using them correctly.
You first need to bind VAO and then bind VBO and then copy data to the buffer and use glVertexAttribPointer() function then unbind both buffers.
Then before rendering bind the VAO again and unbind it after drawing.
You Also Need SHADERS
I don't see any shader in your code.
Here's a working code :
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
// The MAIN function, from here we start the application and run the game loop
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// Build and compile our shader program
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
GLuint 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::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f, // Left
0.5f, -0.5f, 0.0f, // Right
0.0f, 0.5f, 0.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
Source : https://learnopengl.com/code_viewer.php?code=getting-started/hellotriangle
I recommend you to learn OpenGL from start. https://learnopengl.com/ is a great place to learn OpenGL.
You have Draw -> Clear -> Swap.
Clear before you draw, not after:
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, width, height);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
}

glfw not updating window on my computer only

I have written a small application that uses opengl for graphics and glfw for window handling. However, when I draw something different on the screen, the window is not updated unless I unfocus it and go back by alt tab for example or resize it. However, I tested the exact same program on a different computer and it worked perfectly, so it must be a problem with my computer or a bug with glfw, how can I fix/debug this?
Here is the code I used when debugging, nothing changes unless I alt tab:
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 800;
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Assignment1", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions, this is for input from the keyboard
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Build and compile our shader program
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
GLuint 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::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f, // Left
0.5f, -0.5f, 0.0f, // Right
0.0f, 0.5f, 0.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO); // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
// Game loop
int mo = 0;
auto mode = GL_LINE;
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
glBindVertexArray(VAO);
glUseProgram(shaderProgram);
glfwSwapInterval(3);
if (mo++ % 2)
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
mode = GL_LINE;
glfwMakeContextCurrent(window);
}
else
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glfwMakeContextCurrent(window);
mode = GL_FILL;
}
// Render
// Clear the colorbuffer
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
glPolygonMode(GL_FRONT_AND_BACK, mode);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glBindVertexArray(0);
// Swap the screen buffers
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
The above code was used to test as many things as possible this may be easier to check, when pressing l or f nothing happens, but again alt tab or resizing will display the result:
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 800;
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
auto type = GL_LINE;
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Assignment1", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions, this is for input from the keyboard
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Build and compile our shader program
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
GLuint 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::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f, // Left
0.5f, -0.5f, 0.0f, // Right
0.0f, 0.5f, 0.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO); // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
// Game loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
std::cout << type << "\n";
glUseProgram(shaderProgram);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
glPolygonMode(GL_FRONT_AND_BACK, type);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
// Swap the screen buffers
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
else if (key == GLFW_KEY_F)
{
type = GL_FILL;
}
else if (key == GLFW_KEY_L)
{
type = GL_LINE;
}
}

Get 0:1(1): error: syntax error, unexpected $end when trying to compile shader

I'm making a simple program to render a triangle. The program reads a vertex shader and a fragment shader from a file and compiles them. However one of the shaders - but never both of them - will not compile.
This is the source code of my main file:
//glew
#define GLEW_STATIC
#include <GL/glew.h>
//GLFW
#include <GLFW/glfw3.h>
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
//Read shaders from file
const GLchar* readfile(std::string filename){
std::ifstream file (filename, std::ifstream::in);
std::stringstream buffer;
buffer << file.rdbuf();
std::string dataString = buffer.str();
const char *dataCString = dataString.c_str();
const GLchar *data = const_cast<GLchar*>(dataCString);
file.close();
return data;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode){
//when user presses the escape key WindowShouldClose is set to true closing the application
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS){
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
void render(){
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0,3);
}
int main(){
//initialize glfw with necessary information
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
//create a window with glfw
GLFWwindow* window = glfwCreateWindow(800, 600, "opengl window", nullptr, nullptr);
glfwMakeContextCurrent(window);
//set required key callback functions
glfwSetKeyCallback(window, key_callback);
//initialize glew
glewExperimental = GL_TRUE;
glewInit();
//specify size of rendering window
glViewport(0, 0, 800, 600);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
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)
};
GLuint vbo;
glGenBuffers(1, &vbo); //Generate 1 buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const GLchar* vertexSource = readfile("vertexShader.glsl");
const GLchar* fragmentSource = readfile("fragmentShader.glsl");
//Compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
//Check vertex shader compiled sucessfully
GLint vertexStatus;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexStatus);
std::cout << "Vertex shader compiled: " << vertexStatus << std::endl;
char buffer[1024];
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
std::cout << buffer << std::endl;
//Compile fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
//Check fragment shader compiled sucessfully
GLint fragmentStatus;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentStatus);
std::cout << "Fragment shader compiled: " << fragmentStatus << std::endl;
glGetShaderInfoLog(fragmentShader, 1024, NULL, buffer);
std::cout << buffer << std::endl;
//Compile shaders into program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
//game loop
while(!glfwWindowShouldClose(window)){
//check and call events
glfwPollEvents();
//rendering goes here
render();
//swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
This is fragmentShader.glsl:
#version 150 core
out vec4 outColor;
void main()
{
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}
This is vertexShader.glsl
#version 150 core
in vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
}
I get this error when one of the shaders doesn't compile and I'm 99.99% that there's no garbage characters on my first line that could be causing this.
0:1(1): error: syntax error, unexpected $end
Your dataString has only local lifetime in readfile(), so the pointer you are returning is invalid as soon as the function is left.
I had a similar issue. I was reading in shaders from txt files before compiling them. Examples around the net have you storing shaders as a char*[]. This can cause both the error listed here, and "preprocessor error: Illegal non-directive after #" due to white space and null-termination shenanigans.
Changing &vertexSource to vertexSource will make the compiler correctly read it as one long string without null terminators.

Segfault on glProgramUniform1i [closed]

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I'm trying to get screenWidth and screenHeight into my fragment shader through uniform variables. Here's my main.cpp where the offender lies, I can get the location (non -1) but when it actually sets the uniform variable thingy I segfault.
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <stdio.h>
#include "math_3d.h"
#include "shader.h"
// Global
GLuint VBO;
static void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glutSwapBuffers();
}
static void CreateVertexBuffer()
{
Vector3f Verticies[3];
Verticies[0] = Vector3f(-1.0f, -1.0f, 0.0f);
Verticies[1] = Vector3f(1.0f, -1.0f, 0.0f);
Verticies[2] = Vector3f(0.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Verticies), Verticies, GL_STATIC_DRAW);
}
int main(int argc, char** argv)
{
const int SCREEN_WIDTH = 800, SCREEN_HEIGHT = 600;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowSize(SCREEN_WIDTH, SCREEN_HEIGHT);
glutInitWindowPosition(100, 100);
glutCreateWindow("Test Window");
glutDisplayFunc(RenderSceneCB);
GLenum res = glewInit();
if(res != GLEW_OK)
{
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
return 1;
}
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
printf("Renderer: %s\n", renderer);
printf("Version: %s\n", version);
Shader vertexShader(GL_VERTEX_SHADER, "shader.vs");
Shader fragShader(GL_FRAGMENT_SHADER, "shader.fs");
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader.shader);
glAttachShader(program, fragShader.shader);
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
printf("No link\n");
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
if (status == GL_FALSE)
{
printf("No validate\n");
}
glUseProgram(program);
printf("UNIFORM\n");
// Set uniform variables
GLint location = glGetUniformLocation(program, "screenWidth");
printf("loc: %d\n", location);
glProgramUniform1i(program, location, 800);
/*
GLint location2 = glGetUniformLocation(program, "screenHeight");
printf("loc: %d\n", location2);
glProgramUniform1i(program, location2, 600);
printf("uniform done\n");
*/
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glPointSize(10.0f);
CreateVertexBuffer();
glutMainLoop();
return 0;
}
The shader looks like this:
#version 130
uniform int screenWidth = 800;
uniform int screenHeight = 600;
out vec4 FragColor;
void main()
{
FragColor = vec4(gl_FragCoord.x/screenWidth, gl_FragCoord.y/screenHeight, 0.0, 1.0);
}
Your problem is actually that glProgramUniform1i (...) is relatively new. You have not come out and stated your OpenGL version explicitly, but your shader targets GLSL 1.30 (OpenGL 3.0) so chances are very good your implementation does not understand that function.
That function started out life in the Direct State Access extension (GL_EXT_direct_state_access), where it goes by the name glProgramUniform1iEXT (...) and was promoted to core when Separate Shader Objects were (GL 4.1).
The only difference between the two functions (glUniform1i (...) and glProgramUniform1i{EXT} (...)) is that one uses the currently bound program object, and the other lets you pass the one you need.
Changed how I set the uniform variables to this and everything worked out. I changed glProgramUniform1i to glUniform1i and took away the program parameter.
Here's the final main.cpp, look for the uniform section to see my changes.
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <stdio.h>
#include "math_3d.h"
#include "shader.h"
// Global
GLuint VBO;
static void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glutSwapBuffers();
}
static void CreateVertexBuffer()
{
Vector3f Verticies[3];
Verticies[0] = Vector3f(-1.0f, -1.0f, 0.0f);
Verticies[1] = Vector3f(1.0f, -1.0f, 0.0f);
Verticies[2] = Vector3f(0.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Verticies), Verticies, GL_STATIC_DRAW);
}
int main(int argc, char** argv)
{
const int SCREEN_WIDTH = 800, SCREEN_HEIGHT = 600;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowSize(SCREEN_WIDTH, SCREEN_HEIGHT);
glutInitWindowPosition(100, 100);
glutCreateWindow("Test Window");
glutDisplayFunc(RenderSceneCB);
GLenum res = glewInit();
if(res != GLEW_OK)
{
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
return 1;
}
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
printf("Renderer: %s\n", renderer);
printf("Version: %s\n", version);
Shader vertexShader(GL_VERTEX_SHADER, "shader.vs");
Shader fragShader(GL_FRAGMENT_SHADER, "shader.fs");
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader.shader);
glAttachShader(program, fragShader.shader);
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
printf("No link\n");
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
if (status == GL_FALSE)
{
printf("No validate\n");
}
glUseProgram(program);
// Set uniform variables
GLint location = glGetUniformLocation(program, "screenWidth");
glUniform1i(location, 800);
GLint location2 = glGetUniformLocation(program, "screenHeight");
glUniform1i(location2, 600);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glPointSize(10.0f);
CreateVertexBuffer();
glutMainLoop();
return 0;
}