I'm trying to draw a red rectangle using 2 triangles. I can clear the screen but I cannot get my triangles to render. What am I doing wrong?
Solid.vert shader:
#ifndef STRINGIFY
#define STRINGIFY(a) #a
#endif
char *vsSolid = STRINGIFY(
uniform mat4 Projection;
uniform mat4 ModelView;
attribute vec4 vPosition;
void main()
{
gl_Position = Projection * ModelView * vPosition;
}
);
Solid.frag shader:
#ifndef STRINGIFY
#define STRINGIFY(a) #a
#endif
char *fsSolid = STRINGIFY(
precision mediump float;
void main()
{
gl_FragColor = vec4( 1.0, 0, 0, 1 );
}
);
Program:
#import <Foundation/Foundation.h>
#include "SDL.h"
#include <time.h>
#include "SDL_opengles.h"
#include "SDL_opengles2.h"
#define FALSE 0
#define TRUE 1
#ifndef BOOL
#define BOOL int
#endif
#define min(a,b) ((a) < (b) ? (a) : (b))
#define max(a,b) ((a) > (b) ? (a) : (b))
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#include "Solid.vert"
#include "Solid.frag"
GLuint g_SolidProgram = 0;
BOOL g_Running = TRUE;
SDL_Window *g_SDLWindow = NULL;
SDL_Surface *g_SDLSurface = NULL;
SDL_Renderer *g_SDLRenderer = NULL;
SDL_Texture *g_SDLTexture = NULL;
int g_ScreenHeight = SCREEN_HEIGHT;
int g_ScreenWidth = SCREEN_WIDTH;
//--------------------------------------------------------------------------------------------
// BuildShader()
//--------------------------------------------------------------------------------------------
GLuint BuildShader( char *pszSource, GLenum shaderType )
{
GLuint hShader = glCreateShader( shaderType );
glShaderSource(hShader, 1, &pszSource, 0 );
glCompileShader( hShader );
GLint compileSuccess;
if( compileSuccess == GL_FALSE )
{
GLchar message[ 256 ];
glGetShaderInfoLog( hShader, sizeof( message ), 0, &message[ 0 ] );
printf( "%s\n", message );
exit( 1 );
}
return hShader;
}
//--------------------------------------------------------------------------------------------
// BuildProgram()
//--------------------------------------------------------------------------------------------
GLuint BuildProgram( char *pszVertexShaderSource, char *pszFragmentShaderSource )
{
GLuint vShader = BuildShader( pszVertexShaderSource, GL_VERTEX_SHADER );
GLuint fShader = BuildShader( pszFragmentShaderSource, GL_FRAGMENT_SHADER );
GLuint hProgram = glCreateProgram();
glAttachShader( hProgram, vShader );
glAttachShader( hProgram, fShader );
glLinkProgram( hProgram );
GLint linkSuccess;
glGetProgramiv( hProgram, GL_LINK_STATUS, &linkSuccess );
if( linkSuccess == GL_FALSE )
{
GLchar message[ 256 ];
glGetProgramInfoLog( hProgram, sizeof( message ), 0, &message[ 0 ] );
printf( "%s\n", message );
exit( 1 );
}
return hProgram;
}
//--------------------------------------------------------------------------------------------
// ApplyOrtho()
//--------------------------------------------------------------------------------------------
void ApplyOrtho( float maxX, float maxY )
{
float a = 1.0f / maxX;
float b = 1.0f / maxY;
float ortho[ 16 ] =
{
a, 0, 0, 0,
0, b, 0, 0,
0, 0, -1, 0,
0, 0, 0, 1
};
GLint uProjection = glGetUniformLocation( g_SolidProgram, "Projection" );
glUniformMatrix4fv( uProjection, 1, 0, &ortho[ 0 ] );
}
//--------------------------------------------------------------------------------------------
// ApplyRotation()
//--------------------------------------------------------------------------------------------
void ApplyRotation( float degrees )
{
float radians = degrees * 3.14159f / 180.0f;
float s = sinf( radians );
float c = cosf( radians );
float zRotation[ 16 ] =
{
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
GLint uModelView = glGetUniformLocation( g_SolidProgram, "ModelView" );
glUniformMatrix4fv( uModelView, 1, 0, &zRotation[ 0 ] );
}
//--------------------------------------------------------------------------------------------
// InitSDL()
//--------------------------------------------------------------------------------------------
void InitSDL( void )
{
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
exit( -1 );
atexit( SDL_Quit );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // *new*
SDL_DisplayMode currentDisplay;
SDL_GetCurrentDisplayMode( 0, ¤tDisplay );
g_ScreenWidth = max( currentDisplay.w, currentDisplay.h );
g_ScreenHeight = min( currentDisplay.w, currentDisplay.h );
SDL_DisplayMode displayMode;
SDL_GetDesktopDisplayMode( 0, &displayMode );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 0 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
g_SDLWindow = SDL_CreateWindow( "Test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
g_ScreenWidth,
g_ScreenHeight,
/* SDL_WINDOW_FULLSCFREEN | */ SDL_WINDOW_OPENGL );
if( g_SDLWindow == NULL )
exit( -1 );
SDL_GL_CreateContext( g_SDLWindow );
glViewport( 0, 0, g_ScreenWidth, g_ScreenHeight ); // Reset The Current Viewport
glClearColor( 0.9f, 0.9f, 0.9f, 1.0f );
g_SolidProgram = BuildProgram( vsSolid, fsSolid );
glUseProgram( g_SolidProgram );
ApplyOrtho( 2, 3 );
ApplyRotation( 0 );
}
// We have to create the vertices of our triangle.
float vertices[] =
{
10.0f, 200.0f, 0.0f,
10.0f, 100.0f, 0.0f,
100.0f, 100.0f, 0.0f,
100.0f, 200.0f, 0.0f,
};
short indices[] =
{
0, 1, 2,
0, 2, 3
}; // The order of vertex rendering.
//--------------------------------------------------------------------------------------------
// Draw()
//--------------------------------------------------------------------------------------------
void Draw( int x, int y )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
GLuint hPosition = glGetAttribLocation( g_SolidProgram, "vPosition" );
glEnableVertexAttribArray( hPosition );
// Prepare the triangle coordinate data
glVertexAttribPointer( hPosition, 3, GL_FLOAT, FALSE, 0, vertices );
// Draw the triangle
glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
// Disable vertex array
glDisableVertexAttribArray( hPosition );
}
//--------------------------------------------------------------------------------------------
// main()
//--------------------------------------------------------------------------------------------
int main( int argc, char* argv[] )
{
InitSDL();
SDL_Event event;
while( g_Running )
{
while( SDL_PollEvent( &event ) )
{
switch( event.type )
{
case SDL_QUIT:
g_Running = false;
break;
}
}
Draw( 100, 100 );
SDL_GL_SwapWindow( g_SDLWindow );
}
SDL_Quit();
return EXIT_SUCCESS;
}
The problem is the Projection * ModelView multiplier in the vertex shader. Remove that and it works.. I obviously don't understand the book content that this is derived from.
UPDATE: The vertices I was using were huge. The program below works. I hope it helps anybody else who's stuck:
#import <Foundation/Foundation.h>
#include "SDL.h"
#include <time.h>
#include "SDL_opengles.h"
#include "SDL_opengles2.h"
#define FALSE 0
#define TRUE 1
#ifndef BOOL
#define BOOL int
#endif
#define min(a,b) ((a) < (b) ? (a) : (b))
#define max(a,b) ((a) > (b) ? (a) : (b))
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#include "Solid.vert"
#include "Solid.frag"
void Draw( int x, int y );
GLuint g_SolidProgram = 0;
BOOL g_Running = TRUE;
SDL_Window *g_SDLWindow = NULL;
SDL_Surface *g_SDLSurface = NULL;
SDL_Renderer *g_SDLRenderer = NULL;
SDL_Texture *g_SDLTexture = NULL;
int g_ScreenHeight = SCREEN_HEIGHT;
int g_ScreenWidth = SCREEN_WIDTH;
//--------------------------------------------------------------------------------------------
// BuildShader()
//--------------------------------------------------------------------------------------------
GLuint BuildShader( char *pszSource, GLenum shaderType )
{
GLuint hShader = glCreateShader( shaderType );
glShaderSource(hShader, 1, &pszSource, 0 );
glCompileShader( hShader );
GLint compileSuccess;
if( compileSuccess == GL_FALSE )
{
GLchar message[ 256 ];
glGetShaderInfoLog( hShader, sizeof( message ), 0, &message[ 0 ] );
printf( "%s\n", message );
exit( 1 );
}
return hShader;
}
//--------------------------------------------------------------------------------------------
// BuildProgram()
//--------------------------------------------------------------------------------------------
GLuint BuildProgram( char *pszVertexShaderSource, char *pszFragmentShaderSource )
{
GLuint vShader = BuildShader( pszVertexShaderSource, GL_VERTEX_SHADER );
GLuint fShader = BuildShader( pszFragmentShaderSource, GL_FRAGMENT_SHADER );
GLuint hProgram = glCreateProgram();
glAttachShader( hProgram, vShader );
glAttachShader( hProgram, fShader );
glLinkProgram( hProgram );
GLint linkSuccess;
glGetProgramiv( hProgram, GL_LINK_STATUS, &linkSuccess );
if( linkSuccess == GL_FALSE )
{
GLchar message[ 256 ];
glGetProgramInfoLog( hProgram, sizeof( message ), 0, &message[ 0 ] );
printf( "%s\n", message );
exit( 1 );
}
return hProgram;
}
//--------------------------------------------------------------------------------------------
// ApplyOrtho()
//--------------------------------------------------------------------------------------------
void ApplyOrtho( float maxX, float maxY )
{
float a = 1.0f / maxX;
float b = 1.0f / maxY;
float ortho[ 16 ] =
{
a, 0, 0, 0,
0, b, 0, 0,
0, 0, -1, 0,
0, 0, 0, 1
};
GLint uProjection = glGetUniformLocation( g_SolidProgram, "Projection" );
glUniformMatrix4fv( uProjection, 1, 0, &ortho[ 0 ] );
}
//--------------------------------------------------------------------------------------------
// ApplyRotation()
//--------------------------------------------------------------------------------------------
void ApplyRotation( float degrees )
{
float radians = degrees * 3.14159f / 180.0f;
float s = sinf( radians );
float c = cosf( radians );
float zRotation[ 16 ] =
{
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
GLint uModelView = glGetUniformLocation( g_SolidProgram, "ModelView" );
glUniformMatrix4fv( uModelView, 1, 0, &zRotation[ 0 ] );
}
//--------------------------------------------------------------------------------------------
// InitSDL()
//--------------------------------------------------------------------------------------------
void InitSDL( void )
{
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
exit( -1 );
atexit( SDL_Quit );
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_DisplayMode currentDisplay;
SDL_GetCurrentDisplayMode( 0, ¤tDisplay );
g_ScreenWidth = max( currentDisplay.w, currentDisplay.h );
g_ScreenHeight = min( currentDisplay.w, currentDisplay.h );
SDL_DisplayMode displayMode;
SDL_GetDesktopDisplayMode( 0, &displayMode );
g_SDLWindow = SDL_CreateWindow( "Test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
g_ScreenWidth,
g_ScreenHeight,
/* SDL_WINDOW_FULLSCFREEN | */ SDL_WINDOW_OPENGL );
if( g_SDLWindow == NULL )
exit( -1 );
SDL_GL_CreateContext( g_SDLWindow );
g_SolidProgram = BuildProgram( vsSolid, fsSolid );
glUseProgram( g_SolidProgram );
ApplyOrtho( 4, 3 );
ApplyRotation( 0 );
}
// We have to create the vertices of our triangle.
float vertices[] =
{
-0.25, -0.25, 0.0f,
-0.25, 0.25, 0,
0.25, 0.25, 0,
0.25, -0.25, 0,
};
short indices[] =
{
0, 1, 2,
0, 2, 3
}; // The order of vertex rendering.
//--------------------------------------------------------------------------------------------
// Draw()
//--------------------------------------------------------------------------------------------
void Draw( int x, int y )
{
glViewport( 0, 0, g_ScreenWidth, g_ScreenHeight ); // Reset The Current Viewport
glClearColor( 0.9f, 0.9f, 0.9f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
GLuint hPosition = glGetAttribLocation( g_SolidProgram, "vPosition" );
glEnableVertexAttribArray( hPosition );
// Prepare the triangle coordinate data
glVertexAttribPointer( hPosition, 3, GL_FLOAT, FALSE, 0, vertices );
// Draw the triangle
glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
// Disable vertex array
glDisableVertexAttribArray( hPosition );
}
//--------------------------------------------------------------------------------------------
// main()
//--------------------------------------------------------------------------------------------
int main( int argc, char* argv[] )
{
InitSDL();
SDL_Event event;
while( g_Running )
{
while( SDL_PollEvent( &event ) )
{
switch( event.type )
{
case SDL_QUIT:
g_Running = false;
break;
}
}
Draw( 100, 100 );
SDL_GL_SwapWindow( g_SDLWindow );
}
SDL_Quit();
return EXIT_SUCCESS;
}
Related
The following code compiles and runs without errors on linux but gives error
"Error validating program: 'Validation Failed: No vertex array object bound."
on mac OS 10.14.2 (Mojave). Note that the program compiles successfully but has a problem during runtime.
MacBook Pro (Retina, 15-inch, Mid 2015)
I am compiling using g++ -std=c++11 test.cpp -w -framework OpenGL -lglfw -lGLEW -o p
test.cpp
#include <bits/stdc++.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
#define cout(a) cout<<a<<endl
// IDs
GLuint VAO, VBO, VAO2, VBO2, shaderID, uniformModel;
float scale = 1.0, x = 0.0, y = 0.0;
const int numPoints = 50000;
const char* vShader = "shader.vert";
const char* fShader = "shader.frag";
void createSierpinskiGasket()
{
GLfloat points[3 * numPoints];
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f
};
points[0] = 0.25f; points[1] = 0.50f; points[2] = 0.0f;
for(int i = 3; i < numPoints * 3; i += 3)
{
int j = rand() % 3;
points[i] = (points[i - 3] + vertices[j * 3]) / 2.0;
points[i + 1] = (points[i - 2] + vertices[j * 3 + 1]) / 2.0;
points[i + 2] = (points[i - 1] + vertices[j * 3 + 2]) / 2.0;
}
glGenVertexArrays(1, &VAO2);
glBindVertexArray(VAO2);
glGenBuffers(1, &VBO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void createTriangle()
{
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &VAO);
// Subsequent code will be associated with this VAO
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
// GL_ARRAY_BUFFER = Vertex data
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// GL_STATIC_DRAW = Not going to change the data (transforms are OK)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Location, number, type, normalize, stride, offset
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Enable location 0
glEnableVertexAttribArray(0);
// Unbinding
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void addShader(const char* shaderIDCode, GLenum shaderIDType)
{
GLuint theShader = glCreateShader(shaderIDType);
const GLchar* theCode[1];
theCode[0] = shaderIDCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderIDCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if (!result)
{
glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
printf("Error compiling the %d shaderID: '%s'\n", shaderIDType, eLog);
return;
}
glAttachShader(shaderID, theShader);
}
void compileShader(const char* vertexCode, const char* fragmentCode)
{
// Creating shaderID program
shaderID = glCreateProgram();
if(!shaderID)
{
cout("Error creating shaderID.");
return;
}
addShader(vertexCode, GL_VERTEX_SHADER);
addShader(fragmentCode, GL_FRAGMENT_SHADER);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glLinkProgram(shaderID);
glGetProgramiv(shaderID, GL_LINK_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error linking program: '%s'\n", eLog);
return;
}
glValidateProgram(shaderID);
glGetProgramiv(shaderID, GL_VALIDATE_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error validating program: '%s'\n", eLog);
return;
}
}
string readFile(const char* fileLocation)
{
string content;
ifstream fileStream(fileLocation, ios::in);
if (!fileStream.is_open()) {
printf("Failed to read %s! File doesn't exist.", fileLocation);
return "";
}
string line = "";
while (!fileStream.eof())
{
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
void createShader(const char* vertexLocation, const char* fragmentLocation)
{
string vertexString = readFile(vertexLocation);
string fragmentString = readFile(fragmentLocation);
const char* vertexCode = vertexString.c_str();
const char* fragmentCode = fragmentString.c_str();
compileShader(vertexCode, fragmentCode);
}
void handleKeys(GLFWwindow* window, int key, int code, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key == GLFW_KEY_EQUAL && action == GLFW_PRESS)
{
scale += 0.05;
}
if (key == GLFW_KEY_MINUS && action == GLFW_PRESS)
{
scale -= 0.05;
}
if (key == GLFW_KEY_LEFT && action == GLFW_PRESS)
{
x -= 0.05;
}
if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS)
{
x += 0.05;
}
if (key == GLFW_KEY_UP && action == GLFW_PRESS)
{
y += 0.05;
}
if (key == GLFW_KEY_DOWN && action == GLFW_PRESS)
{
y -= 0.05;
}
}
int main(void)
{
const GLint WIDTH = 800, HEIGHT = 600;
// Initializing GLFW
if(!glfwInit())
{
cout("GLFW initialization failed.");
glfwTerminate();
return 1;
}
// Setup GLFW window properties
// OpenGL version
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// Not backwards compatible
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Allow forward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "Test Window", NULL, NULL);
if(!mainWindow)
{
cout("GLFW window creation failed.");
glfwTerminate();
return 1;
}
// Get buffer size information
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);
// Set context for GLEW to use
glfwMakeContextCurrent(mainWindow);
// Allow modern extension features
glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK)
{
cout("GLEW initialization failed.");
glfwDestroyWindow(mainWindow);
glfwTerminate();
return 1;
}
// Setup viewport size
glViewport(0, 0, bufferWidth, bufferHeight);
createTriangle();
createShader(vShader, fShader);
createSierpinskiGasket();
uniformModel = glGetUniformLocation(shaderID, "model");
// Loop until window is closed
while(!glfwWindowShouldClose(mainWindow))
{
// Get and handle user input
glfwPollEvents();
glfwSetKeyCallback(mainWindow, handleKeys);
// Clear window
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Clear colour buffer before next frame
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderID);
glm::mat4 model = glm::mat4();
model = glm::translate(model, glm::vec3(x, y, 0));
//model = glm::rotate(model, rotX * toRadians, glm::vec3(1, 0, 0));
//model = glm::rotate(model, rotY * toRadians, glm::vec3(0, 1, 0));
//model = glm::rotate(model, rotZ * toRadians, glm::vec3(0, 0, 1));
model = glm::scale(model, glm::vec3(scale, scale, scale));
glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
/*glBindVertexArray(VAO2);
glDrawArrays(GL_POINTS, 0, numPoints);
glBindVertexArray(0);*/
glUseProgram(0);
glfwSwapBuffers(mainWindow);
}
return 0;
}
shader.frag
#version 330
in vec4 vCol;
uniform mat4 model;
out vec4 color;
void main()
{
//color = vec4(1.0f, 1.0f, 0.0f, 1.0f);
color = vec4(vCol.x, vCol.y, 0.5, 1.0);
}
shader.vert
#version 330
layout (location = 0) in vec3 pos;
uniform mat4 model;
out vec4 vCol;
void main()
{
gl_Position = model * vec4(pos.x, pos.y, pos.z, 1.0f);
vCol = vec4(clamp(pos, 0.0f, 1.0f), 1.0f);
}
The message
Validation Failed: No vertex array object bound.
means that the validation of the program could not be performed, because no Vertex Array Object is bound, when glValidateProgram is called
See OpenGL 4.6 API Core Profile Specification; 11.1. VERTEX SHADERS; page 402
[...] As a development aid, use the command
void ValidateProgram( uint program );
to validate the program object program against the current GL state.
This means that the VAO which is should be drawn, by the shader program, has to be bound, before glValidateProgram is called.
Bind the "triangle" VAO, before the shader program is validated:
createTriangle();
glBindVertexArray(VAO);
createShader(vShader, fShader);
these days I am learning something about OpenGL in the website LearnOpenGL(https://learnopengl.com/Getting-started/Hello-Triangle),and i use Xcode to run the code.My Xcode's version is 10.0 (10A255).About several days before, after the command line tool is updated, some code can not be compiled.The error information is linker command failed with exit code 1 (use -v to see invocation).I have add the link library already
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int
height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char 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;
}
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
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);
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
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(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
processInput(window);
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);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
I want to achieve egl offscreen rendering with pbuffer surface. but all I can read back is the background color. things I draw can't be seen.
for example, if I clear the screen with blue, the read back image via glReadPixel is just a blue-colored image, there is no other things.
I have really run out of ideas
#include <QCoreApplication>
#include <QDebug>
#include <QImage>
#include <GLES2/gl2.h>
#include <EGL/egl.h>
#include <QElapsedTimer>
GLuint LoadShader(const char *shaderSrc, GLenum type)
{
GLuint shader;
GLint compiled;
// Create the shader object
shader = glCreateShader(type);
if(shader == 0)
return 0;
// Load the shader source
glShaderSource(shader, 1, &shaderSrc, NULL);
// Compile the shader
glCompileShader(shader);
// Check the compile status
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if(!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
qDebug() << "Error compiling shader:" << infoLog;
free(infoLog);
}
glDeleteShader(shader);
return 0;
}
return shader;
}
int main(int argc, char *argv[])
{
GLuint renderBufferWidth = 1920;
GLuint renderBufferHeight = 1080;
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE };
// Step 1 - Get the default display.
EGLDisplay eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);
// Step 2 - Initialize EGL.
eglInitialize(eglDisplay, 0, 0);
// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
// Step 4 - Specify the required configuration attributes.
EGLint pi32ConfigAttribs[23];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_PBUFFER_BIT;
pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;
pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT;
pi32ConfigAttribs[4] = EGL_CONFORMANT;
pi32ConfigAttribs[5] = EGL_OPENGL_ES2_BIT;
pi32ConfigAttribs[6] = EGL_COLOR_BUFFER_TYPE;
pi32ConfigAttribs[7] = EGL_RGB_BUFFER;
pi32ConfigAttribs[8] = EGL_LUMINANCE_SIZE;
pi32ConfigAttribs[9] = 0;
pi32ConfigAttribs[10] = EGL_RED_SIZE;
pi32ConfigAttribs[11] = 5;
pi32ConfigAttribs[12] = EGL_GREEN_SIZE;
pi32ConfigAttribs[13] = 6;
pi32ConfigAttribs[14] = EGL_BLUE_SIZE;
pi32ConfigAttribs[15] = 5;
pi32ConfigAttribs[16] = EGL_ALPHA_SIZE;
pi32ConfigAttribs[17] = 0;
pi32ConfigAttribs[18] = EGL_DEPTH_SIZE;
pi32ConfigAttribs[19] = 16;
pi32ConfigAttribs[20] = EGL_LEVEL;
pi32ConfigAttribs[21] = 0;
pi32ConfigAttribs[22] = EGL_NONE;
// Step 5 - Find a config that matches all requirements.
int iConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1,
&iConfigs);
if (iConfigs != 1)
{
printf("Error: eglChooseConfig(): config not found.\n");
exit(-1);
}
EGLint pbufferAttribs[5];
pbufferAttribs[0] = EGL_WIDTH;
pbufferAttribs[1] = renderBufferWidth;
pbufferAttribs[2] = EGL_HEIGHT;
pbufferAttribs[3] = renderBufferHeight;
pbufferAttribs[4] = EGL_NONE;
// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig, pbufferAttribs);
if (eglSurface == EGL_NO_SURFACE)
{
qDebug() << "surface error";
exit(1);
}
// Step 7 - Create a context.
EGLContext eglContext;
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL,
ai32ContextAttribs);
if (eglContext == EGL_NO_CONTEXT)
{
qDebug() << "context error";
exit(1);
}
// Step 8 - Bind the context to the current thread
bool result = eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
if (!result)
{
qDebug() << "make current error" << eglGetError();
}
GLuint programObject;
{ //init
char* vShaderStr =
"attribute vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
char* fShaderStr =
"precision mediump float; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n"
"} \n";
GLuint vertexShader;
GLuint fragmentShader;
GLint linked;
// Load the vertex/fragment shaders
vertexShader = LoadShader(vShaderStr, GL_VERTEX_SHADER);
fragmentShader = LoadShader(fShaderStr, GL_FRAGMENT_SHADER);
// Create the program object
programObject = glCreateProgram();
if(programObject == 0)
return 0;
glAttachShader(programObject, vertexShader);
glAttachShader(programObject, fragmentShader);
// Bind vPosition to attribute 0
glBindAttribLocation(programObject, 0, "vPosition");
// Link the program
glLinkProgram(programObject);
// Check the link status
glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
if(!linked)
{
GLint infoLen = 0;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(programObject, infoLen, NULL, infoLog);
qDebug() <<"Error linking program:" << infoLog;
free(infoLog);
}
glDeleteProgram(programObject);
}
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
}
{//draw
GLfloat vVertices[] = {0.0f, 1.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f};
// Set the viewport
glViewport(0, 0, 1920, 1080);
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(programObject);
// Load the vertex data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
int size = 4 * renderBufferHeight * renderBufferWidth;
unsigned char *data2 = new unsigned char[size];
eglSwapBuffers( eglDisplay, eglSurface);
glReadPixels(0,0,renderBufferWidth,renderBufferHeight,GL_RGBA, GL_UNSIGNED_BYTE, data2);
qDebug() << glGetError() << eglGetError();
QImage saveImage(data2, renderBufferWidth, renderBufferHeight, QImage::Format_RGBA8888_Premultiplied);
saveImage.save("haha.png");
QCoreApplication a(argc, argv);
qDebug() << "done";
return a.exec();
}
today, I ran the same program on a machine with NVIDIA graphics card and the proprietary driver installed.
it turned out that the code works very well.
this is likely a bug of intel driver.
void Rectangle(void) {
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3f(1.0,0.0,0.0);
glVertex2f(m_x-0.25,m_y-0.25);
glColor3f(1.0,0.0,0.0);
glVertex2f(m_x-0.25,m_y-0.75);
glColor3f(1.0,0.0,0.0);
glVertex2f(m_x-0.75,m_y-0.75);
glColor3f(1.0,0.0,0.0);
glVertex2f(m_x-0.75,m_y-0.25);
glEnd();
glutSwapBuffers();
I want to move the rectangle to where pressed mouse. m_x and m_y are global variable.This function has called in main glutDisplayFunc(Rectangle), mouse function like this:
void mouse(int button,int state,int x,int y)
switch(button)
{
case GLUT_LEFT_BUTTON:
if(state==GLUT_DOWN)
{
m_x=x;
m_y=y;
Rectangle();
glutSwapBuffers();
}
break;
default:
break;
}
When the application runs ,it draws a rectangle after i pressed mouse the rectangle lost.What is my wrong?
Don't render stuff in your mouse handler like that, just update the object position and queue a redraw with glutPostRedisplay():
#include <GL/glut.h>
float objX = 100;
float objY = 100;
float objSize = 50;
bool dragging = false;
void mouse( int button, int state, int x, int y )
{
if( GLUT_DOWN == state )
{
bool colliding =
objX - objSize <= x && x <= objX + objSize
&&
objY - objSize <= y && y <= objY + objSize;
if( colliding )
{
dragging = true;
objX = x;
objY = y;
glutPostRedisplay();
}
}
else
{
dragging = false;
}
}
void motion( int x, int y )
{
if( dragging )
{
objX = x;
objY = y;
glutPostRedisplay();
}
}
void drawRect( float x, float y, float size )
{
glPushMatrix();
glTranslatef( x, y, 0.0f );
glScalef( size, size, 1.0f );
glBegin( GL_QUADS );
glColor3ub( 255, 255, 255 );
glVertex2f( -1, -1 );
glVertex2f( 1, -1 );
glVertex2f( 1, 1 );
glVertex2f( -1, 1 );
glEnd();
glPopMatrix();
}
void display()
{
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
const double w = glutGet( GLUT_WINDOW_WIDTH );
const double h = glutGet( GLUT_WINDOW_HEIGHT );
glOrtho( 0, w, h, 0, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
drawRect( objX, objY, objSize );
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glutMainLoop();
return 0;
}
I'm setting up a OpenGL 3.2 Xcode project using GLFW and GLEW. I've added the GLFW include path to the header paths, and added libglfw.a to the project. I've also added the cocoa and OpenGL frameworks. Then I try to use this sample code:
main.cpp:
#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glfw.h>
#include "math3d.h"
GLuint VBO;
static const char* pVS = " \n\
#version 150 \n\
\n\
layout (location = 0) in vec3 Position; \n\
\n\
void main() \n\
{ \n\
gl_Position = vec4(0.5 * Position.x, 0.5 * Position.y, Position.z, 1.0); \n\
}";
static const char* pFS = " \n\
#version 150 \n\
\n\
out vec4 FragColor; \n\
\n\
void main() \n\
{ \n\
FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n\
}";
static void RenderScene()
{
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);
glfwSwapBuffers();
}
static void CreateVertexBuffer()
{
Vector3f Vertices[3];
Vertices[0] = Vector3f(-1.0f, -1.0f, 0.0f);
Vertices[1] = Vector3f(1.0f, -1.0f, 0.0f);
Vertices[2] = Vector3f(0.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
{
GLuint ShaderObj = glCreateShader(ShaderType);
if (ShaderObj == 0) {
fprintf(stderr, "Error creating shader type %d\n", ShaderType);
return ;
}
const GLchar* p[1];
p[0] = pShaderText;
GLint Lengths[1];
Lengths[0]= strlen(pShaderText);
glShaderSource(ShaderObj, 1, p, Lengths);
glCompileShader(ShaderObj);
GLint success;
glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar InfoLog[1024];
glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
return;
}
glAttachShader(ShaderProgram, ShaderObj);
}
static void CompileShaders()
{
GLuint ShaderProgram = glCreateProgram();
if (ShaderProgram == 0) {
fprintf(stderr, "Error creating shader program\n");
return;
}
AddShader(ShaderProgram, pVS, GL_VERTEX_SHADER);
AddShader(ShaderProgram, pFS, GL_FRAGMENT_SHADER);
GLint Success = 0;
GLchar ErrorLog[1024] = { 0 };
glLinkProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
if (Success == 0) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog);
return;
}
glValidateProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
if (!Success) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog);
return;
}
glUseProgram(ShaderProgram);
}
int main(int argc, char** argv)
{
glfwInit();
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
glfwOpenWindow(600, 600, 0, 0, 0, 0, 0, 0, GLFW_WINDOW);
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
CreateVertexBuffer();
CompileShaders();
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
while (1)
{
RenderScene();
}
return 0;
}
math3d.h:
#ifndef GLFWTest_math3d_h
#define GLFWTest_math3d_h
struct Vector3f
{
float x;
float y;
float z;
Vector3f()
{
}
Vector3f(float _x, float _y, float _z)
{
x = _x;
y = _y;
z = _z;
}
};
#endif
but nothing gets drawn, I only get a yellow window. Any Idea why this is happening? I'm using a mac book pro a year or so old with osx lion installed