My program compiles just fine but when I try to execute it I get a strange error. I have included pictures of the error. Also I would like to mention that this source code is from an online openGL tutorial found here http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/
Error pictures:
http://postimage.org/image/i6ernf8d7/
http://postimage.org/image/dvywy86xf/full/
Here is my source code:
Fragment shader
#version 330 core
// Ouput data
out vec3 color;
void main()
{
// Output color = red
color = vec3(1,0,0);
}
Vertex shader
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
shader.hpp
#include <stdio.h>
#include <string>
#include <vector>
#include <fstream>
#include <GL/glew.h>
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");
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( glm::max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
main.cpp
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
using namespace glm;
#include <iostream>
using namespace std;
#include "shader.hpp"
int main()
{
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
}
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4); // 4x antialiasing
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL
// Open a window and create its OpenGL context
if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
return -1;
}
else
{
glfwSetWindowTitle( "Tutorial 01" );
}
// Initialize GLEW
glewExperimental=true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
glfwEnable( GLFW_STICKY_KEYS );
glClearColor(0.3f, 0.5f, 0.9f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders( "vertex.shader", "fragment.shader" );
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,
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do{
// Clear the screen
glClear( GL_COLOR_BUFFER_BIT );
// Use our shader
glUseProgram(programID);
// 1rst attribute buffer : vertices
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); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
// Close OpenGL window and terminate GLFW
glfwTerminate();
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
return 0;
}
I don't have great experience with openGL and c++ so any advice if I missed something would be greatly appreciated.
The vector index on line 47 is out of range. Check that the size of your vectors are as expected when debugging.
Consider using data()
instead of taking the address of the first element.
VertexShaderErrorMessage.data()
instead of
&VertexShaderErrorMessage[0]
However, if the vector is empty this will not solve your problem.