I was following a tutorial on writing a game engine in Java using LWJGL. I wrote a fragment shader in GLSL and called it basicFragment.fs:
#version 330
out vec4 fragColor;
void main()
{
fragColor = vec4(0,0, 1.0, 1.0, 1.0);
}
Now I followed the tutorial to write a way to compile the shader and it is here that I get an error. First, here is my Shader class.
package com.base.engine;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL21.*;
import static org.lwjgl.opengl.GL32.*;
public class Shader
{
private int program;
public Shader()
{
program = glCreateProgram();
if(program == 0)
{
System.err.println("Shader creation failed: Could not find valid memory location in constructor");
System.exit(1);
}
}
public void bind()
{
glUseProgram(program);
}
public void addVertexShader(String text)
{
addProgram(text, GL_VERTEX_SHADER);
}
public void addGeometryShader(String text)
{
addProgram(text, GL_GEOMETRY_SHADER);
}
public void addFragmentShader(String text)
{
addProgram(text, GL_FRAGMENT_SHADER);
}
public void compileShader()
{
glLinkProgram(program);
if(glGetProgrami(program, GL_LINK_STATUS) == 0)
{
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
glValidateProgram(program);
if(glGetProgrami(program, GL_VALIDATE_STATUS) == 0)
{
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
}
private void addProgram(String text, int type)
{
int shader = glCreateShader(type);
if(shader == 0)
{
System.err.println("Shader creation failed: Could not find valid memory location when adding shader");
System.exit(1);
}
glShaderSource(shader,text);
glCompileShader(shader);
if(glGetShaderi(shader, GL_COMPILE_STATUS) == 0)
{
System.err.println(glGetShaderInfoLog(shader, 1024));
System.exit(1);
}
glAttachShader(program, shader);
}
}
Then, in my game class I do the following. (Hopefully the code is self explanatory. Let me know if I'm unclear anywhere):
public class Game
{
private Mesh mesh;
private Shader shader;
public Game()
{
mesh = new Mesh();
shader = new Shader();
Vertex[] data = new Vertex[] {new Vertex(new Vector3f(-1,-1,0)),
new Vertex(new Vector3f(-1,1,0)),
new Vertex(new Vector3f(0,1,0))};
mesh.addVertices(data);
shader.addVertexShader(ResourceLoader.loadShader("basicVertex.vs"));
shader.addFragmentShader(ResourceLoader.loadShader("basicFragment.fs"));
shader.compileShader();
}
public void render()
{
shader.bind();
mesh.draw();
}
So basically, when I call the function,
shader.addFragmentShader(ResourceLoader.loadShader("basicFragment.fs"));
The function gives me this error:
3.3.0 - Build 8.15.10.2712
ERROR: 0:7: 'constructor' : too many arguments
I don't get any error when I just implement the vertex shader so I've concluded it's the fragment shader.
That error is getting thrown from this part of the Shader class:
if(glGetShaderi(shader, GL_COMPILE_STATUS) == 0)
{
System.err.println(glGetShaderInfoLog(shader, 1024));
System.exit(1);
}
Which leads me to believe that the problem is that the shader isn't compiling because some constructor has too many arguments. I don't know exactly what constructor it is referring to.
Any help would be appreciated.
I don't know exactly what constructor it is referring to.
The one in your shader code:
fragColor = vec4(0,0, 1.0, 1.0, 1.0);
That's a vec4
constructor. And you gave it 5 parameters. "0,0" is two of them. I rather suspect you meant to use a period rather than a comma.