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javaeclipseopenglshaderlwjgl

GLSL shaders won't compile and no error message on windows vista with an NVIDIA Geforce 9800 graphics card


This is the part of the source code where the problem resides:

GL.createCapabilities();            
// Define the viewport dimensions
glViewport(0, 0, 300, 300);

int shaderProgram;
final String vertexShader = "#version 330 core\n in vec3 position; // The position variable has attribute position 0\n out vec4 vertexColor; // Specify a color output to the fragment shader\n void main()\n {\n gl_Position = vec4(position, 1.0); // See how we directly give a vec3 to vec4's constructor\n vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f); // Set the output variable to a dark-red color\n }";

String fragmentShader = "#version 330 core\n in vec3 ourColor;\n"
                + "in vec2 TexCoord;\n"
                + "out vec4 color;\n"
                + "uniform sampler2D ourTexture1;\n"
                + "void main()\n"
                + "{\n"
                + "color = vec4(ourColor, 1.0f);\n"
                + "}";

int vertex, fragment;
// Vertex Shader
vertex = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
GL20.glShaderSource(vertex, vertexShader);
GL20.glCompileShader(vertex);
// Fragment Shader
fragment = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
GL20.glShaderSource(fragment, fragmentShader);
GL20.glCompileShader(fragment);

//create program and bind shaders to program
shaderProgram = GL20.glCreateProgram();
GL20.glAttachShader(shaderProgram, vertex);
GL20.glAttachShader(shaderProgram, fragment);
GL20.glLinkProgram(shaderProgram);
int vlength = GL20.GL_SHADER_SOURCE_LENGTH;
int iscompiled = GL20.glGetProgrami(fragment, GL20.GL_COMPILE_STATUS);
if(iscompiled == GL_FALSE)
{
     System.out.println(glGetString(GL_VERSION));
     System.out.println("not compiled");
     System.out.println(GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION));
     System.out.println(GL20.glGetShaderInfoLog(vertex));
     return;
}
int isLinked = GL20.glGetProgrami(shaderProgram, GL20.GL_LINK_STATUS);
if(isLinked == GL_FALSE)
{
    System.out.println("failed linking");
    return;
}

This is the vertex shader:

 #version 330 core
 layout (location = 0) in vec3 position; // The position variable has attribute position 0

 out vec4 vertexColor; // Specify a color output to the fragment shader

 void main()
 {
     gl_Position = vec4(position, 1.0); // See how we directly give a vec3 to vec4's constructor
     vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f); // Set the output variable to a dark-red color
 }

This is the fragment shader:

 #version 330 core
 in vec4 vertexColor; // The input variable from the vertex shader (same name and same type)

 out vec4 color;

 void main()
 {
     color = vertexColor;
 } 

Both of the shaders don't compile. Niether the vertex or fragment shader. What needs to be fixed? I am using the core profile of opengl version 3.3. The operating system being run is windows vista home premium 64 bit.


Solution

  • int iscompiled = GL20.glGetProgrami(fragment, GL20.GL_COMPILE_STATUS);
    

    You cannot query a program for compilation status. That is a property of each shader object seperately, and can be queried via glGetShaderiv(). Using GL_COMPILE_STATUS for glGetProgramiv() will just result in an GL_INVALID_ENUM error.