When I run the program, the window is just black. I've been using this tutorial https://open.gl/drawing. Though I didn't copy it verbatim. glgeterror
turned up 0. What's wrong with my code. I used 9 array elements instead of the 6 suggested in the tutorial but made up for it.
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
int main(){
//window initalization
if(!glfwInit()){
fprintf(stderr,"failed glfw initialization");
return -1;
}
GLFWwindow* window = glfwCreateWindow(800,800,"i hope this works",NULL,NULL);
if (!window){
fprintf(stderr,"window creation failed");
return -1;
}
glfwMakeContextCurrent(window);
//glew initialization
glewExperimental = 1;
if(glewInit() != GLEW_OK){
fprintf(stderr,"glew failed to initialize");
return -1;
//vertex specification(vs)
//vertex array object(vs)
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//vertex buffer object(vs)
GLuint vbo;
glGenBuffers(1, &vbo);
//vertex data(vs)
const GLfloat tri_verts[] = {
-1.0f,1.0f,0.0f,
-1.0f,0.0f,0.0f,
1.0f,0.0f,0.0f};
//-west +east -south +north -farther +closer
//{{x,y,z}{x,y,z}{x,y,z}}
//just a nemonic to associate which direction each letter goes.
//bind the vertices to the buffer(vs)
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,sizeof(tri_verts),tri_verts,GL_STATIC_DRAW);
//vertex processing(vp)
//vertex shader(vp)
const GLchar* Vshader_source = "\
version 330 \
in vec3 position; \
void main() \
\
gl_Position = vec4(position,1.0); \
\
";
//fragment shader(vp)
const GLchar* Fshader_source = "\
#version 330\
out vec4 outColor;\
void main()\
{\
outColor = vec4(1.0, 1.0, 1.0, 1.0);\
}";
//shader compilation(vp)
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1,&Vshader_source,NULL);
glCompileShader(vertexShader);
//vertex shader compilation status
GLint Vstatus;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &Vstatus);
char Vbuffer[512];
glGetShaderInfoLog(vertexShader, 512, NULL, Vbuffer);
fprintf(stderr,"%s",Vbuffer);
fprintf(stderr,"\n\n");
//fragment shader compilation
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &Fshader_source, NULL);
glCompileShader(fragmentShader);
//Fragment shader compilation status
GLint Fstatus;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &Fstatus);
char Fbuffer[512];
glGetShaderInfoLog(fragmentShader, 512, NULL, Fbuffer);
fprintf(stderr,"%s",Fbuffer);
//shader program creation
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
glBindFragDataLocation(shaderProgram,0,"outcolor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
//tell opengl how to interpret and format the vertices data
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(posAttrib,3, GL_FLOAT,GL_FALSE,0,0);
glEnableVertexAttribArray(posAttrib );
//vertex post-processing(fixed)
//Primitive assembly(fixed)
//Rasterization(fixed)
//Fragment Processing(fixed)
//per-sample operations(fixed)
}
char error_num = 0;
while(!glfwWindowShouldClose(window)){
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!error_num){
fprintf(stderr,"%d",glGetError());
error_num++;
}
glDrawArrays(GL_TRIANGLES,0,3);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
Looks like a matter of several typos to me. First, the big one:
if(glewInit() != GLEW_OK){
fprintf(stderr,"glew failed to initialize");
return -1;
There's no closing brace for this error check. So most of your program actually isn't even executing, because it's inside this block.
Your vertex shader:
version 330
in vec3 position;
void main()
gl_Position = vec4(position,1.0);
version 330
should be #version 330
. main
should have braces.
Corrected version:
#version 330
in vec3 position;
void main() {
gl_Position = vec4(position,1.0);
}
As genpfault mentioned, you also didn't include newlines (\n
). That's alright (if a bit...ugly) for most things, but not for directives like #version
. You need a newline after it.
In the future, you should really save yourself some trouble and load shaders from a file instead of embedding them as a multi-line string. Speaking of which, if you really are going to use multi-line strings like that, do it this way:
const GLchar* Vshader_source =
"#version 330\n"
"in vec3 position;"
"void main() {"
" gl_Position = vec4(position,1.0);"
"}";
The preprocessor automatically concatenates constant strings when they are separated by nothing but whitespace. Bit more manageable than all those backslashes!
Next,
glBindFragDataLocation(shaderProgram,0,"outcolor");
In your frag shader you called it outColor
, not outcolor
. Case matters here!
No, I'm not positive that I caught them all but...that should be a start?