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c++macosopenglshaderglfw

getting "version not supported" error while compiling shaders on Mac in OpenGL


I have recently taken up an online tutorial on OpenGL (TheChernoProject) and everything went pretty good until I actually started writing shaders. when I compile my code, it runs, but nothing is displayed on screen, although there should be a red triangle.

I am writing this code on MacOS 10.14.6 in a terminal. I've downloaded both glfw and glew, and am compiling code using a following command:

clang++  -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo -lglfw -lglew main.cpp -o main.o

I've already tried replacing #version 330 core with #version 440 core, since its the latest my Mac supports, but to no avail.

here is my code:

#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>

static unsigned int CompileShader(unsigned int type, const std::string& source){
    unsigned int id = glCreateShader(type);
    const char* src = source.c_str();
    glShaderSource(id, 1, &src, nullptr);
    glCompileShader(id);

    int result;
    glGetShaderiv(id, GL_COMPILE_STATUS, &result);
    if(!result){
        int length;
        glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
        char* message = (char*)alloca(length * sizeof(char));
        glGetShaderInfoLog(id, length, &length, message);
        std::cout<<"failed to compile "<<(type==GL_VERTEX_SHADER?"vertex":"fragment")<<" shader"<<std::endl;
        std::cout<<message<<std::endl;
        glDeleteShader(id);
        return 0;
    }

    return id;
}

static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader){
    unsigned int program = glCreateProgram();
    unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);

    glAttachShader(program, vs);
    glAttachShader(program, fs);
    glLinkProgram(program);
    glValidateProgram(program);

    glDeleteShader(vs);
    glDeleteShader(fs);

    return program;
}


int main(void){
    GLFWwindow* window;

    if(!glfwInit())return -1;
    glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
        glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
        glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE );
        glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );

    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window){
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    if(glewInit() != GLEW_OK)return -1;

    float positions[6] = {
        -0.5f,-0.5f,
         0.0f, 0.5f,
         0.5f,-0.5f
    };

    unsigned int buffer;
    glGenBuffers(1,&buffer);
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);   
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);

    std::string fragmentShader =
        "#version 330 core\n"
        "layout(location = 0) out vec4 color;\n"
        "void main(){\n"
        "   color = vec4(1.0, 0.0, 0.0, 1.0);\n"
        "}\n";

    std::string vertexShader =
        "#version 330 core\n"
        "layout(location = 0) in vec4 position;\n"
        "void main(){\n"
        "   gl_Position = position;\n"
        "}\n";

    unsigned int shader = CreateShader(vertexShader, fragmentShader);
    glUseProgram(shader);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    while (!glfwWindowShouldClose(window)){

        glClear(GL_COLOR_BUFFER_BIT);

        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(window);

        glfwPollEvents();
    }
    glfwTerminate();
    return 0;
}


Solution

  • Ripi2 has it, you need a vertex array object (VAO) bound to render anything in a Core context:

    # Mesa on Linux is about as picky as Apple's OpenGL implementation :)
    $ g++ `pkg-config --cflags --libs glfw3 glew` main.cpp
    $ MESA_DEBUG=1 ./a.out 
    Mesa: User error: GL_INVALID_OPERATION in glVertexAttribPointer(no array object bound)
    Mesa: User error: GL_INVALID_OPERATION in glDrawArrays(no VAO bound)
    

    For example:

    GLuint vao = 0;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );
    // glVertexAttribPointer()/glEnableVertexAttribArray()/glDraw*() calls here
    

    All together:

    #include <iostream>
    #include <GL/glew.h>
    #include <GLFW/glfw3.h>
    
    static unsigned int CompileShader(unsigned int type, const std::string& source){
        unsigned int id = glCreateShader(type);
        const char* src = source.c_str();
        glShaderSource(id, 1, &src, nullptr);
        glCompileShader(id);
    
        int result;
        glGetShaderiv(id, GL_COMPILE_STATUS, &result);
        if(!result){
            int length;
            glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
            char* message = (char*)alloca(length * sizeof(char));
            glGetShaderInfoLog(id, length, &length, message);
            std::cout<<"failed to compile "<<(type==GL_VERTEX_SHADER?"vertex":"fragment")<<" shader"<<std::endl;
            std::cout<<message<<std::endl;
            glDeleteShader(id);
            return 0;
        }
    
        return id;
    }
    
    static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader){
        unsigned int program = glCreateProgram();
        unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
        unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
    
        glAttachShader(program, vs);
        glAttachShader(program, fs);
        glLinkProgram(program);
        glValidateProgram(program);
    
        glDeleteShader(vs);
        glDeleteShader(fs);
    
        return program;
    }
    
    
    int main(void){
        GLFWwindow* window;
    
        if(!glfwInit())return -1;
        glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
        glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
        glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE );
        glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
    
        window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
        if (!window){
            glfwTerminate();
            return -1;
        }
    
        glfwMakeContextCurrent(window);
        if(glewInit() != GLEW_OK)return -1;
    
        float positions[6] = {
            -0.5f,-0.5f,
            0.0f, 0.5f,
            0.5f,-0.5f
        };
    
        GLuint vao = 0;
        glGenVertexArrays( 1, &vao );
        glBindVertexArray( vao );
    
        unsigned int buffer;
        glGenBuffers(1,&buffer);
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
    
        glEnableVertexAttribArray(0);   
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
    
        std::string fragmentShader =
            "#version 330 core\n"
            "layout(location = 0) out vec4 color;\n"
            "void main(){\n"
            "   color = vec4(1.0, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        std::string vertexShader =
            "#version 330 core\n"
            "layout(location = 0) in vec4 position;\n"
            "void main(){\n"
            "   gl_Position = position;\n"
            "}\n";
    
        unsigned int shader = CreateShader(vertexShader, fragmentShader);
        glUseProgram(shader);
    
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        while (!glfwWindowShouldClose(window)){
    
            glClear(GL_COLOR_BUFFER_BIT);
    
            glDrawArrays(GL_TRIANGLES, 0, 3);
    
            glfwSwapBuffers(window);
    
            glfwPollEvents();
        }
        glfwTerminate();
        return 0;
    }