To learn how to do opengl, I have a minimalist build system and a toy program. My makefile produces these commands:
g++ -O1 -std=c++17 -Wall -Wextra -pedantic -c -o main.o main.cpp
g++ main.o -lglfw -lGLEW -lGL -o main
In that directory I have a lone main.cpp file. Contrary to many questions here on SO, this actually works. It compiles and links without problems. However, when I run the program, it merely displays the background colour I write with glClear
but not my test triangle.
I have verified that it's not a problem with my code, because if I compile it with a (quite complex and bloated) build system I found in a tutorial it seems to work. However, I want to understand how to actually build an opengl program myself. I suspect I am missing some library or something, but I would expect the program to crash, not to just do (almost) nothing.
I am running the newest debian.
How can it be that it compiles and links perfectly, but fails to run correctly?
Disclaimer: I am absolutely new to opengl and windowed applications. I am not a 100% certain why I need glew.
Code:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
bool install_shader(GLuint where, std::string const& code, GLuint* attach_to) {
GLuint shader_id = glCreateShader(where);
{
auto const p = code.c_str();
glShaderSource(shader_id,1,&p,nullptr); // nullptr indicates null-termination here
}
glCompileShader(shader_id);
GLint out;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &out);
if (out == GL_FALSE) {
// something went wrong with the shader compilation
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &out);
if (out == 0) {
std::cout << "Unknown Error during shader compilation\n";
} else {
std::string error;
error.resize(out-1);
glGetShaderInfoLog(shader_id, out, nullptr, error.data());
std::cout << "Shader Compilation failed with error: " << error;
}
return false;
} else {
std::cout << "shader(" << int(shader_id) << "@" << int(where) << ") compiled fine\n";
if (attach_to) {
glAttachShader(*attach_to, shader_id);
}
// XXX THE SHADERS SHOULD BE DELETED AFTER LINKING !!!!
// glDeleteShader(shader_id)
return true;
}
}
bool install_program(GLuint program_id) {
glLinkProgram(program_id);
GLint out;
glGetProgramiv(program_id, GL_LINK_STATUS, &out);
if (out == GL_FALSE) {
// something went wrong with the program linking
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &out);
if (out == 0) {
std::cout << "Unknown link-Error in shader program\n";
} else {
std::string error;
error.resize(out-1);
glGetProgramInfoLog(program_id, out, nullptr, error.data());
std::cout << "Program linking failed with error: " << error;
}
return false;
} else {
std::cout << "program(" << int(program_id) << ") compiled fine\n";
return true;
}
}
int main() {
if (glfwInit()) {
std::cout << "Initialisation fine\n";
} else {
std::cout << "Initialisation failed\n";
return 1;
}
glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
if (GLFWwindow* window = glfwCreateWindow(800,600,"testwindow",nullptr,nullptr)) {
glfwMakeContextCurrent(window);
if (glewInit() == GLEW_OK) {
std::cout << "GLEW also fine\n";
} else {
std::cout << "GLEW says nope!\n";
goto die;
return 2;
}
//std::cout << "Ensure we can capture the escape key being pressed below...\n";
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
/*business*/
// (1) specify the triangle to draw
// An array of 3 vectors which represents 3 vertices
GLfloat g_vertex_buffer_data[] = {
-0.4f, -0.8f, 0.f,
0.4f, -0.8f, 0.f,
0.0f, 0.8f, 0.f,
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
GLuint program_id = glCreateProgram();
// (3) vertex shader
std::string vshader_code = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
if (!install_shader(GL_VERTEX_SHADER,vshader_code,&program_id)) {
goto die;
}
std::string fshader_code = "#version 330 core\n"
"out vec3 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec3(0.9,0.8,0.1);\n"
"}\n";
if (!install_shader(GL_FRAGMENT_SHADER,fshader_code,&program_id)) {
goto die;
}
if (!install_program(program_id)) {
goto die;
}
glClearColor(0.3, 0.5, 0.5, 1.0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);
glEnableVertexAttribArray(0); // this 0 also refes to 'layout (location = 0)' in the vertex shader
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
glVertexAttribPointer(
0, // this refes to 'layout (location = 0)' in the vertex shader
3, // each vertex has 3 coordinates (2d data is also possible)
GL_FLOAT, // coordinates are of type GLfloat (GL_FLOAT)
GL_FALSE, // we don't need the input data to be nomalised,
0, //&g_vertex_buffer_data[3] - &g_vertex_buffer_data[0], // stride
nullptr // offset ptr
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 );
} else {
std::cout << "Could not create window\n";
}
die:
glfwTerminate();
std::cout << "Terminated\n";
}
You need to have a Vertex Array Object, and bind that to store the states the are required to draw the triangle:
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// your remaining code
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
// ...
The compatibility OpenGL profile makes VAO object 0 a default object. The core OpenGL profile makes VAO object 0 not an object at all. So if VAO 0 is bound in the core profile, you should not call any function that modifies VAO state. This includes binding the
GL_ELEMENT_ARRAY_BUFFER
with glBindBuffer.
Depending on the profile and/or driver there can be an active default VAO which would result in the traingle to be rendered. But to have a standard complain setup you are required to create a VAO for the object you want to render.
This does not really explain why it works with the bundled GLFW and GLEW, but maybe one of them creates a default VAO to mimic the compatibility profile behavior or the on of the NVIDIA driver.
You can check if you are in core profile or compatibility profile using that code:
GLint prof;
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &prof);
std::cout << (prof&GL_CONTEXT_CORE_PROFILE_BIT) << " " << (prof&GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) << std::endl;