Hi,
I am trying to draw one triangle with inline shader program. Red value was specified in fragment shader, but write appeared instead.
Here are the file contents:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
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 == GL_FALSE) {
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 shader" : "fragment shader" )
<< std::endl;
}
return 0;
}
static 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);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
GLenum err = glewInit();
if (err != GLEW_OK) {
std::cout << "glewInit Error" << std::endl;
}
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {
-.5f, -.5f,
-.5f, .0f,
.0f, .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 vertexShader =
"#version 330 core\n\n"
"layout(location = 0) in vec4 position;\n\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n\n"
"layout(location = 0) out vec4 color;\n\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0)\n"
"}\n";
unsigned int shader = createShader(vertexShader, fragmentShader);
glUseProgram(shader);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
//glBegin(GL_TRIANGLES);
//glVertex2f(-.5f, -.5f);
//glVertex2f(-.5f, .0f);
//glVertex2f(.0f, .5f);
//glEnd();
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Any Help will be much appreciated.
Kind Regards
KKK