I’m having trouble getting fstream to work with my shader files.
This is the runtime error:
(0) : error C0201: unsupported version 0
(0) : error C0206: invalid token "<null atom>" in version line
Here is my source:
(vs.glsl)
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
(fs.glsl)
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
(main.cpp)
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main(void)
{
/* --- Initialize and configure GLFW ----------------------------------------------------------------------------------------------------------------------------- */
if (!glfwInit()) {
std::cout << "Failed to initialize GLFW\n";
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
/* --- Window Creation ------------------------------------------------------------------------------------------------------------------------------------------- */
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGL", NULL, NULL);
if (!window) {
std::cout << "Failed to create window\n";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Setup the viewport
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
std::cout << glGetString(GL_VERSION) << "\n";
// Initialize GLEW
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW\n";
glfwTerminate();
return -1;
}
/* --- Shaders --------------------------------------------------------------------------------------------------------------------------------------------------- */
// Load and process shader files
std::ifstream fileInput;
std::string srcString;
std::cout << "Reading vertex shader\n";
fileInput.open("vs.glsl");
fileInput >> srcString;
const char* vertexShaderSource = srcString.c_str();
fileInput.close();
std::cout << "Reading fragment shader\n";
fileInput.open("fs.glsl");
fileInput >> srcString;
const char* fragmentShaderSource = srcString.c_str();
fileInput.close();
// Compile shaders
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR : Vertex shader compilation failed\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR : Fragment shader compilation failed\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR : Shader program failed to link\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
/* --- Vertex Buffer Object, Vertex Array Object, Element Buffer Object ------------------------------------------------------------------------------------------ */
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
unsigned int vbo_id, vao_id, ebo_id;
// Generate VAO
glGenVertexArrays(1, &vao_id);
glBindVertexArray(vao_id);
// Generate VBO
glGenBuffers(1, &vbo_id);
glGenBuffers(1, &ebo_id);
// Fill VBO with data
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Fill EBO with data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Configure VAO
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
glEnableVertexAttribArray(0);
// Unbind Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Unbind Vertex Array Object
//glBindVertexArray(0);
// Set clear color
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// Render Wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
/* --- Game Loop ------------------------------------------------------------------------------------------------------------------------------------------------- */
while (!glfwWindowShouldClose(window)) {
// Render here
glClear(GL_COLOR_BUFFER_BIT);
// Draw triangle
glUseProgram(shaderProgram);
glBindVertexArray(vao_id);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
processInput(window);
}
/* --- Termination ----------------------------------------------------------------------------------------------------------------------------------------------- */
// De-allocate buffers and shaders in VRAM
glDeleteVertexArrays(1, &vao_id);
glDeleteBuffers(1, &vbo_id);
glDeleteBuffers(1, &ebo_id);
glDeleteProgram(shaderProgram);
// Terminate GLFW and return program success
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
Full output:
4.6.0 NVIDIA 450.57
Reading vertex shader
Reading fragment shader
ERROR : Vertex shader compilation failed
(0) : error C0201: unsupported version 0
(0) : error C0206: invalid token "<null atom>" in version line
ERROR : Fragment shader compilation failed
(0) : error C0201: unsupported version 0
(0) : error C0206: invalid token "<null atom>" in version line
ERROR : Shader program failed to link
Vertex info
-----------
(0) : error C0201: unsupported version 0
(0) : error C0206: invalid token "<null atom>" in version line
(0) : error C2003: incompatible options for link
Fragment info
-------------
(0) : error C0201: unsupported version 0
(0) : error C0206: invalid token "<null atom>" in version line
(0) : error C2003: incompatible options for link