Witam. Korzystam od niedawna z kursu OpenGL. Robię krok po kroku tak jak na kursie, program się kompiluje i uruchamia lecz trójkąt się nie pojawia na ekranie.
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
const GLchar *vertexShaderSource = "#version 330 core\n"
"layout ( location = 0 ) in vec3 position;\n"
"void main ( )\n"
"{\n"
"gl_Position = vec4( position.x, position.y, position.z, 1.0 );\n"
"}";
const GLchar *fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void nain( )\n"
"{\n"
"color = vec4 ( 1.0f, 0.5f, 0.2f, 1.0f );\n"
"}";
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow * window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (nullptr == window) {
std::cout << "Nieudalo sie utworzyc okna!" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
std::cout << "Nieudalo sie zainicjowal GLEW!" << std::endl;
return EXIT_FAILURE;
}
glViewport(0, 0, screenWidth, screenHeight);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << std::endl;
}
std::cout << glewGetErrorString(glCreateProgram()) << std::endl;/**//**//**//**/
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
std::cout << success << std::endl;/**//**//**//**/
if (!success) {//tutaj blad
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "Info log:" << infoLog << std::endl;/**//**//**//**//**/
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
//draw obejcts
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VAO);
glfwTerminate();
return EXIT_SUCCESS;
}
Najprawdopodobniej ta funkcja nie wykonała się poprawnie:
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
I w konsoli wyskakuje takie coś:
GLX 1.2 and up are not supported
0
Info log:Fragment info
-------------
(0) : error C3001: no program defined
ERROR::SHADER::PROGRAM::LINKING_FAILED
(Te linie kodu gdzie wyświetlam zmienne i funkcje są prze zemnie wstawione)
Nawet aktualizowałem sterowniki karty graficznej ale i tak nic nie pomogło.