I'm coding a program to learn OpenGL in C++ (based off of The Benny Boxes tutorials) and I've run into a snag where I don't get any errors, but my shaders refuse to apply to the triangle that I'm rendering.
I'm going to give you all the relevant code but its going to be a lot because, after all, it's OpenGL in C++.
display.cpp
#include "display.h"
#include <GL/glew.h>
#include <iostream>
Display::Display(int width, int height, const std::string& title)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
m_window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
m_glContext = SDL_GL_CreateContext(m_window);
GLenum status = glewInit();
if (status != GLEW_OK)
{
std::cout << "Glew failed to initialize!" << std::endl;
}
m_isClosed = false;
};
Display:: ~Display()
{
SDL_GL_DeleteContext(m_glContext);
SDL_DestroyWindow(m_window);
SDL_Quit();
};
bool Display::isClosed()
{
return m_isClosed;
}
void Display::Clear(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
}
void Display::Update()
{
SDL_GL_SwapWindow(m_window);
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
m_isClosed = true;
}
}
};
display.h
#ifndef DISPLAY_H
#define DISPLAY_H
#include <SDL2/SDL.h>
#include <string>
class Display
{
public:
Display(int width, int height, const std::string& title);
void Clear(float r, float g, float b, float a);
void Update();
virtual ~Display();
bool isClosed();
protected:
private:
Display(const Display& other) {}
Display& operator=(const Display& other) {}
SDL_Window* m_window;
SDL_GLContext m_glContext;
bool m_isClosed;
};
#endif // Display_H
shader.cpp
#include "shader.h"
#include <fstream>
#include <iostream>
static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage);
static std::string LoadShader(const std::string &fileName);
static GLuint CreateShader(const std::string text, GLenum shaderType);
Shader::Shader(const std::string& fileName)
{
m_program = glCreateProgram();
m_shaders[0] = CreateShader(LoadShader(fileName + ".vs"), GL_VERTEX_SHADER);
m_shaders[1] = CreateShader(LoadShader(fileName + ".fs"), GL_FRAGMENT_SHADER);
for (unsigned int i = 0; i < NUM_SHADERS; i++)
glAttachShader(m_program, m_shaders[1]);
glBindAttribLocation(m_program, 0, "position");
glLinkProgram(m_program);
CheckShaderError(m_program, GL_LINK_STATUS, true, "Error: Program Linking Failed: ");
glValidateProgram(m_program);
CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Eror: Program is Invalid: ");
}
Shader::~Shader()
{
for (unsigned int i = 0; i < NUM_SHADERS; i++)
{
glDetachShader(m_program, m_shaders[1]);
glDeleteShader(m_shaders[1]);
}
glDeleteProgram(m_program);
}
void Shader::Bind()
{
glUseProgram(m_program);
}
static GLuint CreateShader(const std::string text, GLenum shaderType)
{
GLuint shader = glCreateShader(0);
if (shader = 0)
std::cerr << "Error: Shader Creation Failed!" << std::endl;
const GLchar* shaderSourceStrings[1];
GLint sourceSourceStringLengths[1];
shaderSourceStrings[0] = text.c_str();
sourceSourceStringLengths[0] = text.length();
glShaderSource(shader, 1, shaderSourceStrings, sourceSourceStringLengths);
glCompileShader(shader);
CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error: Shader Compilation Failed: ");
return shader;
}
static std::string LoadShader(const std::string &fileName)
{
std::ifstream file;
file.open((fileName).c_str());
std::string output;
std::string line;
if (file.is_open())
{
while (file.good())
{
getline(file, line);
output.append(line + "\n");
}
}
else
{
std::cerr << "Unable to load shader: " << fileName << std::endl;;
}
return output;
}
static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage)
{
GLint success = 0;
GLchar error[1024] = { 0 };
if (isProgram)
glGetProgramiv(shader, flag, &success);
else
glGetShaderiv(shader, flag, &success);
if (success == GL_FALSE)
{
if (isProgram)
glGetProgramInfoLog(shader, sizeof(error), NULL, error);
else
glGetShaderInfoLog(shader, sizeof(error), NULL, error);
}
}
shader.h
#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <GL\glew.h>
class Shader
{
public:
Shader(const std::string& fileName);
void Bind();
virtual ~Shader();
protected:
private:
static const unsigned int NUM_SHADERS = 2;
Shader(const Shader& other) {}
void operator=(const Shader& other) {}
GLuint m_program;
GLuint m_shaders[NUM_SHADERS];
};
#endif
Mesh.cpp
#include "Mesh.h"
Mesh::Mesh(Vertex* vertices, unsigned int numVertices)
{
m_drawCount = numVertices;
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(vertices[0]), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
}
Mesh::~Mesh()
{
glDeleteVertexArrays(1, &m_vertexArrayObject);
}
void Mesh::Draw()
{
glBindVertexArray(m_vertexArrayObject);
glDrawArrays(GL_TRIANGLES, 0, m_drawCount);
glBindVertexArray(0);
}
Mesh.h
#ifndef MESH_H
#define MESH_H
#include <GL/glew.h>
#include <glm/glm.hpp>
class Vertex
{
public:
Vertex(const glm::vec3& pos)
{
this->pos = pos;
}
protected:
private:
glm::vec3 pos;
};
class Mesh
{
public:
Mesh(Vertex* vertices, unsigned int numVertices);
void Draw();
virtual ~Mesh();
protected:
private:
Mesh(const Mesh& other);
void operator=(const Mesh& other);
enum
{
POSITION_VB,
NUM_BUFFERS
};
GLuint m_vertexArrayObject;
GLuint m_vertexArrayBuffers[NUM_BUFFERS];
unsigned int m_drawCount;
};
#endif
main.cpp
#include <iostream>
#include <GL/glew.h>
#include "display.h"
#include "Mesh.h"
#include "shader.h"
using namespace std;
int main(int argc, char** argv)
{
Display display(800, 600, "Hello World");
Shader shader("basicShader");
Vertex vertices[] = { Vertex(glm::vec3(-0.5, -0.5, 0)),
Vertex(glm::vec3(0, 0.5, 0)),
Vertex(glm::vec3(0.5, -0.5, 0)) };
Mesh mesh(vertices, sizeof(vertices) / sizeof(vertices[0]));
while (!display.isClosed())
{
display.Clear(1.0, 0.0, 0.0, 1.0);
shader.Bind();
mesh.Draw();
display.Update();
}
return 0;
}
basicShader.fs
#version 120
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
basicShader.vs
#version 120
attribute vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}
I understand that this is a ridiculously long piece of code, but I would be greatful if you could provide any help as to why it's not displaying my shader properly.