Reputation: 3
I'm trying to get my simple geometry shader to work. But I have some weird error messages. It seems like opengl thinks that my geometry shader is my vertex shader.
This is the error message:
0<10> : error C7575: OpenGL does not allow input blocks in vertex shaders
But my vertex shader has no input block.
Here my vertex shader
#version 430
in vec4 s_vPosition;
in vec4 s_vColor;
uniform mat4 mF; //final matrix = mP*mV*mDneu*mM
out VS_OUT
{
vec4 color; //sent color out to next stage
} vs_out;
void main (void) {
vs_out.color = s_vColor;
gl_Position = mF*s_vPosition;
}
geometryShader
#version 430
layout(triangles) in;
layout(triangle_strip) out;
layout(max_vertices = 3) out;
in VS_OUT
{
vec4 color;
} gs_in[];
out GS_OUT
{
vec4 color;
} gs_out;
void main(void)
{
for(int i = 0; i < gl_in.length(); i++)
{
gl_Position = gl_in[i].gl_Position;
gs_out.color = gs_in[i].color;
EmitVertex();
}
EndPrimitive();
}
and fragmentShader
#version 430
in GS_OUT
{
vec4 color;
} fs_in;
out vec4 fColor;
void main(void)
{
fColor.r = abs(fs_in.color.r);
fColor.g = abs(fs_in.color.g);
fColor.b = abs(fs_in.color.b);
fColor.a = 1.0f;
}
When I run the program the geometry shader fails to compile. Only when I get rid of the input block it compiles.
I also recognized, that the functions...
// Find the position of the variables in the shader
positionID = glGetAttribLocation(shaderProgramID, "s_vPosition");
colorID = glGetAttribLocation(shaderProgramID, "s_vColor");
cout <<"positionID: "<< (int)positionID << endl;
cout <<"colorID : "<< (int)colorID << endl;
...returned 0 and 1 (for positionID and colorID) when the geometry shader was not included and 0 and -1 when it was included in the shader program.
So I think there is somthing going wrong but I don't have a idea what it could be.
Please help :)
I don't know if it is helpful but here're the code for making the shaders.
First I get the shader code form the text file. Then I call the functions to make the shaders and the shaderProgram.
// Make a shader
char* vertexShaderSourceCode = readFile("vertexShader.vsh");
char* geometryShaderSourceCode = readFile("geometryShader.gsh");
char* fragmentShaderSourceCode = readFile("fragmentShader.fsh");
GLuint vertShaderID = makeVertexShader(vertexShaderSourceCode);
GLuint geometryShaderID = makeVertexShader(geometryShaderSourceCode);
GLuint fragShaderID = makeFragmentShader(fragmentShaderSourceCode);
shaderProgramID = makeShaderProgram(vertShaderID, geometryShaderID, fragShaderID);
Here are the functions for making the shaders.
static char* readFile(const char* filename) {
// Open the file
FILE* fp = fopen(filename, "r");
// Move the file pointer to the end of the file and determing the length
fseek(fp, 0, SEEK_END);
long file_length = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* contents = new char[file_length + 1];
// zero out memory
for (int i = 0; i < file_length + 1; i++) {
contents[i] = 0;
}
// Here's the actual read
fread(contents, 1, file_length, fp);
// This is how you denote the end of a string in C
contents[file_length + 1] = '\0';
fclose(fp);
return contents;
}
bool compiledStatus(GLint shaderID){
GLint compiled = 0;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
if (compiled) {
return true;
}
else {
GLint logLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
char* msgBuffer = new char[logLength];
glGetShaderInfoLog(shaderID, logLength, NULL, msgBuffer);
printf("%s\n", msgBuffer);
delete (msgBuffer);
return false;
}
}
GLuint makeVertexShader(const char* shaderSource) {
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(vertexShaderID);
bool compiledCorrectly = compiledStatus(vertexShaderID);
if (compiledCorrectly) {
return vertexShaderID;
}
return -1;
}
GLuint makeGeometryShader(const char* shaderSource){
GLuint geometryShaderID = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometryShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(geometryShaderID);
bool compiledCorrectly = compiledStatus(geometryShaderID);
if (compiledCorrectly) {
return geometryShaderID;
}
return -1;
}
GLuint makeFragmentShader(const char* shaderSource) {
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(fragmentShaderID);
bool compiledCorrectly = compiledStatus(fragmentShaderID);
if (compiledCorrectly) {
return fragmentShaderID;
}
return -1;
}
GLuint makeShaderProgram(GLuint vertexShaderID, GLuint geometryShaderID, GLuint fragmentShaderID) {
GLuint shaderID = glCreateProgram();
glAttachShader(shaderID, vertexShaderID);
glAttachShader(shaderID, geometryShaderID);
glAttachShader(shaderID, fragmentShaderID);
glLinkProgram(shaderID);
return shaderID;
}
Upvotes: 0
Views: 505
Reputation: 3584
GLuint geometryShaderID = makeVertexShader(geometryShaderSourceCode); ??
Upvotes: 1