Reputation: 1353
I have a very very basic OpenGL program using glfw3 for window stuff.
Here is my main:
//Headers
#include <GL\glew.h>
#include <GLFW/glfw3.h>
#include "Utils.h"
//Function Prototypes
void setupEvents(GLFWwindow* window);
//Main function
int main(void)
{
GLFWwindow* window;
if (!glfwInit()) exit(EXIT_FAILURE);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
glewExperimental = GL_FALSE;
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
std::cout << "OpenGL Error: " << error << std::endl;
}
GLenum glewinit = glewInit();
if (glewinit != GLEW_OK) {
std::cout << "Glew not okay! " << glewinit;
exit(EXIT_FAILURE);
}
if (!window){ glfwTerminate(); exit(EXIT_FAILURE); } //Failed to create window
//Make our window current
glfwMakeContextCurrent(window);
setupEvents(window);
//Let's make our program
//GLuint glProgram = LoadShaders("../Shaders/Section_1/Basic.vert", "../Shaders/Section_1/Basic.frag");
GLuint glProgram = LoadShaders("Basic.vert", "Basic.frag");
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
//Swap buffers and call events.
glfwSwapBuffers(window);
glfwPollEvents();
}
//Destory our window and exit glfw.
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
//The key callback
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
void setupEvents(GLFWwindow* window) {
//Setup our events.
glfwSetKeyCallback(window, key_callback);
}
Utils:
#include <GL\glew.h>
#include <glm/glm.hpp>
#include <fstream>
#include <vector>
#include <stdlib.h>
#include <algorithm>
#include <iostream>
#include <string>
using namespace std;
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if (VertexShaderStream.is_open())
{
std::string Line = "";
while (getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if (FragmentShaderStream.is_open()){
std::string Line = "";
while (getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);
// Link the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage(max(InfoLogLength, int(1)));
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
Output:
OpenGL Error: 1282
Glew not okay! 1
I really have no idea what I'm doing wrong.
Upvotes: 4
Views: 8466
Reputation: 18399
You're checking window creation failure too lately, and you're attempting to call GL functions without active GL context. Both are wrong. It should be (copy-pasted and re-ordered your code):
GLFWwindow* window;
if (!glfwInit()) exit(EXIT_FAILURE);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window){ glfwTerminate(); exit(EXIT_FAILURE); } //Failed to create window
//Make our window current
glfwMakeContextCurrent(window);
glewExperimental = GL_FALSE;
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
std::cout << "OpenGL Error: " << error << std::endl;
}
GLenum glewinit = glewInit();
if (glewinit != GLEW_OK) {
std::cout << "Glew not okay! " << glewinit;
exit(EXIT_FAILURE);
}
Upvotes: 12