Reputation: 45
So I have an assigment to use opengl to draw a triangle and make it do various things. I have an issue though with my vertex Shader file For some reason, if I try to put in a new line in the shader file, it breaks and doesn't display a triangle. for example if i put in a new line.
#version 430
out vec4 varyingColor;
uniform float offsetV;
uniform int gradientChange;
uniform float size;
uniform float offsetCx;
uniform float offsetCy;
this will break and it will no longer show the triangle. BUT when I keep them all in one line, I get an error BUT i get full functionality of the code, the triangle shows, it moves etc.
(0) : error C0000: syntax error, unexpected $end at token ""
this is my vertex shader
#version 430
out vec4 varyingColor;uniform float offsetV;uniform int gradientChange;uniform float size;uniform float offsetCx; uniform float offsetCy;
void main(void){
if(gl_VertexID==0){gl_Position= vec4(size*(0.25)+offsetCx,size*(-0.25+offsetV)+offsetCy,0.0,1.0);}
if(gl_VertexID==1){gl_Position=vec4(size*(-0.25)+offsetCx,size*(-0.25+offsetV)+offsetCy,0.0,1.0);}
if(gl_VertexID==2){gl_Position=vec4(size*(0.0)+offsetCx,size*(0.25+offsetV)+offsetCy,0.0,1.0);}
if(gradientChange == 0){varyingColor = vec4( 1.0,0.0,0.0,1.0); }
}
This is my Fragment shader
#version 430
out vec4 color;
in vec4 varyingColor;
void main(void){
color = varyingColor;
}
private int createShaderProgram() {
GL4 gl = (GL4) GLContext.getCurrentGL();
int[] vertCompiled = new int[1];
int[] fragCompiled = new int[1];
int[] linked = new int[1];
String vshaderSource [];
String fshaderSource [];
vshaderSource = readShaderSource("src/code/vertShader.glsl");
fshaderSource = readShaderSource("src/code/fragShader.glsl");
int vShader = gl.glCreateShader(GL_VERTEX_SHADER);
gl.glShaderSource(vShader, 3, vshaderSource, null, 0);
gl.glCompileShader(vShader);
//catch error code chunks
checkOpenGLError();
gl.glGetShaderiv(vShader, GL_COMPILE_STATUS, vertCompiled, 0);
if(vertCompiled[0] !=1) {
System.out.println("vertext compilation failed.");
printShaderLog(vShader);
}
int fShader=gl.glCreateShader(GL_FRAGMENT_SHADER);
gl.glShaderSource(fShader, 4, fshaderSource, null, 0);
gl.glCompileShader(fShader);
//catch error code chunks
checkOpenGLError();
gl.glGetShaderiv(fShader, GL_COMPILE_STATUS, fragCompiled, 0);
if(fragCompiled[0] !=1) {
System.out.println("fragment compilation failed.");
printShaderLog(fShader);
}
if((vertCompiled[0] !=1) ||((fragCompiled[0] !=1))) {
System.out.println("\nCompilation Error; return-flags:");
System.out.println("vertCompiled = " +vertCompiled[0] + "; fragCompiled " + fragCompiled[0]);
}
gl.glShaderSource(vShader, vshaderSource.length, vshaderSource, null, 0);
gl.glShaderSource(fShader, vshaderSource.length, vshaderSource, null, 0);
int vfProgram = gl.glCreateProgram();
gl.glAttachShader(vfProgram, vShader);
gl.glAttachShader(vfProgram, fShader);
gl.glLinkProgram(vfProgram);
gl.glDeleteShader(vShader);
gl.glDeleteShader(fShader);
return vfProgram;
}
Upvotes: 1
Views: 369
Reputation: 210928
The issue is the line
gl.glShaderSource(vShader, 3, vshaderSource, null, 0);
respectively
gl.glShaderSource(fShader, 4, fshaderSource, null, 0);
vshaderSource
and fshaderSource
are arrays of strings (String[]
). glShaderSource
can get an array of strings. But you have to set the length of the array to the 2nd argument:
gl.glShaderSource(vShader, vshaderSource.length, vshaderSource, null, 0);
gl.glShaderSource(fShader, fshaderSource.length, fshaderSource, null, 0);
Upvotes: 2