Reputation: 357
I have a MacBook Pro running OSX Lion with a CoreI5 with Intel HD 3000 Graphics and I can not get a basic shader working in Xcode 4. I am familiar with OpenGL and GLSL on Windows but am new to the Mac. I added the GLSL code into the 'Cocoa on the Mac'. Here is the code:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Insert code here to initialize your application
GLuint vshader = glCreateShader(GL_VERTEX_SHADER);
GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar *vShaderSource = "void main() { \
gl_Position = ftransform; }";
glShaderSource(vshader, 1, &vShaderSource, NULL);
glCompileShader(vshader);
GLint good;
glGetShaderiv(vshader, GL_COMPILE_STATUS, &good);
if (good == GL_FALSE)
{
GLint logLength=0;
char *logMessage=NULL;
glGetShaderiv(vshader, GL_INFO_LOG_LENGTH, &logLength);
logMessage = malloc(logLength);
glGetShaderInfoLog(vshader, logLength, NULL, logMessage);
NSString *errorString = [[NSString alloc] initWithUTF8String:(logMessage)];
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert setMessageText:errorString];
[alert runModal];
free(logMessage);
return;
}
const GLchar *fShaderSource = "void main() { \
vec4 color = vec4(1.0, 0.0, 0.0, 1.0); \
gl_FragColor = color; \
}";
glShaderSource(fshader, 1, &fShaderSource, NULL);
glCompileShader(fshader);
glGetShaderiv(fshader, GL_COMPILE_STATUS, &good);
if (good == GL_FALSE)
{
GLint logLength=0;
char *logMessage=NULL;
glGetShaderiv(fshader, GL_INFO_LOG_LENGTH, &logLength);
logMessage = malloc(logLength);
glGetShaderInfoLog(fshader, logLength, NULL, logMessage);
NSString *errorString = [[NSString alloc] initWithUTF8String:(logMessage)];
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert setMessageText:errorString];
[alert runModal];
free(logMessage);
return;
}
program = glCreateProgram();
glAttachShader(program, vshader);
glAttachShader(program, fshader);
glLinkProgram(program);
// Check link status
glGetProgramiv(program, GL_LINK_STATUS, &good);
if (good == GL_FALSE)
{
int logLength=0;
char *logMessage=NULL;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
logMessage = malloc(logLength);
glGetProgramInfoLog(program, logLength, NULL, logMessage);
NSString *errorString = [[NSString alloc] initWithUTF8String:(logMessage)];
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert setMessageText:errorString];
[alert runModal];
free(logMessage);
return;
}
// Check validate status
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &good);
if (good == GL_FALSE)
{
int logLength=0;
char *logMessage=NULL;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
logMessage = malloc(logLength);
glGetProgramInfoLog(program, logLength, NULL, logMessage);
NSString *errorString = [[NSString alloc] initWithUTF8String:(logMessage)];
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert setMessageText:errorString];
[alert runModal];
free(logMessage);
return;
}
glUseProgram(program);
GLenum glError = glGetError();
if (glError)
{
char *errorMessage = gluErrorString(glError);
NSString *errorString = [[NSString alloc] initWithUTF8String:(errorMessage)];
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert setMessageText:errorString];
[alert runModal];
}
}
Here is the render loop:
static void drawAnObject ()
{
glColor3f(1.0f, 0.85f, 0.35f);
glBegin(GL_TRIANGLES);
{
glVertex3f( 0.0, 0.6, 0.0);
glVertex3f( -0.2, -0.3, 0.0);
glVertex3f( 0.2, -0.3 ,0.0);
}
glEnd();
}
-(void)drawRect:(NSRect)bounds
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
drawAnObject();
glFlush();
GLenum glError = glGetError();
if (glError)
{
char *errorMessage = gluErrorString(glError);
NSString *errorString = [[NSString alloc] initWithUTF8String:(errorMessage)];
NSAlert *alert = [[[NSAlert alloc] init] autorelease];
[alert setMessageText:errorString];
[alert runModal];
}
}
Upvotes: 0
Views: 1027
Reputation: 56357
This:
gl_Position = ftransform;
Should be:
gl_Position = ftransform();
You should also specify the GLSL version in each shader with #version 120, at the beginning of each shader source (in the first line).
Upvotes: 1