• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
sothro

OpenGL
Loading shaders from file error on glGetUniformLocation

7 posts in this topic

Hi,

 

I'm just starting with opengl and i was following a tutorial on http://openglbook.com.(currently on chapter 4)

 

My problem is that when i try to do one of these lines :

 

ModelMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ModelMatrix");
ViewMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ViewMatrix");
ProjectionMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ProjectionMatrix");

 

my program crashes and this error is triggered:

ExitOnGLError("ERROR: Could not get the shader uniform locations");

 

if anyone knows what it could be i would be very grateful.
 

0

Share this post


Link to post
Share on other sites

Did you change the names in the shaders? If you had "modelMatrix" in the shader code, you'd fail to find "ModelMatrix" since it is case-sensititve. Are you compiling and linking the right shaders? If you're reusing your prior tutorial's code, sometimes people forget to update the file names since they usually don't change for the first few tutorials.

 

It's really hard to blindly help, so any extra information on what you actually typed would help.

1

Share this post


Link to post
Share on other sites

Two points: 1 you can only get the location of a uniform that is active (it needs to be used within the body of the shader)

 

and 2: you can get a list of all uniforms available in a shader after it's linked running this code:

int numUni = -1;
glGetProgramiv( mProgram, GL_ACTIVE_UNIFORMS, &numUni );
for(int i = 0; i < numUni; ++i){

    int namelen =-1, num=-1;
    GLenum type = GL_ZERO;
    char name[256]; //assume no variable names longer than 256

    /* Get the name of the ith Uniform */
    glGetActiveUniform(mProgram,
                       static_cast<GLuint>(i),
                       sizeof(name)-1,
                       &namelen,
                       &num,
                       &type,
                       name));
    name[namelen] = 0;

    /* Get the location of the named uniform */
    GLuint location = glGetUniformLocation( mProgram, name );

    std::cout << name << " " << location << std::endl;
}

hope that helps.

2

Share this post


Link to post
Share on other sites

thanks for the help allready

if used the coded exunit and their are no active uniforms.

 

I am using opengl version 3.00 can this be a problem to?

 

I have added my shader files.

 

 i have changed something in my shader loading function can this be the problem ?

the change is this:

 //added by me because i got a error he coulden't parse it to const glchar *
                glsl_source_gl=glsl_source;

 

this is my leader function

GLuint LoadShader(const char* filename, GLenum shader_type)
{
    GLuint shader_id = 0;
    FILE* file;
    long file_size = -1;
      GLchar* glsl_source;
     //added by me
     const GLchar* glsl_source_gl;
    
    if (NULL != (file = fopen(filename, "rb")) &&
        0 == fseek(file, 0, SEEK_END) &&
        -1 != (file_size = ftell(file)))
    {
        rewind(file);
        
        if (NULL != (glsl_source = (char*)malloc(file_size + 1)))
        {
            if (file_size == (long)fread(glsl_source, sizeof(char), file_size, file))
            {
                //added by me because i got a error he coulden't parse it to const glchar *
                glsl_source_gl=glsl_source;

                glsl_source[file_size] = '\0';

                if (0 != (shader_id = glCreateShader(shader_type)))
                {
                    glShaderSource(shader_id, 1, (&glsl_source_gl), NULL);
                    glCompileShader(shader_id);
                    ExitOnGLError("Could not compile a shader");

                }
                else
                    fprintf(stderr, "ERROR: Could not create a shader.\n");
            }
            else
                fprintf(stderr, "ERROR: Could not read file %s\n", filename);
            
            free(glsl_source);
        }
        else
            fprintf(stderr, "ERROR: Could not allocate %i bytes.\n", file_size);

        fclose(file);
    }
    else
        fprintf(stderr, "ERROR: Could not open file %s\n", filename);

    return shader_id;
}

 

 

And this is my drawcube method:

 

void CreateCube(void)
{
    const Vertex VERTICES[8] =
{
    { { -.5f, -.5f,  .5f, 1 }, { 0, 0, 1, 1 } },
    { { -.5f,  .5f,  .5f, 1 }, { 1, 0, 0, 1 } },
    { {  .5f,  .5f,  .5f, 1 }, { 0, 1, 0, 1 } },
    { {  .5f, -.5f,  .5f, 1 }, { 1, 1, 0, 1 } },
    { { -.5f, -.5f, -.5f, 1 }, { 1, 1, 1, 1 } },
    { { -.5f,  .5f, -.5f, 1 }, { 1, 0, 0, 1 } },
    { {  .5f,  .5f, -.5f, 1 }, { 1, 0, 1, 1 } },
    { {  .5f, -.5f, -.5f, 1 }, { 0, 0, 1, 1 } }
};
    const GLuint INDICES[36] =
{
    0,2,1,  0,3,2,
    4,3,0,  4,7,3,
    4,1,5,  4,0,1,
    3,6,2,  3,7,6,
    1,6,5,  1,2,6,
    7,5,6,  7,4,5
};

    ShaderIds[0] = glCreateProgram();
    ExitOnGLError("ERROR: Could not create the shader program");

    ShaderIds[1] = LoadShader("c:\\SimpleShader.fragment.glsl", GL_FRAGMENT_SHADER);
    ShaderIds[2] = LoadShader("c:\\SimpleShader.vertex.glsl", GL_VERTEX_SHADER);
    glAttachShader(ShaderIds[0], ShaderIds[1]);
    glAttachShader(ShaderIds[0], ShaderIds[2]);
 
    glLinkProgram(ShaderIds[0]);
    ExitOnGLError("ERROR: Could not link the shader program");

    ModelMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ModelMatrix");
    ExitOnGLError("ERROR: Could not get the shader uniform locations for modelmatrix");
    ViewMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ViewMatrix");
    ExitOnGLError("ERROR: Could not get the shader uniform locations for viewmatrix");
    ProjectionMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ProjectionMatrix");
    ExitOnGLError("ERROR: Could not get the shader uniform locations for projectionMatrix");

    glGenVertexArrays(1, &BufferIds[0]);
    ExitOnGLError("ERROR: Could not generate the VAO");
    glBindVertexArray(BufferIds[0]);
    ExitOnGLError("ERROR: Could not bind the VAO");

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    ExitOnGLError("ERROR: Could not enable vertex attributes");

    glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);
    ExitOnGLError("ERROR: Could not bind the VBO to the VAO");
 
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)0);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)sizeof(VERTICES[0].Position));
    ExitOnGLError("ERROR: Could not set VAO attributes");

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferIds[2]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(INDICES), INDICES, GL_STATIC_DRAW);
    ExitOnGLError("ERROR: Could not bind the IBO to the VAO");
 
    glBindVertexArray(0);
}

0

Share this post


Link to post
Share on other sites

There is no version 300 for GLSL. OpenGL 3 uses version 130. You probably want to check if your shaders are compiling correctly as well using glGetShaderiv and glGetShaderInfoLog, and that your program is linking correctly using glGetProgramiv and glGetProgramInfoLog :)

1

Share this post


Link to post
Share on other sites

If done what xycaleth said and the shaders aren't compiling it gives 0 back as status.

 

    GLint status;
    glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status);
    if(status==GL_FALSE)
    {
        ExitOnGLError("ERROR: Could not compile shader");
    }

 

thanks for all the help smile.png

 

this is the error that i get when compiling the shaders:

GL_FRAGMENT_SHADER:

ERROR: 0:1: '' :  Version number not supported by OGL driver
ERROR: 0:4: 'in' :  supported in GLSL 1.30 or later
ERROR: 0:6: 'out' :  supported in GLSL 1.30 or later

 

GL_VERTEX_SHADER:

ERROR: 0:1: '' :  Version number not supported by OGL driver
ERROR: 0:4: 'layout' : syntax error syntax error

 

I still don't have any idee why its not compiling i think it has something to do with my loader.

Edited by sothro
0

Share this post


Link to post
Share on other sites

If solved the errors from my previous post by changing the version to 330.

 

But now he crashes at :

glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);
ExitOnGLError("ERROR: Could not bind the VBO to the VAO");

 

i found the problem,  was missing this line : glGenBuffers(2, &BufferIds[1]);

 

thanks for the great help everybody :D

Hope i can ask for your help if i get other errors

Edited by sothro
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By mapra99
      Hello

      I am working on a recent project and I have been learning how to code in C# using OpenGL libraries for some graphics. I have achieved some quite interesting things using TAO Framework writing in Console Applications, creating a GLUT Window. But my problem now is that I need to incorporate the Graphics in a Windows Form so I can relate the objects that I render with some .NET Controls.

      To deal with this problem, I have seen in some forums that it's better to use OpenTK instead of TAO Framework, so I can use the glControl that OpenTK libraries offer. However, I haven't found complete articles, tutorials or source codes that help using the glControl or that may insert me into de OpenTK functions. Would somebody please share in this forum some links or files where I can find good documentation about this topic? Or may I use another library different of OpenTK?

      Thanks!
    • By Solid_Spy
      Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
      In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
      My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
      Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
    • By KarimIO
      EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
      Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
      Update: No crash occurs if I don't draw, just clear and swap.
      static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));  
    • By Tchom
      Hey devs!
       
      I've been working on a OpenGL ES 2.0 android engine and I have begun implementing some simple (point) lighting. I had something fairly simple working, so I tried to get fancy and added color-tinting light. And it works great... with only one or two lights. Any more than that, the application drops about 15 frames per light added (my ideal is at least 4 or 5). I know implementing lighting is expensive, I just didn't think it was that expensive. I'm fairly new to the world of OpenGL and GLSL, so there is a good chance I've written some crappy shader code. If anyone had any feedback or tips on how I can optimize this code, please let me know.
       
      Vertex Shader
      uniform mat4 u_MVPMatrix; uniform mat4 u_MVMatrix; attribute vec4 a_Position; attribute vec3 a_Normal; attribute vec2 a_TexCoordinate; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { v_Position = vec3(u_MVMatrix * a_Position); v_TexCoordinate = a_TexCoordinate; v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); gl_Position = u_MVPMatrix * a_Position; } Fragment Shader
      precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
    • By yahiko00
      Hi,
      Not sure to post at the right place, if not, please forgive me...
      For a game project I am working on, I would like to implement a 2D starfield as a background.
      I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
      I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

      Is there someone who could have an idea of a distribution which could result in such a starfield?
      Any insight would be appreciated
  • Popular Now