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Syerjchep

OpenGL
OpenGL program doesn't start on other peoples computers.

15 posts in this topic

So even though I can run my program nicely, it seems few others can.

Here's some init code, with irrelevant stuff snipped out between lines:

if( !glfwInit() )
log("Failed to initialize GLFW\n");
 
Code for prefs and such goes here.
 

glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
if(oldopengl)
    {
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    }
    else
    {
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 0);
    }
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 
    if(fullscreen)
    {
        // Open a window and create its OpenGL context
        if( !glfwOpenWindow( screenx,screeny, 0,0,0,0, 32,0, GLFW_FULLSCREEN ) )
        {
            log("Failed to open GLFW window. If you have an older (Intel) GPU, they are not 4.0 compatible.\n");
            glfwTerminate();
        }
    }
    else
    {
        // Open a window and create its OpenGL context
        if( !glfwOpenWindow( screenx,screeny, 0,0,0,0, 32,0, GLFW_WINDOW ) )
        {
            log("Failed to open GLFW window. If you have an older (Intel) GPU, they are not 4.0 compatible.\n");
            glfwTerminate();
        }
    }
 
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK)
log("Failed to initialize GLEW\n");

Excuse the lack of formatting, I can't add tabs easily here.

Also, I actually took out a lot of other code in between lines, just leaving the OpenGL init code.

 

I can run it fine. I have an older but higher tier desktop with Windows 7, 6 core processor, 8gb ram and a GTX 560 that can run it well.

I also have a Windows 8 laptop with Integrated Graphics that can run it as well, albeit with lower settings to maintain framerates.

 

Yet it seems that a majority of the people I give the application to simply can't run it. As in it crashes imminently.

Log files often come back like this:

0   : Program started.
0.00   : 4 quotes read.
0.00   : Reading prefs file.
0.05   : Failed to open GLFW window. If you have an older (Intel) GPU, they are not 4.0 compatible.

0   : Failed to initialize GLEW

0   : OpenAL: No Error
0   : Networking initalized.
0   : Initalized.
0   : Error: Missing GL version
0   : Using glew version: 1.7.0
0   : 
0   : 
0   : 
0   : 
0   : Opengl version used: 13107512.2007382186

In cases like the above, OpenGL (specifically GLFW in this case) doesn't even load.

Other times the logs look like this:

0   : Program started.
0.00   : 4 quotes read.
0.00   : Reading prefs file.
0.38   : OpenAL: No Error
0.38   : Networking initalized.
0.38   : Initalized.
0.38   : Using glew version: 1.7.0
0.38   : AMD Radeon HD 6800 Series
0.38   : ATI Technologies Inc.
0.39   : 3.2.12618 Core Profile Context 13.251.0.0
0.39   : 4.30
0.39   : Opengl version used: 3.2
0.39   : Compiling shader: StandardShadingVertex.glsl

It seems to load okay, but loading the shaders crashes the program. 

(I'll post shader loading code in a second.)

 

 

I realize I haven't provided a ton of information, so I'll awnser questions as needed and find the shader loading code to post.

Lastly, I can offer the program it self if anyone wants to try running it.

Here:

http://syerjchep.org/release.zip

If you can even get to the black screen with white text on it. Then it works for you.

 

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Your code shows the use of GLFW (the old version btw, GLFW3 is a better choice) and yet the program you included comes with SDL. That seems a bit odd. I can't say why the first example failed. It obviously failed to create a valid context, which is why GLEW didn't initialize. As for the second example, it's likely one or more of your shaders contain GLSL which is invalid. Nvidias GLSL compiler is implemented by way of Cg, and it will allow some code which is only valid in Cg to compile as GLSL. AMD's compiler is much more strict.

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Your code shows the use of GLFW (the old version btw, GLFW3 is a better choice) and yet the program you included comes with SDL. That seems a bit odd. I can't say why the first example failed. It obviously failed to create a valid context, which is why GLEW didn't initialize. As for the second example, it's likely one or more of your shaders contain GLSL which is invalid. Nvidias GLSL compiler is implemented by way of Cg, and it will allow some code which is only valid in Cg to compile as GLSL. AMD's compiler is much more strict.

SDL_Net is used for the programs networking. It is not used for anything concerning graphics, though I believe I still have to link to all the standard SDL graphical libraries.

As for shaders, yes, they're GLSL. But I kinda thought that was just the term (openGL Shading Language) for shaders used with OpenGL, so IDK what you mean with Cg. The shaders are in the zip with the program obviously, but if requested I could just post them here.

 

 


Nvidias GLSL compiler is implemented by way of Cg
I doubt its the case anymore. Recent GLSL has no Cg equivalent.

 

Once again, even though I know how to program in OpenGL and write GLSL shaders, I don't really know what you're talking about.

 

 

Edit: This is the code I'm currently using to load shaders, it's from a tutorial some of you might recognize:

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
    log("Compiling shader: "+string(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]);
    log(&VertexShaderErrorMessage[0]);
 
    // Compile Fragment Shader
    log("Compiling shader: "+string(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]);
    log(&FragmentShaderErrorMessage[0]);
 
    // Link the program
    log("Linking program.");
    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]);
    log(&ProgramErrorMessage[0]);
 
    glDeleteShader(VertexShaderID);
    glDeleteShader(FragmentShaderID);
 
    return ProgramID;
}
Edited by Syerjchep
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Nvidias GLSL compiler is implemented by way of Cg
I doubt its the case anymore. Recent GLSL has no Cg equivalent.

 

 

In any case I know for a fact that Nvidia's GLSL compiler will accept some code which does not conform to the Khronos spec. This is one of the pitfalls of developing GLSL shaders on a workstation with a Nvidia graphics card. Luckily there has been a recent development called Glslang, which is an official GLSL reference compiler from Khronos. If glslLangValidator compiles your code without error, and AMD or Nvidia fails, then it's their fault, not yours.

Edited by Chris_F
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Like Chris_F said, nvidia's compiler is alot more lenient (and has more features), while AMDs is standard compliant.

You need to check for GLSL compilation errors.. These are things you can fix at your friends computer in a heartbeat, because you should be getting the output as you compile each shader (if they fail).

 

I have made an implementation here:

https://github.com/fwsGonzo/library/blob/master/library/opengl/shader.cpp

 

It's probably not perfect, but it will tell you what went wrong.

 

What you are looking for is:

glGetShaderiv(shader_v, GL_COMPILE_STATUS, &status);

and

glGetProgramiv(this->shader, GL_LINK_STATUS, &status);

respectively.

 

Also, don't forget to LIBERALLY check for general opengl errors:

if (OpenGL::checkError())

....
 
It's important to have a general idea (best guess) where things went wrong, since it's unlikely your friends will figure that out for you. :)
 
Also, it might be worth mentioning, that unless you absolutely need 32bit depth testing - you could go for 24d8s, since that is the most common format.
Whether or not it's the fastest I have no idea.
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If it's available to you, you might also want to log errors from GL_ARB_debug_ouput/GL_KHR_debug.

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Well I've implemented plenty of glGetError calls but now need to upload the new version of the program and find someone with an AMD processor.

Also, is it bad if my vertex shader is version 330 core but my fragment shader is version 150 and they're run with each other?
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Well I looked up the error and all I got was "a string was constructed from a NULL char".
Basically I've edited my shader to look like this:
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path)
{
    try
    {
        checkForGLError();
        cerr<<"Before shaders...\n";
        // Create the shaders
        GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
        GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

        cerr<<"Shaders allocated.\n";
        checkForGLError();

        // 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();
        }

        cerr<<"Vertex shader length: "<<VertexShaderCode.length()<<"\n";
        checkForGLError();

        // 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();
        }

        cerr<<"Fragment shader length: "<<FragmentShaderCode.length()<<"\n";
        checkForGLError();

        GLint Result = GL_FALSE;
        int InfoLogLength;

        // Compile Vertex Shader
        log("Compiling shader: "+string(vertex_file_path));
        char const * VertexSourcePointer = VertexShaderCode.c_str();
        cerr<<"v1\n";
        glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
        checkForGLError();
        cerr<<"v2\n";
        glCompileShader(VertexShaderID);
        cerr<<"v3\n";
        checkForGLError();

        // 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]);
        log(&VertexShaderErrorMessage[0]);

        checkForGLError();

        // Compile Fragment Shader
        log("Compiling shader: "+string(fragment_file_path));
        char const * FragmentSourcePointer = FragmentShaderCode.c_str();
        glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
        glCompileShader(FragmentShaderID);

        checkForGLError();

        // 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]);
        log(&FragmentShaderErrorMessage[0]);

        checkForGLError();

        // Link the program
        log("Linking program.");
        GLuint ProgramID = glCreateProgram();
        glAttachShader(ProgramID, VertexShaderID);
        glAttachShader(ProgramID, FragmentShaderID);
        glLinkProgram(ProgramID);

        checkForGLError();

        // 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]);
        log(&ProgramErrorMessage[0]);

        checkForGLError();

        glDeleteShader(VertexShaderID);
        glDeleteShader(FragmentShaderID);

        return ProgramID;
    }
    catch(int exc)
    {
        log("Making shader threw exception: "+ istr(exc));
    }
}
Where checkForGLError is defined as:
void checkForGLError()
{
    GLenum err;
	while ((err = glGetError()) != GL_NO_ERROR)
    {
        log("OpenGL error: " + err);
		cerr << "OpenGL error: " << err << endl;
	}
}
Basically if an exception is thrown I'll know.
I know the lengths of the strings before the code attempts to compile them.
I know which step in compiling it gets to (v1,v2,v3)
And if there are any glErrors thrown I'll hopefully see them.



If at your convince you or someone else could redownload the program, run it, and post stderr.txt (it'll have more information than logfile.txt) that'd be great.
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Okeydokey, here's the latest stderr:

0	: Program started.
0.00	: 4 quotes read.
0.00	: Could not find prefs file, creating with defaults.
0.31	: r loading model --- b3 out of scope --- 
OpenGL error: 1280
0.38	: OpenAL: No Error
0.38	: Networking initalized.
0.38	: Initalized.
0.38	: Using glew version: 1.7.0
0.38	: AMD Radeon HD 6450
0.38	: ATI Technologies Inc.
0.38	: 4.0.12430 Core Profile Context 13.152.1.8000
0.38	: 4.30
0.38	: Opengl version used: 4.0
0.38	: r loading model --- b3 out of scope --- 
OpenGL error: 1280
Before shaders...
Shaders allocated.
Vertex shader length: 2230
Fragment shader length: 7481
0.38	: Compiling shader: shaders/StandardShadingVertex.glsl
v1
v2
v3
terminate called after throwing an instance of 'std::logic_error'
  what():  basic_string::_S_construct null not valid

InfoLogLength is 0 perhaps?

Edited by mhagain
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Okeydokey, here's the latest stderr:

0	: Program started.
0.00	: 4 quotes read.
0.00	: Could not find prefs file, creating with defaults.
0.31	: r loading model --- b3 out of scope --- 
OpenGL error: 1280
0.38	: OpenAL: No Error
0.38	: Networking initalized.
0.38	: Initalized.
0.38	: Using glew version: 1.7.0
0.38	: AMD Radeon HD 6450
0.38	: ATI Technologies Inc.
0.38	: 4.0.12430 Core Profile Context 13.152.1.8000
0.38	: 4.30
0.38	: Opengl version used: 4.0
0.38	: r loading model --- b3 out of scope --- 
OpenGL error: 1280
Before shaders...
Shaders allocated.
Vertex shader length: 2230
Fragment shader length: 7481
0.38	: Compiling shader: shaders/StandardShadingVertex.glsl
v1
v2
v3
terminate called after throwing an instance of 'std::logic_error'
  what():  basic_string::_S_construct null not valid
InfoLogLength is 0 perhaps?

This is actually extremely helpful.
Well, I uploaded a new version.
This time there's a new setting in settings.txt.
Change LOG_SHADERS to 0 then try launching it.
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OK, first run, default settings:

0	: Program started.
0.00	: 4 quotes read.
0.00	: Could not find prefs file, creating with defaults.
0.30	: del --- c2 out of scope --- 
OpenGL error: 1280
0.33	: OpenAL: No Error
0.33	: Networking initalized.
0.33	: Initalized.
0.33	: Using glew version: 1.7.0
0.33	: AMD Radeon HD 6450
0.33	: ATI Technologies Inc.
0.33	: 4.0.12430 Core Profile Context 13.152.1.8000
0.33	: 4.30
0.33	: Opengl version used: 4.0
0.33	: del --- c2 out of scope --- 
OpenGL error: 1280
Before shaders...
Shaders allocated.
Vertex shader length: 2230
Fragment shader length: 7481
0.33	: Compiling shader: shaders/StandardShadingVertex.glsl
v1
v2
v3
0.37	: Vertex Error Message Size: 0,0
terminate called after throwing an instance of 'std::logic_error'
  what():  basic_string::_S_construct null not valid

Second run, LOG_SHADERS 0 .................................. IT WORKS! smile.png

0.33	: Vertex Error Message Size: 0,0
0.33	: Compiling shader: shaders/StandardShadingFragment.glsl
0.34	: Linking program.
0.36	: 
8.38	: UDP opened, address resolved.
8.88	: UDP opened, address resolved.
9.38	: UDP opened, address resolved.
16.49	: Window closed!
16.49	: OpenAL: No Error
16.64	: 0 frames ran.
16.64	: 16.6419 current time.
16.64	: 16.643 seconds elapsed.
16.64	: 0 fps average.
0	: Ended program.
Edited by mhagain
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OK, first run, default settings:

0	: Program started.
0.00	: 4 quotes read.
0.00	: Could not find prefs file, creating with defaults.
0.30	: del --- c2 out of scope --- 
OpenGL error: 1280
0.33	: OpenAL: No Error
0.33	: Networking initalized.
0.33	: Initalized.
0.33	: Using glew version: 1.7.0
0.33	: AMD Radeon HD 6450
0.33	: ATI Technologies Inc.
0.33	: 4.0.12430 Core Profile Context 13.152.1.8000
0.33	: 4.30
0.33	: Opengl version used: 4.0
0.33	: del --- c2 out of scope --- 
OpenGL error: 1280
Before shaders...
Shaders allocated.
Vertex shader length: 2230
Fragment shader length: 7481
0.33	: Compiling shader: shaders/StandardShadingVertex.glsl
v1
v2
v3
0.37	: Vertex Error Message Size: 0,0
terminate called after throwing an instance of 'std::logic_error'
  what():  basic_string::_S_construct null not valid
Second run, LOG_SHADERS 0 .................................. IT WORKS! smile.png
0.33	: Vertex Error Message Size: 0,0
0.33	: Compiling shader: shaders/StandardShadingFragment.glsl
0.34	: Linking program.
0.36	: 
8.38	: UDP opened, address resolved.
8.88	: UDP opened, address resolved.
9.38	: UDP opened, address resolved.
16.49	: Window closed!
16.49	: OpenAL: No Error
16.64	: 0 frames ran.
16.64	: 16.6419 current time.
16.64	: 16.643 seconds elapsed.
16.64	: 0 fps average.
0	: Ended program.

Wow man, thanks a ton!
Can't believe all this time it had nothing to do with OpenGL at all lol
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Wow man, thanks a ton!
Can't believe all this time it had nothing to do with OpenGL at all lol

 

You know, the hardest lesson I've learned programming (and am still learning) is to put your ego aside and always assume you did something wrong.  I can't tell you how many times I've blamed a library/platform/driver/programmer for some problem, only to find it in my own code later where I was doing something silly.

 

Programming is hard.  :-)

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      #include "MyEngine.h" MyEngine::MyEngine() { MyWindow myWindow(800, 600, "My Game Engine"); this->myWindow = &myWindow; myWindow.createWindow(); this->myWindowHandle = myWindow.getWindowHandle(); // Load all OpenGL function pointers for use gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); } MyEngine::~MyEngine() { this->myWindow->destroyWindow(); } void MyEngine::run() { MyShaders myShaders("VertexShader.glsl", "FragmentShader.glsl"); MyShapes myShapes; GLuint vertexArrayObjectHandle; float coordinates[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; vertexArrayObjectHandle = myShapes.drawTriangle(coordinates); while (!glfwWindowShouldClose(this->myWindowHandle)) { glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw something glUseProgram(myShaders.getShaderProgram()); glBindVertexArray(vertexArrayObjectHandle); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(this->myWindowHandle); glfwPollEvents(); } } MyShaders.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> #include "MyFileHandler.h" class MyShaders { private: const char * vertexShaderFileName; const char * fragmentShaderFileName; const char * vertexShaderCode; const char * fragmentShaderCode; GLuint vertexShaderHandle; GLuint fragmentShaderHandle; GLuint shaderProgram; void compileShaders(); public: MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName); ~MyShaders(); GLuint getShaderProgram(); const char * getVertexShaderCode(); const char * getFragmentShaderCode(); }; MyShaders.cpp
      #include "MyShaders.h" MyShaders::MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName) { this->vertexShaderFileName = vertexShaderFileName; this->fragmentShaderFileName = fragmentShaderFileName; // Load shaders from files MyFileHandler myVertexShaderFileHandler(this->vertexShaderFileName); this->vertexShaderCode = myVertexShaderFileHandler.readFile(); MyFileHandler myFragmentShaderFileHandler(this->fragmentShaderFileName); this->fragmentShaderCode = myFragmentShaderFileHandler.readFile(); // Compile shaders this->compileShaders(); } MyShaders::~MyShaders() { } void MyShaders::compileShaders() { this->vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER); this->fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(this->vertexShaderHandle, 1, &(this->vertexShaderCode), NULL); glShaderSource(this->fragmentShaderHandle, 1, &(this->fragmentShaderCode), NULL); glCompileShader(this->vertexShaderHandle); glCompileShader(this->fragmentShaderHandle); this->shaderProgram = glCreateProgram(); glAttachShader(this->shaderProgram, this->vertexShaderHandle); glAttachShader(this->shaderProgram, this->fragmentShaderHandle); glLinkProgram(this->shaderProgram); return; } GLuint MyShaders::getShaderProgram() { return this->shaderProgram; } const char * MyShaders::getVertexShaderCode() { return this->vertexShaderCode; } const char * MyShaders::getFragmentShaderCode() { return this->fragmentShaderCode; } MyWindow.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyWindow { private: GLFWwindow * windowHandle; int windowWidth; int windowHeight; const char * windowTitle; public: MyWindow(int windowWidth, int windowHeight, const char * windowTitle); ~MyWindow(); GLFWwindow * getWindowHandle(); void createWindow(); void MyWindow::destroyWindow(); }; MyWindow.cpp
      #include "MyWindow.h" MyWindow::MyWindow(int windowWidth, int windowHeight, const char * windowTitle) { this->windowHandle = NULL; this->windowWidth = windowWidth; this->windowWidth = windowWidth; this->windowHeight = windowHeight; this->windowTitle = windowTitle; glfwInit(); } MyWindow::~MyWindow() { } GLFWwindow * MyWindow::getWindowHandle() { return this->windowHandle; } void MyWindow::createWindow() { // Use OpenGL 3.3 and GLSL 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Limit backwards compatibility glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Prevent resizing window glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create window this->windowHandle = glfwCreateWindow(this->windowWidth, this->windowHeight, this->windowTitle, NULL, NULL); glfwMakeContextCurrent(this->windowHandle); } void MyWindow::destroyWindow() { glfwTerminate(); } MyShapes.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyShapes { public: MyShapes(); ~MyShapes(); GLuint & drawTriangle(float coordinates[]); }; MyShapes.cpp
      #include "MyShapes.h" MyShapes::MyShapes() { } MyShapes::~MyShapes() { } GLuint & MyShapes::drawTriangle(float coordinates[]) { GLuint vertexBufferObject{}; GLuint vertexArrayObject{}; // Create a VAO glGenVertexArrays(1, &vertexArrayObject); glBindVertexArray(vertexArrayObject); // Send vertices to the GPU glGenBuffers(1, &vertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(coordinates), coordinates, GL_STATIC_DRAW); // Dertermine the interpretation of the array buffer glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *)0); glEnableVertexAttribArray(0); // Unbind the buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); return vertexArrayObject; } MyFileHandler.h
      #pragma once #include <cstdio> #include <cstdlib> class MyFileHandler { private: const char * fileName; unsigned long fileSize; void setFileSize(); public: MyFileHandler(const char * fileName); ~MyFileHandler(); unsigned long getFileSize(); const char * readFile(); }; MyFileHandler.cpp
      #include "MyFileHandler.h" MyFileHandler::MyFileHandler(const char * fileName) { this->fileName = fileName; this->setFileSize(); } MyFileHandler::~MyFileHandler() { } void MyFileHandler::setFileSize() { FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fseek(fileHandle, 0L, SEEK_END); this->fileSize = ftell(fileHandle); rewind(fileHandle); fclose(fileHandle); return; } unsigned long MyFileHandler::getFileSize() { return (this->fileSize); } const char * MyFileHandler::readFile() { char * buffer = (char *)malloc((this->fileSize)+1); FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fread(buffer, this->fileSize, sizeof(char), fileHandle); fclose(fileHandle); buffer[this->fileSize] = '\0'; return buffer; } VertexShader.glsl
      #version 330 core layout (location = 0) vec3 VertexPositions; void main() { gl_Position = vec4(VertexPositions, 1.0f); } FragmentShader.glsl
      #version 330 core out vec4 FragmentColor; void main() { FragmentColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); } I am attempting to create a simple engine/graphics utility using some object-oriented paradigms. My first goal is to get some output from my engine, namely, a simple red triangle.
      For this goal, the MyShapes class will be responsible for defining shapes such as triangles, polygons etc. Currently, there is only a drawTriangle() method implemented, because I first wanted to see whether it works or not before attempting to code other shape drawing methods.
      The constructor of the MyEngine class creates a GLFW window (GLAD is also initialized here to load all OpenGL functionality), and the myEngine.run() method in Main.cpp is responsible for firing up the engine. In this run() method, the shaders get loaded from files via the help of my FileHandler class. The vertices for the triangle are processed by the myShapes.drawTriangle() method where a vertex array object, a vertex buffer object and vertrex attributes are set for this purpose.
      The while loop in the run() method should be outputting me the desired red triangle, but all I get is a grey window area. Why?
      Note: The shaders are compiling and linking without any errors.
      (Note: I am aware that this code is not using any good software engineering practices (e.g. exceptions, error handling). I am planning to implement them later, once I get the hang of OpenGL.)

       
    • 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
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