Java – my shaderprogram doesn’t work
My main language is French. I will try my best
I try to understand shaders, but I can't find out why my shaders don't work I use VAO to draw 2 vbos One for vertices and one for indexes My object renders well, but my shader doesn't seem to have any effect
My SVN project solar eclipse; http://sourceforge.net/projects/mad-game-engine
My VAO settings; VAO – VBO 0 vertex – VBO 1 exponent
My shaderprogram;
package fr.mad.engine.shader; import java.io.BufferedReader; import java.io.FileReader; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GL4; import fr.mad.engine.LOG; public abstract class ShaderProgram { private int programID; private int vertexShaderID; private int fragmentShaerID; private LOG log; public ShaderProgram(String vertexFile,String fragmentFile,LOG log,GL2 gl) { this.log = new LOG(log,"shader"); vertexShaderID = loadShader(vertexFile,GL2ES2.GL_VERTEX_SHADER,gl.getGL2()); fragmentShaerID = loadShader(fragmentFile,GL2ES2.GL_FRAGMENT_SHADER,gl.getGL2()); programID = gl.glCreateProgram(); gl.glAttachShader(programID,vertexShaderID); gl.glAttachShader(programID,fragmentShaerID); bindAttributes(gl); gl.glLinkProgram(programID); gl.glValidateProgram(programID); checkProgram(gl,programID); } public void start(GL2 gl) { gl.glUseProgram(programID); } public void stop(GL2 gl) { gl.glUseProgram(0); } public void clenUp(GL2 gl) { stop(gl); gl.glDetachShader(programID,vertexShaderID); gl.glDetachShader(programID,fragmentShaerID); gl.glDeleteShader(vertexShaderID); gl.glDeleteShader(this.fragmentShaerID); gl.glDeleteProgram(programID); } protected abstract void bindAttributes(GL2 gl); protected void bindAttribute(GL2 gl,int i,String t) { gl.glBindAttribLocation(programID,i,t); } private int loadShader(String file,int type,GL2 gl) { log.log("Loading " + (GL2ES2.GL_VERTEX_SHADER == type ? "Vertex" : "Fragment") + " Shader"); StringBuilder shaderSource = new StringBuilder(); try { BufferedReader reader = new BufferedReader(new FileReader(file)); String line; while ((line = reader.readLine()) != null) { shaderSource.append(line).append("\n"); } } catch (Exception e) { e.printStackTrace(); } int shaderID = gl.glCreateShader(type); gl.glShaderSource(shaderID,1,new String[] { shaderSource.toString() },new int[] { shaderSource.toString().length() },0); gl.glCompileShader(shaderID); checkShader(gl,shaderID); log.log(""); return shaderID; } private void checkProgram(GL2 gl,int handle) { int[] buffer = new int[1]; gl.glGetObjectParameterivARB(handle,GL2.GL_OBJECT_LINK_STATUS_ARB,buffer,0); if (buffer[0] == GL.GL_FALSE) // 1 or 0 warning("error linking program "); gl.glValidateProgramARB(handle); gl.glGetObjectParameterivARB(handle,GL2.GL_OBJECT_VALIDATE_STATUS_ARB,0); if (buffer[0] == GL.GL_FALSE) warning("program not validate"); gl.glGetObjectParameterivARB(handle,GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB,0); byte[] log = new byte[buffer[0]]; gl.glGetInfoLogARB(handle,buffer[0],log,0); if (log[0] != 0) warning("linker info log:\n" + new String(log)); } private void checkShader(GL2 gl,int handle) { int[] buffer = new int[1]; gl.glGetObjectParameterivARB(handle,GL2.GL_OBJECT_COMPILE_STATUS_ARB,0); if (buffer[0] == GL.GL_FALSE) { warning("error compiling shader"); } gl.glGetObjectParameterivARB(handle,0); if (log[0] != 0) warning("compiler info log:\n" + new String(log,log.length - 1)); } private void warning(String string) { log.log(string); } }
Vertex shader;
#version 400 core in vec3 position; out vec3 colour; void main(void){ gl_Position = vec4(position.xyz,1.0); colour = sin(vec3(0,0)); }
fragment;
#version 400 core in vec3 colour; out vec4 out_Color; void main(void){ out_Color = vec4(colour,1.0); gl_FragColor = vec4(colour,1.0); }
My painting method;
shader.start(gl); gl.glBindVertexArray(vaoid); gl.glBindBuffer(GL2.GL_ARRAY_BUFFER,vbovertid); gl.glEnabLevertexAttribArray(0); gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER,vboindexid); gl.glEnabLevertexAttribArray(1); gl.glColor3f(1f,0); gl.glDrawElements(GL.GL_TRIANGLES,this.indices.length,GL.GL_UNSIGNED_INT,0); gl.glEnabLevertexAttribArray(1); gl.glEnabLevertexAttribArray(0); gl.glBindBuffer(GL2.GL_ARRAY_BUFFER,0); gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER,0); gl.glBindVertexArray(0); shader.stop(gl);
Use theses method in shader program;
private void checkProgram(GL2 gl,int handle) { int[] buffer = new int[1]; gl.glGetProgramiv(handle,GL2ES2.GL_LINK_STATUS,0); if (buffer[0] == GL.GL_FALSE) // 1 or 0 warning("error linking program "); gl.glValidateProgram(handle); gl.glGetProgramiv(handle,GL2.GL_VALIDATE_STATUS,0); if (buffer[0] == GL.GL_FALSE) warning("program not validate"); gl.glGetProgramiv(handle,GL2.GL_INFO_LOG_LENGTH,0); byte[] log = new byte[buffer[0]]; gl.glGetProgramInfoLog(handle,int handle) { int[] buffer = new int[1]; gl.glGetProgramiv(handle,GL2.GL_COMPILE_STATUS,0); if (buffer[0] == GL.GL_FALSE) { warning("error compiling shader"); } gl.glGetProgramiv(handle,0); byte[] log = new byte[buffer[0]]; if(log.length>0) gl.glGetShaderInfoLog(handle,0); if(log.length>0) if (log[0] != 0) warning("compiler info log:\n" + new String(log,log.length - 1)); }
I got this log;
Loading Vertex Shader error compiling shader Loading Fragment Shader error compiling shader error linking program program not validate
Solution
As I wrote before your blog was not compiled / linked by glsl, you have screwed up somewhere When I put shaders into my engine, here is the log of NVIDIA environment:
[Vertex] OK [Fragment] OK 0(9) : warning C7533: global variable gl_FragColor is deprecated after version 120 [Program] Linker error Fragment info ------------- 0(9) : warning C7533: global variable gl_FragColor is deprecated after version 120 error: user-defined fragment shader outputs may not be used with gl_FragColor or gl_FragData
Therefore, change the clip shader to:
#version 400 core in vec3 colour; out vec4 out_Color; void main(void){ out_Color = vec4(colour,1.0); }
By deleting GL_ Fragcolor = vec4 (color, 1.0); Because you have set the output color You can do it only once... If you still need old style variables, use the compatibility profile instead of the core
Check: glgetshaderinfo log
I bet you're calling a different glgetshaderinfo log provided by any GL based library you link to the program That's why you have these strange messages instead of compiling / linking logs Try using the original GL, which returns logs directly from the gfx driver