My primary language is French, I will try to do my best.
I try to learn about shader, but I'm not able to find why my shader doesn't work. I draw using VAO with 2 VBO. One for Vertices an the other for indices. My object render fine but my shader seems to have no effects.
My svn project eclipse ; http://sourceforge.net/projects/mad-game-engine
My vao setup;
VAO
--VBO 0 Vertices
--VBO 1 Indices
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, buffer, 0);
if (buffer[0] == GL.GL_FALSE)
warning("program not validate");
gl.glGetObjectParameterivARB(handle, GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB, buffer, 0);
byte[] log = new byte[buffer[0]];
gl.glGetInfoLogARB(handle, buffer[0], 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, buffer, 0);
if (buffer[0] == GL.GL_FALSE) {
warning("error compiling shader");
}
gl.glGetObjectParameterivARB(handle, GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB, buffer, 0);
byte[] log = new byte[buffer[0]];
gl.glGetInfoLogARB(handle, buffer[0], buffer, 0, log, 0);
if (log[0] != 0)
warning("compiler info log:\n" + new String(log, 0, 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(0,1,0));
}
Fragment shadder;
#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 Drawing Methode;
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, 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);
With theses method in shaderprogram;
private void checkProgram(GL2 gl, int handle) {
int[] buffer = new int[1];
gl.glGetProgramiv(handle, GL2ES2.GL_LINK_STATUS, buffer, 0);
if (buffer[0] == GL.GL_FALSE) // 1 or 0
warning("error linking program ");
gl.glValidateProgram(handle);
gl.glGetProgramiv(handle, GL2.GL_VALIDATE_STATUS, buffer, 0);
if (buffer[0] == GL.GL_FALSE)
warning("program not validate");
gl.glGetProgramiv(handle, GL2.GL_INFO_LOG_LENGTH, buffer, 0);
byte[] log = new byte[buffer[0]];
gl.glGetProgramInfoLog(handle, buffer[0], 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.glGetProgramiv(handle, GL2.GL_COMPILE_STATUS, buffer, 0);
if (buffer[0] == GL.GL_FALSE) {
warning("error compiling shader");
}
gl.glGetProgramiv(handle, GL2.GL_INFO_LOG_LENGTH, buffer, 0);
byte[] log = new byte[buffer[0]];
if(log.length>0)
gl.glGetShaderInfoLog(handle, buffer[0], buffer, 0, log, 0);
if(log.length>0)
if (log[0] != 0)
warning("compiler info log:\n" + new String(log, 0, log.length - 1));
}
I obtain this log;
Loading Vertex Shader
error compiling shader
Loading Fragment Shader
error compiling shader
error linking program
program not validate