New To OpenGL and i can't resolve this one. i get this error
ERROR: 0:21: 'gl_Position' : undeclared identifier
ERROR: 0:21: 'assign' : cannot convert from '4-component vector of highp float' to 'highp float'
it also says my that my fragment shader was not compiled successfully. I've read that it may be caused due to reading the vertex&fragment shaders wrongly . gl_Position works in previous shaders. Any input is appreciated.Thnx.
heres my skybox.vertexshader:
#version 330 core
layout (location = 0) in vec3 position;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;
//gl_Position only works with vertex & geo shaders. from ver 1.5 to 3.3
//gl position not compatible with frag?
//problem with shader reading thinks its the fragment
void main()
{
gl_Position = projection * view * vec4 (position.xyz, 1.0);
TexCoords = position;
}
my skybox FragmentShader:
#version 330 core
in vec3 TexCoords;
out vec4 color;
uniform samplerCube skybox;
void main()
{
color = texture(skybox,TexCoords);
}
Also the main.cpp file if that's any help:
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
#include <vector>
#include <iostream>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include <common/skyboxtex.hpp>
#include <common/shader.hpp>
#include <common/texture.hpp>
#include <common/controls.hpp>
#include <glm/gtc/type_ptr.hpp>
int main(void)
{
// Initialise GLFW
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "Tutorial 0 - Keyboard and Mouse", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set the mouse at the center of the screen
glfwPollEvents();
glfwSetCursorPos(window, 1024 / 2, 768 / 2);
// Dark blue background
//glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
// Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader");
GLuint skyboxShader = LoadShaders("skybox.fragmentshader", "skybox.vertexshader");
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
GLuint ViewMatrixID = glGetUniformLocation(programID, "V");
// Load the texture Cube
GLuint Texture = loadDDS("uvtemplate.DDS");
//cubeassss
// Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
float skyboxVertices[] = {
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
}
// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
// Two UV coordinatesfor each vertex. They were created with Blender.
static const GLfloat g_uv_buffer_data[] = {
0.000059f, 0.000004f,
0.000103f, 0.336048f,
0.335973f, 0.335903f,
1.000023f, 0.000013f,
0.667979f, 0.335851f,
0.999958f, 0.336064f,
0.667979f, 0.335851f,
0.336024f, 0.671877f,
0.667969f, 0.671889f,
1.000023f, 0.000013f,
0.668104f, 0.000013f,
0.667979f, 0.335851f,
0.000059f, 0.000004f,
0.335973f, 0.335903f,
0.336098f, 0.000071f,
0.667979f, 0.335851f,
0.335973f, 0.335903f,
0.336024f, 0.671877f,
1.000004f, 0.671847f,
0.999958f, 0.336064f,
0.667979f, 0.335851f,
0.668104f, 0.000013f,
0.335973f, 0.335903f,
0.667979f, 0.335851f,
0.335973f, 0.335903f,
0.668104f, 0.000013f,
0.336098f, 0.000071f,
0.000103f, 0.336048f,
0.000004f, 0.671870f,
0.336024f, 0.671877f,
0.000103f, 0.336048f,
0.336024f, 0.671877f,
0.335973f, 0.335903f,
0.667969f, 0.671889f,
1.000004f, 0.671847f,
0.667979f, 0.335851f
};
//Skybox
GLuint skyboxVAO, skyboxVBO;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1,&skyboxVBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT,GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glBindVertexArray(0);
//skybox image faces
std::vector <std::string>faces;
{
"right.BMP",
"left.BMP",
"top.BMP",
"bottom.BMP",
"front.BMP",
"back.BMP";
};
GLuint CubemapTexture = loadCubemap(faces);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
do{
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
glUseProgram(skyboxShader);
// Compute the MVP matrix from keyboard and mouse input
computeMatricesFromInputs();
glm::mat4 ProjectionMatrix = getProjectionMatrix();
glm::mat4 ViewMatrix = getViewMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0);
glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to use Texture Unit 0
glUniform1i(TextureID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
//cube
//cube
glm::mat4 ModelMatrix2 = glm::mat4(1.0);
ModelMatrix2 = glm::translate(ModelMatrix2, glm::vec3(2.0f, 0.0f, 0.0f));
glm::mat4 MVP2 = ProjectionMatrix * ViewMatrix * ModelMatrix2;
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP2[0][0]);
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix2[0][0]);
// 2nd object
glDrawArrays(GL_TRIANGLES, 0, 12 * 3);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
//newshit
//skybox matrix
glm::mat4 view = glm::mat4(glm::mat3(getViewMatrix()));
// skybox Uniform INCLUDE glm value_PTR.hpp
glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "projection"), 1, GL_FALSE, glm::value_ptr(ProjectionMatrix));
glBindVertexArray(skyboxVAO);
glDepthFunc(GL_LEQUAL);
glUseProgram(skyboxShader);
glBindTexture(GL_TEXTURE_CUBE_MAP, CubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
// Cleanup VBO and shader
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &uvbuffer);
glDeleteProgram(programID);
glDeleteTextures(1, &TextureID);
glDeleteVertexArrays(1, &VertexArrayID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
LoadShaders
. – 3DaveSOIL2
library - it provides methods for (easily) loading cubemaps. – 3Dave