Well, as in the title the Shaders aren't doing a thing they should draw a point but it isn't appearing in the screen :/. I have being checking for solutions but it appears that they don't work. Also glfw and glew are initialising okay and the red color is appearing.
#include <GL/glew.h>
#define GLFW_DLL
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <iostream>
#include "jelly/lua_manager.h"
#include "jelly/keysManager.h"
jelly::keys_buttons::KeysManager km;
GLuint vertex_array_obj;
GLuint program;
GLuint startRender(GLFWwindow* window)
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::cout << "ASD" << std::endl;
static const GLchar * vertexShader_src[] =
{
"#version 430 core \n"
" \n"
"void main(void) \n"
"{ \n"
" gl_Position = vec4(0, 0.5, 0.0, 1); \n"
"} \n"
};
static const GLchar * fragmentShader_src[] =
{
"#version 430 core \n"
" \n"
"out vec4 color; \n"
" \n"
"void main(void) \n"
"{ \n"
" color = vec4(0.0, 0.8, 1.0, 1.0); \n"
"} \n"
};
glShaderSource(vertexShader, 1, vertexShader_src, NULL);
glCompileShader(vertexShader);
glShaderSource(fragmentShader, 1, fragmentShader_src, NULL);
glCompileShader(fragmentShader);
GLuint tprogram = glCreateProgram();
glAttachShader(tprogram, vertexShader);
glAttachShader(tprogram, fragmentShader);
glLinkProgram(tprogram);
glValidateProgram(tprogram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glGenVertexArrays(1, &vertex_array_obj);
glBindVertexArray(vertex_array_obj);
return tprogram;
}
void render(GLFWwindow* window)
{
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 1);
}
void mouseCallback(GLFWwindow* window, int button, int action, int mods)
{
km.mouseClick(button, action, mods);
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
km.keyPressed(key, action, mods);
}
int main()
{
jelly::lua::LuaManager lm;
// 0 = Build | 1 = Release | 2 = Alpha | 3 = Beta
int buildType = 0;
std::string title = "Relieved";
if (buildType != 1)
{
switch (buildType) {
case 0 :
title += " | Build Version";
break;
case 2 :
title += " | Alpha Version";
break;
case 3 :
title += " | Beta Version";
break;
default :
break;
}
}
GLFWwindow* window;
if (!glfwInit()) {
glfwTerminate();
return -1;
}
window = glfwCreateWindow(640, 400, title.c_str(), NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
glLoadIdentity();
program = startRender(window);
glUseProgram(program);
glfwSetKeyCallback(window, keyCallback);
glfwSetMouseButtonCallback(window, mouseCallback);
while(!glfwWindowShouldClose(window))
{
render(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &vertex_array_obj);
glDeleteProgram(program);
glDeleteVertexArrays(1, &vertex_array_obj);
glfwTerminate();
return 0;
}