I am on mac and I am using Xcode 10.1 as I can't get a new version as my mac is on 10.13.6. I am new to C++ and OpenGL so I followed a tutorial on how to do this, but it is on Windows 10 so maybe that is the problem? It is using GLFW and GLEW both installed with Homebrew.
Here is my code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if(result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
if (!glfwInit())
return -1;
window = glfwCreateWindow(640, 480, "Window", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if(glewInit() != GLEW_OK)
std::cout << "Error!" << std::endl;
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" glPosition = position;\n"
"}\n";
std::string fragmentShader =
"#version 450 core\n"
"\n"
"layout(location = 0) out vec4 colour;\n"
"\n"
"void main()\n"
"{\n"
" colour = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
When I run this code the console writes this:
2.1 NVIDIA-10.4.14 310.90.30.05b27
Failed to compile vertex shader!
ERROR: 0:1: '' : version '330' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:3: 'layout' : syntax error: syntax error
Failed to compile fragment shader!
ERROR: 0:1: '' : version '450' is not supported
ERROR: 0:1: '' : syntax error: #version
ERROR: 0:3: 'layout' : syntax error: syntax error
Program ended with exit code: 0
How can I fix this?