I believe this is some kind of random error thing I am getting only when I run it. I am including my shader files and main in the code below. I am getting a strange error in my include sstream and this it:Unhandled exception at 0x005BA1BD in jippy.cpp.exe: 0xC0000005: Access violation reading location 0xCCCCCCD0. occurred.
struct Shaderprogramsource {
std::string VertexSouce;
std::string FragmentSource;
};
static Shaderprogramsource Parseshader(const std::string& filepath) {
std::ifstream stream(filepath);
enum class Shadertype {
NONE = -1, VERTEX = 0, FRAGMENT = 1
};
std::string line;
std::stringstream ss[2];
Shadertype type = Shadertype::NONE;
while (getline(stream, line)) {
if (line.find("#shader") != std::string::npos) {
if (line.find("vertex") != std::string::npos)
type = Shadertype::VERTEX;
else if (line.find("fragment") != std::string::npos)
type = Shadertype::FRAGMENT;
}
else {
ss[(int)type] << line << "\n";
}
}
return { ss[0].str(), ss[1].str() };
}
static 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 << message ;
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& Vertexshader, const std::string& Fragmentshader)
{
unsigned int program = glCreateProgram();
unsigned int vertex = CompileShader(GL_VERTEX_SHADER, Vertexshader);
unsigned int fragment = CompileShader(GL_FRAGMENT_SHADER, Fragmentshader);
glAttachShader(program, vertex);
glAttachShader(program, fragment);
glLinkProgram(program);
glValidateProgram(program);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (GLEW_OK == glewInit())
{
}
float vertices[6] = {
-0.5, -0.5,
0.0, 0.5,
0.5, 0.5
};
unsigned int buffer1;
glGenBuffers(1, &buffer1);
glBindBuffer(GL_ARRAY_BUFFER, buffer1);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
Shaderprogramsource source = Parseshader("res/shaders/Basic.Shader");
unsigned int shader = CreateShader(source.VertexSouce, source.FragmentSource);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
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