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  1. POWebGL - Invalid Operation useProgram
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    <p>I'm learning WebGL and am on <a href="http://learningwebgl.com/blog/?p=684" rel="noreferrer">this</a> tutorial that has to do with lighting. I'm new to JavaScript so I'm not so good at debugging it yet. I keep getting these errors, anyone know why I'm getting them and how to fix it?</p> <pre><code>WebGL: INVALID_OPERATION: useProgram: program not valid http://insanergamer.zxq.net/:1 WebGL: INVALID_OPERATION: getAttribLocation: program not linked http://insanergamer.zxq.net/:1 WebGL: INVALID_OPERATION: getUniformLocation: program not linked http://insanergamer.zxq.net/:1 WebGL: too many errors, no more errors will be reported to the console for this context. </code></pre> <p><strong>index.html</strong></p> <pre><code>&lt;!doctype html&gt; &lt;html lang="en"&gt; &lt;head&gt; &lt;meta charset="utf 8" /&gt; &lt;link rel="stylesheet" href="main.css"&gt; &lt;script type="text/javascript" language="javascript" src="gl-matrix.js"&gt;&lt;/script&gt; &lt;script type="text/javascript" language="javascript" src="webgl-utils.js"&gt;&lt;/script&gt; &lt;script type="text/javascript" language="javascript" src="first.js"&gt;&lt;/script&gt; &lt;script id="shader-fs" type="x-shader/x-fragment"&gt; precision mediump float; varying vec2 vTextureCoord; varying vec3 vLightWeighting; uniform sampler2D uSampler; void main(void) { vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a); } &lt;/script&gt; &lt;script id="shader-vs" type="x-shader/x-vertex"&gt; attribute vec3 aVertexPosition; attribute vec3 aVertexNormal; attribute vec2 aTextureCoord; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform mat3 uNMatrix; uniform vec3 uAmbientColor; uniform vec3 uLightingDirection; uniform vec3 uDirectionalColor; uniform bool uUseLighting; varying vec2 vTextureCoord; varying vec3 vLightWeighting; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); vTextureCoord = aTextureCoord; if (!uUseLighting) { vLightWeighting = vec3(1.0, 1.0, 1.0); } else { vec3 transformedNormal = uNMatrix * aVertexNormal; float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0); vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting; } &lt;/script&gt; &lt;/head&gt; &lt;body onLoad="webGLStart()"&gt; &lt;header&gt; &lt;/header&gt; &lt;nav&gt; &lt;/nav&gt; &lt;section&gt; &lt;h3&gt;&lt;a href="todo.html"&gt;Link to the TODO page.&lt;/a&gt;&lt;/h3&gt; &lt;form&gt; &lt;input type="checkbox" id="lighting"&gt;&lt;/input&gt;Lighting On/Off&lt;br /&gt; Ambient Lighting Color: Red:&lt;input type="text" id="ambientR"&gt;&lt;/input&gt; Green:&lt;input type="text" id="ambientG"&gt;&lt;/input&gt; Blue:&lt;input type="text" id="ambientB"&gt;&lt;/input&gt; &lt;br /&gt; Light Direction: X:&lt;input type="text" id="lightDirectionX"&gt;&lt;/input&gt; Y:&lt;input type="text" id="lightDirectionY"&gt;&lt;/input&gt; Z:&lt;input type="text" id="lightDirectionZ"&gt;&lt;/input&gt; &lt;br /&gt; Direction Lighting Color: Red:&lt;input type="text" id="directionalR"&gt;&lt;/input&gt; Green:&lt;input type="text" id="directionalG"&gt;&lt;/input&gt; Blue:&lt;input type="text" id="directionalB"&gt;&lt;/input&gt; &lt;br /&gt; &lt;/form&gt; &lt;p&gt;Press 'F' to change Texture quality.&lt;/p&gt; &lt;p&gt;Use Arrow Keys to rotate cube.&lt;/p&gt; &lt;p&gt;Page Up and Page down to zoom in and out.&lt;/p&gt; &lt;canvas canvasProperties="prop" id="canvas1" style="border: none;" width="1280" height="720"&gt;&lt;/canvas&gt; &lt;article&gt; &lt;header&gt; &lt;/header&gt; &lt;footer&gt; &lt;/footer&gt; &lt;/article&gt; &lt;/section&gt; &lt;aside&gt; &lt;/aside&gt; &lt;footer&gt; &lt;/footer&gt; &lt;/body&gt; </code></pre> <p></p> <p><strong>first.js</strong></p> <pre><code> var gl; function initGL(canvas) { try { gl = canvas.getContext("experimental-webgl"); gl.viewportWidth = canvas.width; gl.viewportHeight = canvas.height; } catch (e) { } if (!gl) { alert("Could not initialise WebGL, sorry :-("); } } function getShader(gl, id) { var shaderScript = document.getElementById(id); if (!shaderScript) { return null; } var str = ""; var k = shaderScript.firstChild; while (k) { if (k.nodeType == 3) { str += k.textContent; } k = k.nextSibling; } var shader; if (shaderScript.type == "x-shader/x-fragment") { shader = gl.createShader(gl.FRAGMENT_SHADER); } else if (shaderScript.type == "x-shader/x-vertex") { shader = gl.createShader(gl.VERTEX_SHADER); } else { return null; } gl.shaderSource(shader, str); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert(gl.getShaderInfoLog(shader)); return null; } return shader; } var shaderProgram; function initShaders() { var fragmentShader = getShader(gl, "shader-fs"); var vertexShader = getShader(gl, "shader-vs"); shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Could not initialise shaders"); } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal"); gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute); shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix"); shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting"); shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor"); shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightingDirection"); shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor"); } var cubeTextures = Array(); function initTexture() { var cubeImage = new Image(); for(var i=0;i &lt; 3; i++) { var texture = gl.createTexture(); texture.image = cubeImage; cubeTextures.push(texture); } cubeImage.onload = function() { handleLoadedTexture(cubeTextures); } cubeImage.src = "cube.png"; } function handleLoadedTexture(texture) { gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.bindTexture(gl.TEXTURE_2D,texture[0]); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture[0].image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.bindTexture(gl.TEXTURE_2D, texture[1]); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture[1].image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.bindTexture(gl.TEXTURE_2D, texture[2]); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture[2].image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); gl.generateMipmap(gl.TEXTURE_2D); gl.bindTexture(gl.TEXTURE_2D, null); } var mvMatrix = mat4.create(); var mvMatrixStack = [] var pMatrix = mat4.create(); function mvPushMatrix() { var copy = mat4.create(); mat4.set(mvMatrix, copy); mvMatrixStack.push(copy); } function mvPopMatrix() { if(mvMatrixStack.length == 0) { throw "No Matrix to Pop!"; } mvMatrix = mvMatrixStack.pop(); } function degToRad(degrees) { return degrees * Math.PI / 180; } function setMatrixUniforms() { gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix); var normalMatrix = mat3.create(); mat4.toInverseMat3(mvMatrix, normalMatrix); mat3.transpose(normalMatrix); gl.uniformMatrix3fv(shaderProgram.nMatrixUniform, false, normalMatrix); } var cubeVertexPositionBuffer; var cubeVertexTextureCoordBuffer; var cubeVertexIndexBuffer; function initBuffers() { cubeVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); vertices = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Left face -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); cubeVertexPositionBuffer.itemSize = 3; cubeVertexPositionBuffer.numItems = 24; cubeVertexNormalBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer); var vertexNormals = [ // Front face 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // Back face 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, // Top face 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // Bottom face 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, // Right face 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Left face -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW); cubeVertexNormalBuffer.itemSize = 3; cubeVertexNormalBuffer.numItems = 24; cubeVertexTextureCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer); var textureCoords = [ // Front face 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, // Back face 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, // Top face 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, // Bottom face 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // Right face 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, // Left face 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW); cubeVertexTextureCoordBuffer.itemSize = 2; cubeVertexTextureCoordBuffer.numItems = 24; cubeVertexIndexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); var cubeVertexIndices = [ 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Back face 8, 9, 10, 8, 10, 11, // Top face 12, 13, 14, 12, 14, 15, // Bottom face 16, 17, 18, 16, 18, 19, // Right face 20, 21, 22, 20, 22, 23 // Left face ] gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW); cubeVertexIndexBuffer.itemSize = 1; cubeVertexIndexBuffer.numItems = 36; } var rCubeX = 0; var SpeedX = 0; var rCubeY = 0; var SpeedY = 0; var z = -5.0; var filter = 0; function drawScene() { gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); mat4.identity(mvMatrix); mat4.translate(mvMatrix, [0.0, 0.0, z]); mvPushMatrix(); mat4.rotate(mvMatrix, degToRad(rCubeX), [1, 0, 0]); mat4.rotate(mvMatrix, degToRad(rCubeY), [0, 1, 0]); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer); gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, cubeVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer); gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, cubeTextures[filter]); gl.uniform1i(shaderProgram.samplerUniform, 0); var lighting = document.getElementById("lighting").checked; gl.uniform1i(shaderProgram.useLightingUniform, lighting); if(lighting) { gl.uniform3f( shaderProgram.ambientColorUniform, parseFloat(document.getElementById("ambientR").value), parseFloat(document.getElementById("ambientG").value), parseFloat(document.getElementById("ambientB").value) ); } var lightingDirection = [ parseFloat(document.getElementById("lightDirectionX").value), parseFloat(document.getElementById("lightDirectionY").value), parseFloat(document.getElementById("lightDirectionZ").value) ]; var adjustedLD = vec3.create(); vec3.normalize(lightingDirection, adjustedLD); vec3.scale(adjustedLD, -1); gl.uniform3fv(shaderProgram.lightingDirectionUniform, adjustedLD); gl.uniform3f( shaderProgram.directionalColorUniform, parseFloat(document.getElementById("directionalR").value), parseFloat(document.getElementById("directionalG").value), parseFloat(document.getElementById("directionalB").value) ); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); setMatrixUniforms(); gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); mvPopMatrix(); } var lastTime = 0; function animate() { var timeNow = new Date().getTime(); if(lastTime != 0) { var elapsed = timeNow - lastTime; rCubeX += (SpeedX * elapsed) / 1000.0; rCubeY += (SpeedY * elapsed) / 1000.0; } lastTime = timeNow; } var currentlyPressedKeys = {}; function handleKeyDown(event){ currentlyPressedKeys[event.keyCode] = true; if(String.fromCharCode(event.keyCode) == "F"){ filter += 1; if(filter == 3){ filter = 0; } } } function handleKeyUp(event){ currentlyPressedKeys[event.keyCode] = false; } function handleKeys() { if(currentlyPressedKeys[33]) { z -= 0.05; } if(currentlyPressedKeys[34]) { z += 0.05; } if(currentlyPressedKeys[37]) { SpeedY --; } else if (SpeedY &lt; 0){ SpeedY ++; } if(currentlyPressedKeys[39]) { SpeedY ++; }else if(SpeedY &gt; 0){ SpeedY --; } if (currentlyPressedKeys[38]) { SpeedX --; } else if(SpeedX &lt; 0){ SpeedX ++; } if (currentlyPressedKeys[40]) { SpeedX ++; } else if(SpeedX &gt; 0){ SpeedX--; } } function update() { requestAnimFrame(update); handleKeys(); drawScene(); animate(); } function webGLStart() { var canvas = document.getElementById("canvas1"); initGL(canvas); initShaders(); initBuffers(); initTexture(); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); document.onkeydown = handleKeyDown; document.onkeyup = handleKeyUp; update(); } </code></pre>
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