OpenGL - How to properly add lighting to a scene using the Blinn-Phong shading model? - c++

Recently, I have been trying to add lighting to a simple OpenGL scene using the Blinn-Phong shading model as described in this website.
I tried to follow the tutorial as closely as possible. However, the lighting seems off, especially on the side faces of the cube as the light source begins to move across the front.
I believe it would have something to do with the positions of the Normals not being in the right place due to rotation on the model matrix or having done something wrong in the lighting shader, however, I am not sure whether either of those is really the cause.
Here is the source code, by the way:
#include <glad/glad.h>
#include <SFML/Graphics.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <cstdlib>
#include <cmath>
// Vertex shader for the light source cube
const std::string source_vert_shader = R"(
#version 330 core
layout (location = 0) in vec3 vertPos;
uniform mat4 proj, view, model;
void main() {
gl_Position = proj * view * model * vec4(vertPos, 1);
}
)";
// Fragment shader for the light source cube
const std::string source_frag_shader = R"(
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(1);
}
)";
// Vertex shader for the cube
const std::string cube_vert_shader = R"(
#version 330 core
layout (location = 0) in vec3 vertPos;
layout (location = 1) in vec3 vertNorm;
uniform mat4 proj, view, model;
out vec3 fragPos;
out vec3 interNorm;
void main() {
fragPos = vec3(model * vec4(vertPos, 1));
gl_Position = proj * view * vec4(fragPos, 1);
interNorm = mat3(transpose(inverse(model))) * vertNorm;
}
)";
// Fragment shader for the cube
const std::string cube_frag_shader = R"(
#version 330 core
in vec3 fragPos;
in vec3 interNorm;
out vec4 FragColor;
uniform vec3 viewPos;
uniform vec3 lightPos;
uniform vec3 objectColor;
const float pi = 3.14159265;
const float shininess = 16;
void main() {
vec3 normal = normalize(interNorm);
vec3 lightDir = normalize(lightPos - fragPos);
float dist = length(lightPos - fragPos);
float attenuation = 1 / (dist * dist);
// Ambient light effect
const float ambientStrength = 0.05;
vec3 ambient = ambientStrength * objectColor;
// Diffuse light effect
float diff = max(dot(normal, lightDir), 0);
vec3 diffuse = attenuation * diff * objectColor;
// Specular light effect
vec3 specular = vec3(0);
if (diff != 0) {
const float energy_conservation = (8 + shininess) / (8 * pi);
vec3 viewDir = normalize(viewPos - fragPos);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = energy_conservation * pow(max(dot(normal, halfwayDir), 0), shininess);
specular = attenuation * spec * vec3(0.3);
}
const float gamma = 2.2;
// Apply the different lighting techniques of the Phong shading model and finally apply gamma correction
FragColor = vec4(pow(ambient + diffuse + specular, vec3(1 / gamma)), 1);
}
)";
int main() {
// Initialize the window
sf::RenderWindow window(
sf::VideoMode(1365, 768), "Lighting", sf::Style::Default,
sf::ContextSettings(24, 8, 4, 3, 3, sf::ContextSettings::Core, true));
// Initialize OpenGL functions
gladLoadGLLoader(reinterpret_cast<GLADloadproc>(sf::Context::getFunction));
// Specify the viewport of the scene
glViewport(0, 0, window.getSize().x, window.getSize().y);
// Enable depth testing
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Load the shaders into the application
sf::Shader shader, source_shader;
(void)shader.loadFromMemory(cube_vert_shader, cube_frag_shader);
(void)source_shader.loadFromMemory(source_vert_shader, source_frag_shader);
// Define the vertices of the cube and the light source cube
float vertices[] = {
// Vertices Normals
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
// Attach the vertices in the vertices array to the VAO and the VBO
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void*>(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// The same VBO can be used to render the light source cube
GLuint source_vao;
glGenVertexArrays(1, &source_vao);
glBindVertexArray(source_vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(0);
// Projection matrix
auto proj = glm::perspective(glm::radians(45.0f), static_cast<GLfloat>(window.getSize().x) / window.getSize().y, 0.1f, 100.0f);
glm::vec3 view_pos(0.0f, 0.0f, -5.0f);
// View/camera matrix
glm::mat4 view(1.0f);
view = glm::translate(view, view_pos);
view = glm::rotate(view, glm::radians(45.0f), glm::vec3(1.0f, 1.0f, 1.0f));
// Model matrix
glm::mat4 model(1.0f);
//model = glm::rotate(model, glm::radians(45.0f), glm::vec3(1.0f, 1.0f, 0.0f));
// For the cube in the center
shader.setUniform("proj", sf::Glsl::Mat4(glm::value_ptr(proj)));
shader.setUniform("view", sf::Glsl::Mat4(glm::value_ptr(view)));
shader.setUniform("model", sf::Glsl::Mat4(glm::value_ptr(model)));
shader.setUniform("viewPos", sf::Glsl::Vec3(view_pos.x, view_pos.y, view_pos.z));
shader.setUniform("objectColor", sf::Glsl::Vec3(1.0f, 0.3f, 1.0f));
// For the light source cube
source_shader.setUniform("proj", sf::Glsl::Mat4(glm::value_ptr(proj)));
source_shader.setUniform("view", sf::Glsl::Mat4(glm::value_ptr(view)));
sf::Clock clock;
sf::Event evt{};
while (window.isOpen()) {
while (window.pollEvent(evt)) {
if (evt.type == sf::Event::Closed) {
// When window is closed, destroy the VAO and the VBO
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
window.close();
}
if (evt.type == sf::Event::Resized)
// Update the viewport as the window is resized
glViewport(0, 0, evt.size.width, evt.size.height);
}
// Clear the screen with a color
glClearColor(0.8f, 0.2f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Calculate an angular factor based on the elapsed time
auto const angular_factor = glm::radians(45.0f) * clock.getElapsedTime().asSeconds();
sf::Shader::bind(&shader);
// Makes the light source move in circles around the cube in the center
glm::vec3 light_pos(
6.0f * std::sin(angular_factor),
0.0f,
6.0f * std::cos(angular_factor)
);
shader.setUniform("lightPos", sf::Glsl::Vec3(light_pos.x, light_pos.y, light_pos.z));
// Draw the cube
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 36);
sf::Shader::bind(&source_shader);
model = glm::identity<glm::mat4>();
model = glm::scale(model, glm::vec3(0.3f, 0.3f, 0.3f));
model = glm::translate(model, light_pos);
source_shader.setUniform("model", sf::Glsl::Mat4(glm::value_ptr(model)));
// Draw the light source cube
glBindVertexArray(source_vao);
glDrawArrays(GL_TRIANGLES, 0, 36);
sf::Shader::bind(nullptr);
// Swap the window's buffers
window.display();
}
}

Related

modern opengl textured pyramid

I think am missing something when drawing the textured pyramid. I can't get it to work properly since I am not good with 3d modern OpenGL. Somehow, I managed to draw a cube but seems am going wrong with the pyramid. I want the four sides to have 0.5(top), 0.0(left), 1,0 (right). and the bottom to be 0,1 (top left), 1,1 (top right), 0,0 (bottom left) and 1,0 (bottom right). I need these coordinates since am only getting flunky images with my coordinate. Any help would be appreciated.
here is my code with the vertices of a cube that I had created earlier and was running well.
/*Header Inclusions*/
#include <iostream>
#include <GL/Glew.h>
#include <GL/freeglut.h>
// GLM Math inclusions
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
//include soil
#include "SOIL2/SOIL2.h"
using namespace std; // Uses the standard namespace
#define WINDOW_TITLE "Modern OpenGL" // Macro for window title
//Vertex and fragment shader
#ifndef GLSL
#define GLSL(Version, source) "#version " #Version "\n" #source
#endif
// Variables for window width and height
GLint ShaderProgram, WindowWidth = 800, WindowHeight = 600;
GLuint VBO, VAO, texture;
GLfloat degrees = glm::radians(-45.0f);
/* User-defined Function prototypes to:*/
void UResizeWindow(int,int);
void URenderGraphics(void);
void UCreateShader(void);
void UCreateBuffers(void);
void UGenerateTexture(void);
/*Vertex shader source code*/
const GLchar * vertexShaderSource = GLSL(330,
layout(location = 0) in vec3 position;
layout(location = 2) in vec2 textureCoordinate;
out vec2 mobileTextureCoordinate; //declare a vec 4 variable
//Global variables for the transform matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(){
gl_Position = projection * view * model * vec4(position, 1.0f);//transform vertices
mobileTextureCoordinate = vec2(textureCoordinate.x, 1.0f - textureCoordinate.y);
}
);
/*Fragment shader program source code*/
const GLchar * fragmentShaderSource = GLSL(330,
in vec2 mobileTextureCoordinate;
out vec4 gpuTexture;//out vertex_Color;
uniform sampler2D uTexture;
void main(){
gpuTexture = texture(uTexture, mobileTextureCoordinate);
}
);
//main program
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WINDOW_TITLE);
glutReshapeFunc(UResizeWindow);
glewExperimental = GL_TRUE;
if (glewInit()!= GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
UCreateShader();
UCreateBuffers();
UGenerateTexture();
// Use the Shader program
glUseProgram(ShaderProgram);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color
glutDisplayFunc(URenderGraphics);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION);
glutMainLoop();
// Destroys Buffer objects once used
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
return 0;
}
/* Resizes the window*/
void UResizeWindow(int w, int h)
{
WindowWidth = w;
WindowHeight = h;
glViewport(0, 0, WindowWidth, WindowHeight);
}
/* Renders graphics */
void URenderGraphics(void)
{
glEnable(GL_DEPTH_TEST); // Enable z-depth
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clears the screen
glBindVertexArray(VAO); // Activate the Vertex Array Object before rendering and transforming them
// Transforms the object
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0, 0.0f, 0.0f)); // Place the object at the center of the 7i,p9rA
model = glm::rotate(model, degrees, glm::vec3(0.0, 1.0f, 0.0f)); // Rotate the object 45 degrees on the XYZ
model = glm::scale(model, glm::vec3(2.0f, 2.0f, 2.0f)); // Increase the object size by a scale of 2
// Transforms the camera
glm::mat4 view;
view = glm::translate(view, glm::vec3(0.0f,0.0f,-5.0f)); //Moves the world 0.5 units on X and -5 units in Z
// Creates a perspective projection
glm::mat4 projection;
projection = glm::perspective(45.0f, (GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
// Retrieves and passes transform matrices to the Shader program
GLint modelLoc = glGetUniformLocation(ShaderProgram, "model");
GLint viewLoc = glGetUniformLocation(ShaderProgram, "view");
GLint projLoc = glGetUniformLocation(ShaderProgram, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glutPostRedisplay();
glBindTexture(GL_TEXTURE_2D, texture);
// Draws the triangles
glDrawArrays(GL_TRIANGLES,0, 36);
glBindVertexArray(0); // Deactivate the Vertex Array Object
glutSwapBuffers(); // Flips the the back buffer with the front buffer every frame. Similar to GL FLush
}
/*Creates the Shader program*/
void UCreateShader()
{
// Vertex shader
GLint vertexShader = glCreateShader(GL_VERTEX_SHADER); // Creates the Vertex Shader
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); // Attaches the Vertex Shader to the source code
glCompileShader(vertexShader); // Compiles the Vertex Shader
// Fragment Shader
GLint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); // Creates the Fragment Shader
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);// Attaches the Fragment Shader to the source code
glCompileShader(fragmentShader); // Compiles the Fragment Shader
// Shader program
ShaderProgram = glCreateProgram(); // Creates the Shader program and returns an id
glAttachShader(ShaderProgram, vertexShader); // Attach Vertex Shader to the Shader program
glAttachShader(ShaderProgram, fragmentShader);; // Attach Fragment Shader to the Shader program
glLinkProgram(ShaderProgram); //Link Vertex and Fragment shader, to Shader program
// Delete the Vertex and Fragment shaders once linked
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
/*creates the buffer and array object*/
void UCreateBuffers()
{
//position and color data
GLfloat vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
//Generate buffer id,
glGenVertexArrays(1, &VAO);
glGenBuffers(1,&VBO);
// Activate the Vertex Array Object before binding and setting any VB0s and Vertex Attribute Pointers.
glBindVertexArray(VAO);
// Activate the VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //Copy vertices to VBO
// Set attribute pointer 0 to hold Position data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0); // Enables vertex attribute
// Set attribute pointer 2 to hold Color data
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(2); // Enables vertex attribute
glBindVertexArray(0); // Deactivates the VAC, which is good practice
}
/*Generate and load the texture*/
void UGenerateTexture(){
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
int width,height;
unsigned char* image = SOIL_load_image("snhu.jpg", &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);
}
I recommend to define a structure type for the attribute tuples:
struct TAttributeTuple
{
glm::vec3 v;
glm::vec2 uv;
};
Define the 5 corner points of the pyramid:
(Your explanation of the points is a bit unclear, so I am not sure if the points are according to your specification. Possibly you've modify them.)
glm::vec3 top( 0.5f, 0.5f, 0.5f );
glm::vec3 p01( -0.1f, 0.0f, 1.0f );
glm::vec3 p11( 1.1f, 0.0f, 1.0f );
glm::vec3 p00( 0.0f, 0.0f, 0.0f );
glm::vec3 p10( 1.0f, 0.0f, 0.0f );
Setup the array of vertex attributes:
TAttributeTuple vertices[]
{
{ p00, glm::vec2(0.0f, 0.0f) },
{ p10, glm::vec2(1.0f, 0.0f) },
{ p11, glm::vec2(1.0f, 1.0f) },
{ p00, glm::vec2(0.0f, 0.0f) },
{ p11, glm::vec2(1.0f, 1.0f) },
{ p01, glm::vec2(0.0f, 1.0f) },
{ p00, glm::vec2(0.0f, 0.0f) },
{ p10, glm::vec2(1.0f, 0.0f) },
{ top, glm::vec2(0.5f, 1.0f) },
{ p10, glm::vec2(0.0f, 0.0f) },
{ p11, glm::vec2(1.0f, 0.0f) },
{ top, glm::vec2(0.5f, 1.0f) },
{ p11, glm::vec2(0.0f, 0.0f) },
{ p01, glm::vec2(1.0f, 0.0f) },
{ top, glm::vec2(0.5f, 1.0f) },
{ p01, glm::vec2(0.0f, 0.0f) },
{ p00, glm::vec2(1.0f, 0.0f) },
{ top, glm::vec2(0.5f, 1.0f) }
};

I wonder where am going wrong with the zooming and orbiting

I want to be able to pan, zoom, and orbit the cube. I would like to know why the cube appears fully zoomed on the screen such that I have to move backwards to view the whole cube. I would also like to change the zooming controls to alt and right mouse button for both zooming and orbiting but I cant get it to work. Any assistance would be appreciated.
/*/header inclusions*/
#include <iostream> // Includes C++ i/o stream
#include <GL/glew.h> // Includes glew header
#include <GL/freeglut.h> // Includes freeglut header
// GLM Math inclusions
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
using namespace std; // Uses the standard namespace
#define WINDOW_TITLE "Modern OpenGL" // Macro for window title
//Vertex and fragment shader
#ifndef GLSL
#define GLSL(Version, source) "#version " #Version "\n" #source
#endif
// Variables for window width and height
GLint ShaderProgram, WindowWidth = 800, WindowHeight = 600;
GLuint VBO, VAO;
GLfloat cameraSpeed = 0.0005f;
GLchar currentKey;
GLfloat lastMouseX = 400, lastMouseY = 300;
GLfloat mouseXOffset, mouseYOffset, yaw = 0.0f, pitch = 0.0f;
GLfloat sensitivity = 0.5f;
bool mouseDetected = true;
//global vectors declaration
glm::vec3 cameraPosition = glm::vec3(0.0f,0.0f,0.0f);
glm::vec3 CameraUpY = glm::vec3(0.0f,1.0f,0.0f);
glm::vec3 CameraForwardZ = glm::vec3(0.0f,0.0f,-1.0f);
glm::vec3 front;
/* User-defined Function prototypes to:*/
void UResizeWindow(int,int);
void URenderGraphics(void);
void UCreateShader(void);
void UCreateBuffers(void);
void UKeyboard(unsigned char key, int x, int y);
void UKeyReleased(unsigned char key, int x, int y);
void UMouseMove(int x, int y);
/*Vertex shader source code*/
const GLchar * vertexShaderSource = GLSL(330,
layout(location=0) in vec3 position;
layout(location=1) in vec3 color;
out vec3 mobileColor; //declare a vec 4 variable
//Global variables for the transform matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(){
gl_Position = projection * view * model * vec4(position, 1.0f);//transform vertices
mobileColor = color;
}
);
/*Fragment shader program source code*/
const GLchar * fragmentShaderSource = GLSL(330,
in vec3 mobileColor;
out vec4 gpuColor;//out vertex_Color;
void main(){
gpuColor = vec4 (mobileColor, 1.0);
}
);
//main program
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WINDOW_TITLE);
glutReshapeFunc(UResizeWindow);
glewExperimental = GL_TRUE;
if (glewInit()!= GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
UCreateShader();
UCreateBuffers();
// Use the Shader program
glUseProgram(ShaderProgram);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color
glutDisplayFunc(URenderGraphics);
glutKeyboardFunc(UKeyboard);
glutKeyboardUpFunc(UKeyReleased);
glutPassiveMotionFunc(UMouseMove);
glutMainLoop();
// Destroys Buffer objects once used
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
return 0;
}
/* Resizes the window*/
void UResizeWindow(int w, int h)
{
WindowWidth = w;
WindowHeight = h;
glViewport(0, 0, WindowWidth, WindowHeight);
}
/* Renders graphics */
void URenderGraphics(void)
{
glEnable(GL_DEPTH_TEST); // Enable z-depth
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clears the screen
glBindVertexArray(VAO); // Activate the Vertex Array Object before rendering and transforming them
//camera movement logic
if(currentKey == 'w')
cameraPosition += cameraSpeed * CameraForwardZ;
if(currentKey == 's')
cameraPosition -= cameraSpeed * CameraForwardZ;
if(currentKey == 'a')
cameraPosition -= glm::normalize(glm::cross(CameraForwardZ, CameraUpY)) * cameraSpeed;
if(currentKey == 'd')
cameraPosition += glm::normalize(glm::cross(CameraForwardZ, CameraUpY)) * cameraSpeed;
CameraForwardZ = front;
// Transforms the object
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0, 0.0f, 0.0f)); // Place the object at the center of the 7i,p9rA
model = glm::rotate(model, 45.0f, glm::vec3(1.0, 1.0f, 1.0f)); // Rotate the object 45 degrees on the XYZ
model = glm::scale(model, glm::vec3(1.0f, 1.0f, -1.0f)); // Increase the object size by a scale of 2
// Transforms the camera
glm::mat4 view;
view = glm::lookAt(cameraPosition, cameraPosition + CameraForwardZ, CameraUpY); //Moves the world 0.5 units on X and -5 units in Z
// Creates a perspective projection
glm::mat4 projection;
projection = glm::perspective(45.0f, (GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
// Retrieves and passes transform matrices to the Shader program
GLint modelLoc = glGetUniformLocation(ShaderProgram, "model");
GLint viewLoc = glGetUniformLocation(ShaderProgram, "view");
GLint projLoc = glGetUniformLocation(ShaderProgram, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glutPostRedisplay();
// Draws the triangles
glDrawArrays(GL_TRIANGLES,0, 36);
glBindVertexArray(0); // Deactivate the Vertex Array Object
glutSwapBuffers(); // Flips the the back buffer with the front buffer every frame. Similar to GL FLush
}
/*Creates the Shader program*/
void UCreateShader()
{
// Vertex shader
GLint vertexShader = glCreateShader(GL_VERTEX_SHADER); // Creates the Vertex Shader
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); // Attaches the Vertex Shader to the source code
glCompileShader(vertexShader); // Compiles the Vertex Shader
// Fragment Shader
GLint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); // Creates the Fragment Shader
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);// Attaches the Fragment Shader to the source code
glCompileShader(fragmentShader); // Compiles the Fragment Shader
// Shader program
ShaderProgram = glCreateProgram(); // Creates the Shader program and returns an id
glAttachShader(ShaderProgram, vertexShader); // Attach Vertex Shader to the Shader program
glAttachShader(ShaderProgram, fragmentShader);; // Attach Fragment Shader to the Shader program
glLinkProgram(ShaderProgram); //Link Vertex and Fragment shader, to Shader program
// Delete the Vertex and Fragment shaders once linked
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
/*creates the buffer and array object*/
void UCreateBuffers()
{
//position and color data
GLfloat vertices[] = {
//vertex positions and colors
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
};
//Generate buffer id,
glGenVertexArrays(1, &VAO);
glGenBuffers(1,&VBO);
// Activate the Vertex Array Object before binding and setting any VB0s and Vertex Attribute Pointers.
glBindVertexArray(VAO);
// Activate the VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //Copy vertices to VBO
// Set attribute pointer 0 to hold Position data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0); // Enables vertex attribute
// Set attribute pointer 1 to hold Color data
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1); // Enables vertex attribute
glBindVertexArray(0); // Deactivates the VAC, which is good practice
}
//implement the UKeyboard function
void UKeyboard(unsigned char key, GLint x, GLint y)
{
switch(key){
case 'w':
currentKey = key;
cout<<"You Pressed W"<<endl;
break;
case 's':
currentKey = key;
cout<<"You Pressed S"<<endl;
break;
case 'a':
currentKey = key;
cout<<"You Pressed A"<<endl;
break;
case 'd':
currentKey = key;
cout<<"You Pressed D"<<endl;
break;
default:
cout<<"Press a key!"<<endl;
}
}
//implement the UKeyReleased function
void UKeyReleased(unsigned char key, GLint x, GLint y)
{
cout<<"Key Released!"<<endl;
currentKey = '0';
}
//implement UMouseMove function
void UMouseMove(int x, int y)
{
if(mouseDetected)
{
lastMouseX = x;
lastMouseY = y;
mouseDetected = false;
}
//get the direction mouse was moved
mouseXOffset = x - lastMouseX;
mouseYOffset = lastMouseY - y;
//update new coordinates
lastMouseX = x;
lastMouseY = y;
//apply sensitivity
mouseXOffset *= sensitivity;
mouseYOffset *= sensitivity;
//accumulate yaw and pitch
yaw += mouseXOffset;
pitch += mouseYOffset;
//maintain 90 degree pitch
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch > -89.0f)
pitch = -89.0f;
//convert mouse coordinates
front.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw));
front.y = sin(glm::radians(pitch));
front.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
}
Start at a camera position, which is translated along the positiv z axis (e.g. (0, 0, 10)). front has to be initialized:
glm::vec3 cameraPosition = glm::vec3(0.0f,0.0f,10.0f);
glm::vec3 CameraUpY = glm::vec3(0.0f,1.0f,0.0f);
glm::vec3 CameraForwardZ = glm::vec3(0.0f,0.0f,-1.0f);
glm::vec3 front = glm::vec3(0.0f,0.0f,-1.0f);
You have to initialize the model matrix variable glm::mat4 model.
The glm API documentation refers to The OpenGL Shading Language specification 4.20.
5.4.2 Vector and Matrix Constructors
If there is a single scalar parameter to a vector constructor, it is used to initialize all components of the constructed vector to that scalar’s value. If there is a single scalar parameter to a matrix constructor, it is used to initialize all the components on the matrix’s diagonal, with the remaining components initialized to 0.0.
This means, that an Identity matrix can be initialized by the single parameter 1.0:
glm::mat4 model(1.0f);
The unit of the angles in OpenGL Mathematics is radian rather than degree. (glm::perspective, glm::rotate):
// Transforms the object
glm::mat4 model(1.0f);
model = glm::translate(model, glm::vec3(0.0, 0.0f, 0.0f)); // Place the object at the center of the 7i,p9rA
model = glm::rotate(model, glm::radians(45.0f), glm::vec3(1.0, 1.0f, 1.0f)); // Rotate the object 45 degrees on the XYZ
model = glm::scale(model, glm::vec3(1.0f, 1.0f, -1.0f)); // Increase the object size by a scale of 2
// Transforms the camera
glm::mat4 view = glm::lookAt(cameraPosition, cameraPosition + CameraForwardZ, CameraUpY); //Moves the world 0.5 units on X and -5 units in Z
// Creates a perspective projection
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
There are some mistakes when front is calculated. pitch < -89.0f rather than pitch > -89.0f. The x axis is sin(glm::radians(yaw)) and the z axis is -cos(glm::radians(yaw)):
//maintain 90 degree pitch
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
//convert mouse coordinates
front.x = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
front.y = sin(glm::radians(pitch));
front.z = cos(glm::radians(pitch)) * -cos(glm::radians(yaw));
Furthermore, the sensitivity seams to be to strong, I recommend to reduce it (e.g. GLfloat sensitivity = 0.05f;).

OpenGL : second VBO spoiling first VBO

I have a code that initially had one shader (ourShader), one VAO and one VBO. It would render a scene with a textured cube and its reflection on the ground using Stencil testing. Now, I wanted to add a framebuffer for post-processing so I needed a second shader. I added a second shader (screenShader) and a second VBO. I don't use them in my drawing yet, but the simple fact that I'm adding them makes my code render a black, red triangle instead of the usual scene.
My code looks like this :
Shader ourShader(string("core.vs"), string("core.frag")); // shader class creating a shader program from vertex shader and fragment shader source files.
Shader screenShader(string("core2.vs"), string("core2.frag"));
// Setting up attributes, VAO, VBO
GLuint VAO;
array<GLuint, 2> VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(2, &VBO[0]);
glBindVertexArray(VAO);
// Data for first shader and first VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube), verticesCube, GL_STATIC_DRAW);
GLint posAttribLoc = glGetAttribLocation(ourShader.Program, "position");
glVertexAttribPointer(posAttribLoc, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // specify (to the active VAO) how to retrieve the values for the attribute "position" from the data stored ("vertices" here) on the active VBO (GPU)
glEnableVertexAttribArray(posAttribLoc); // enable attribute for rendering
GLint colAttribLoc = glGetAttribLocation(ourShader.Program, "color");
glVertexAttribPointer(colAttribLoc, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(colAttribLoc);
GLint texAttribLoc = glGetAttribLocation(ourShader.Program, "texCoord");
glVertexAttribPointer(texAttribLoc, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(texAttribLoc);
// ##### PART GIVING A WEIRD RESULT #####
// Data for second shader and second VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesRectangle), verticesRectangle, GL_STATIC_DRAW);
GLint posAttribLoc2 = glGetAttribLocation(screenShader.Program, "position");
glVertexAttribPointer(posAttribLoc2, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0); // specify (to the active VAO) how to retrieve the values for the attribute "position" from the data stored ("vertices" here) on the active VBO (GPU)
glEnableVertexAttribArray(posAttribLoc2); // enable attribute for rendering
GLint texAttribLoc2 = glGetAttribLocation(screenShader.Program, "texCoord");
glVertexAttribPointer(texAttribLoc2, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(texAttribLoc2);
// ##### END #####
// Setting up texture that will be used for the first shader
GLuint texture;
int width, height;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); // makes "texture" the current texture and attaches it to texture unit 0
// Set the wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set the filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
unsigned char* image = SOIL_load_image("res/images/image1.jpg", &width, &height, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
// Unbind VBO, texture before main loop
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glfwSwapInterval(1);
glfwSetKeyCallback(window, Input::keyCallback); // Input is a singleton class handling inputs. It works well.
glfwSetCursorPosCallback(window, Input::mouseCallback);
glfwSetScrollCallback(window, Input::scrollCallback);
while (glfwWindowShouldClose(window) == GLFW_FALSE) {
// MAIN LOOP
// ...
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(2, &VBO[0]);
The mainloop is not important I think. What I want to say is that if I remove the few lines dealing with the the second VBO, then the scene renders well. Otherwise, I get a weird-colored triangle.
And my two shaders use those source files for their respective vertex shader and fragment shader. By the way, I get no compilation errors from my shaders.
core.vs :
#version 330 core
in vec3 position;
in vec2 texCoord;
in vec3 color;
out vec2 TexCoord;
out vec3 Color;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection*view*model*vec4(position, 1.0);
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
Color = color;
}
core.frag :
#version 330 core
in vec2 TexCoord;
in vec3 Color;
out vec4 outColor;
uniform sampler2D ourTexture0;
void main()
{
outColor = vec4(Color, 1)*texture(ourTexture0, TexCoord);
}
core2.vs :
#version 330 core
in vec2 position;
in vec2 texCoord;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
TexCoord = texCoord;
}
core2.frag :
#version 330 core
in vec2 TexCoord;
out vec4 outColor;
uniform sampler2D texFramebuffer;
void main()
{
outColor = texture(texFramebuffer, TexCoord);
}
The vertices look like this (but only the way to read them is important) :
GLfloat verticesRectangle[] = {
// position // texture coordinates
-0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f,
0.5f, 0.5f, 1.0f, 1.0f
};
GLfloat verticesCube[] = {
// position // color // texture coordinates
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, // reflection surface // not a part of the cube itself
-1.0f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
};
I've already looked at Binding a second vertex buffer seems to spoil my first vertex buffer, OpenGL OES ios 5.1 but the person had this problem because he didn't use his VAO correctly.
Most probably two of your attribute locations have the same value. Since you use just one VAO, you override some of the bindings. The correct way of using multiple independent geometries is to use on VAO per geometry.
The correct code has to look somehow like this:
glBindVertexArray(vao1);
glBindBuffer(VBO[0])
glVertexAttribPointer...
glEnableVertexAttribArray...
//Setup all attributes for first VBO
glBindVertexArray(vao2);
glBindBuffer(VBO[1])
glVertexAttribPointer...
glEnableVertexAttribArray...
//Setup all attributes for second VBO
When rendering do the following:
glBindVertexArray(vao1);
glDraw*... //Draw VAO1
glBindVertexArray(vao2);
glDraw*.... //Draw VAO2

OpenGL not rendering colors

For some reason the colors are not rendering when I run my program. With the addition of glm, I have been running into issues with some strange images rendering on run. It might be a library, but it is highly doubtful. I have checked and rechecked my includes and libraries. I am using Eclipse.
Here is my code
/*
* Module5.cpp
*
* Created on: Aug 21, 2017
* Author:
*/
#include <iostream>
#include <Gl/glew.h>
#include <GL/freeglut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
#define WINDOW_TITLE "Window"
#ifndef GLSL
#define GLSL(Version, Source) "#version " #Version "\n" #Source
#endif
GLint shaderProgram, WindowWidth = 800, WindowHeight = 600;
GLuint VBO, VAO; //Global variables for Buffer Object etc.
GLfloat cameraSpeed = 0.0005f;
GLchar currentKey; //will store key pressed
glm::vec3 cameraPosition = glm::vec3(0.0f, 0.0f, 5.0f);
glm::vec3 CameraUpY = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 CameraForwardZ = glm::vec3(0.0f, 0.0f, -1.0f);
void UResizeWindow(int, int);
void URenderGraphics(void);
void UCreateShader(void);
void UCreateBuffers(void);
void UKeyboard(unsigned char key, int x, int y);
void UKeyReleased(unsigned char key, int x, int y);
const GLchar * vertexShaderSource = GLSL(330,
layout(location=0) in vec3 position; //incoming data
layout(location=1) in vec3 color;
out vec4 mobileColor; //Attrib pointer 0
//out vec4 colorFromVShader;
//uniform mat4 primitiveTransform; //transform for shape
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
//gl_Position = primitiveTransform * vertex_Position; //move object on y-axis .5
gl_Position = projection * view * model * vec4(position, 1.0f); //move object on y-axis .5
//colorFromVShader = colorFromVBO;
mobileColor = color;
}
);
const GLchar * fragmentShaderSource = GLSL(440,
in vec3 mobileColor;
out vec4 gpuColor;
void main(){
// gl_FragColor= vec4(1.0, 0.5, 0.0, 1.0);
gpuColor= vec4(mobileColor, 1.0);
}
);
//Main
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WINDOW_TITLE);
glutReshapeFunc(UResizeWindow);
glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK)
{
cout << "Failed to initialize glew!" << endl;
return -1;
}
UCreateShader();
UCreateBuffers();
glUseProgram(shaderProgram);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glutDisplayFunc(URenderGraphics);
glutKeyboardFunc(UKeyboard);
glutKeyboardUpFunc(UKeyReleased);
glutMainLoop();
glDeleteVertexArrays(1, &VAO);//cleanup
glDeleteBuffers(1, &VBO);//cleanup
return 0;
}
void UResizeWindow(int w, int h)
{
WindowWidth = w;
WindowHeight = h;
glViewport(0, 0, WindowWidth, WindowHeight);
}
void URenderGraphics(void)
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//clears screen
glBindVertexArray(VAO); //activate vertex array to render the vertices that render our shape
if(currentKey == 'w')
cameraPosition += cameraSpeed * CameraForwardZ;
if(currentKey == 's')
cameraPosition -= cameraSpeed * CameraForwardZ;
if(currentKey == 'a')
cameraPosition -= cameraSpeed * CameraForwardZ;
if(currentKey == 'd')
cameraPosition += cameraSpeed * CameraForwardZ;
glm::mat4 model;
model = glm::translate(model,glm::vec3(0.0f, 0.0f, 0.0));
model = glm::rotate(model, glm::radians(-45.0f), glm::vec3(0.0f, 1.0f, 0.0f)); //rotate shape x-axis by 1.0f
model = glm::scale(model, glm::vec3(2.0f, 2.0f, 2.0f)); //scale shape
glm::mat4 view; //camera
view = glm::lookAt(cameraPosition, cameraPosition + CameraForwardZ, CameraUpY); //move camera back by 5 (z)
glm::mat4 projection;
projection = glm::perspective(45.0f, (GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
//projection = glm::ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f);
GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
GLint viewLoc = glGetUniformLocation(shaderProgram, "view");
GLint projLoc = glGetUniformLocation(shaderProgram, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
//apply projection matrix
/*
glm::mat4 newTransform; //references 4 x 4 matrix
newTransform = glm::translate(newTransform, glm::vec3(0.0f, 0.5f, 0.0)); //make square move up y-axis
newTransform = glm::rotate(newTransform, glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f)); //rotate shape
//newTransform = glm::scale(newTransform, glm::vec3(0.5f, 0.5f, 0.5f)); //rotate shape
GLuint transformInfo = glGetUniformLocation(ProgramId, "primitiveTransform"); //id for shader, name of variable shader
glUniformMatrix4fv(transformInfo, 1, GL_FALSE, glm::value_ptr(newTransform));
*/
glutPostRedisplay();
glDrawArrays(GL_TRIANGLES, 0 , 36);
glBindVertexArray(0);
glutSwapBuffers();
}
void UCreateShader()
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
/*void applyDepthSettings() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}*/
void UCreateBuffers()
{
//specify coords for creating square
// Positon and Color data
GLfloat vertices[] = {
// Vertex Positions // Colors
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // Top Right Vertex 0
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // Bottom Right Vertex 1
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // Bottom Left Vertex 2
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // Top Left Vertex 3
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top Right Vertex 0
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Bottom Right Vertex 1
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Bottom Left Vertex 2
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top Left Vertex 3
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // Top Right Vertex 0
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom Right Vertex 1
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom Left Vertex 2
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Top Left Vertex 3
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, // Top Right Vertex 0
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, // Bottom Right Vertex 1
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, // Bottom Left Vertex 2
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, // Top Left Vertex 3
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, // Top Right Vertex 0
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, // Bottom Right Vertex 1
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // Bottom Left Vertex 2
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // Top Left Vertex 3
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, // Top Right Vertex 0
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, // Bottom Right Vertex 1
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, // Bottom Left Vertex 2
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, // Top Left Vertex 3
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
};
//generate id's for buffer object
glGenVertexArrays(1, &VAO); //generate for Vertex Array Object
glGenBuffers(1, &VBO); //generate for Vertex Buffer Object
glBindVertexArray(VAO); //activate text array object
glBindBuffer(GL_ARRAY_BUFFER, VBO); //activating VBO buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //pass in size of array from line 128
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);//send data to shader (accepts 6 arguments)GL_FALSE=not using normalization
glEnableVertexAttribArray(0);//enable vertex attribute pointer, starting position of x,y,z
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));//send data to shader (accepts 6 arguments)GL_FALSE=not using normalization
glEnableVertexAttribArray(1);//specify color starting point
glBindVertexArray(0); //deactivate vertex array object (VBO)
}
void UKeyboard(unsigned char key, GLint x, GLint y)
{
switch(key)
{
case'w':
cout<<"You pressed W!" <<endl;
break;
case 's':
cout<<"You pressed S!"<<endl;
break;
case'a':
cout<<"You pressed A!"<<endl;
break;
case 'd':
cout<<"You pressed D!"<<endl;
break;
default:
cout<<"Press a key!"<<endl;
}
}
/*Implements the UKeyReleased function*/
void UKeyReleased(unsigned char key, GLint x, GLint y)
{
cout<<"Key released"<<endl;
}
Your vertex shader does not compile, because mobileColor is of type vec4 and color is of type vec3.
Change:
mobileColor = color;
to:
mobileColor = vec4(color, 1.0);
Note, your shader program was not used, because it was not successfully built. Everything you have drawn was drawn by default OpenGL with the currently set glColor, which is by default white (1,1,1,1).
Whether the compilation of a shader succeeded can be checked by glGetShaderiv, and the error message can be retrieved with glGetShaderInfoLog:
GLint status = GL_TRUE;
glCompileShader( shaderStage );
glGetShaderiv( shaderStage, GL_COMPILE_STATUS, &status );
if ( status == GL_FALSE )
{
GLint logLen;
glGetShaderiv( shaderStage, GL_INFO_LOG_LENGTH, &logLen );
std::vector< char >log( logLen+1 );
GLsizei written;
glGetShaderInfoLog( shaderStage, logLen, &written, log.data() );
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
Whether a program was linked successfully can be checked by glGetProgramiv, and the error message can be retrieved with glGetProgramInfoLog:
GLint status = GL_TRUE;
glLinkProgram( shaderProgram );
glGetProgramiv( shaderProgram, GL_LINK_STATUS, &status );
if ( status == GL_FALSE )
{
GLint logLen;
glGetProgramiv( shaderProgram, GL_INFO_LOG_LENGTH, &logLen );
std::vector< char >log( logLen+1 );
GLsizei written;
glGetProgramInfoLog( shaderProgram, logLen, &written, log.data() );
std::cout << "link error:" << std::endl << log.data() << std::endl;
}

Inproper texture mapping while using QGLBuffer

I wrought basic OpenGL 2.1\ES example for supposed target platform, using Qt 4.7.1 library on Windows. Target is some kind of Linux, with Qt 4.8 max available, no glm or similar libraries. Embedded GPU supports ES 1.0 or OpenGL 2.1 only. Example is "classic" texture cube, which you might met in various OpenGL examples.. but those examples use direct calls to OpenGL functions, what isn't available to me for lack of proper headers and glew - both on development and on target platforms. Development platform is Windows 7.
Geometry
static const int vertexDataCount = 6 * 4 * 4;
static const float vertexData[vertexDataCount] = {
// Left face
-0.5f, -0.5f, -0.5f, 1.0f,//0
-0.5f, -0.5f, 0.5f, 1.0f,//1
-0.5f, 0.5f, 0.5f, 1.0f,//2
-0.5f, 0.5f, -0.5f, 1.0f,//3
// Top face
-0.5f, 0.5f, -0.5f, 1.0f, //4
-0.5f, 0.5f, 0.5f, 1.0f, //5
0.5f, 0.5f, 0.5f, 1.0f, //6
0.5f, 0.5f, -0.5f, 1.0f, //7
// Right face
0.5f, 0.5f, -0.5f, 1.0f,//8
0.5f, 0.5f, 0.5f, 1.0f,//9
0.5f, -0.5f, 0.5f, 1.0f,//10
0.5f, -0.5f, -0.5f, 1.0f,//11
// Bottom face
0.5f, -0.5f, -0.5f, 1.0f,//12
0.5f, -0.5f, 0.5f, 1.0f,//13
-0.5f, -0.5f, 0.5f, 1.0f,//14
-0.5f, -0.5f, -0.5f, 1.0f,//15
// Front face
0.5f, -0.5f, 0.5f, 1.0f,//16/
0.5f, 0.5f, 0.5f, 1.0f,//17
-0.5f, 0.5f, 0.5f, 1.0f,//18
-0.5f, -0.5f, 0.5f, 1.0f,//19
// Back face
0.5f, 0.5f, -0.5f, 1.0f,//20
0.5f, -0.5f, -0.5f, 1.0f,//21
-0.5f, -0.5f, -0.5f, 1.0f,//22
-0.5f, 0.5f, -0.5f, 1.0f //23
};
// Normal vectors
static const int normalDataCount = 6 * 4 * 3;
static const float normalData[normalDataCount] = {
// Left face
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
// Top face
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
// Right face
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
// Bottom face
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
// Front face
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
// Back face
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f
};
// Texure coords
static const int textureCoordDataCount = 6 * 4 * 2;
static const float textureCoordData[textureCoordDataCount] = {
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f
};
// Indices
//
// 3 indices per triangle
// 2 triangles per face
// 6 faces
static const int indexDataCount = 6 * 3 * 2;
static const unsigned int indexData[indexDataCount] = {
0, 1, 2, 0, 2, 3, // Left face
4, 5, 6, 4, 6, 7, // Top face
8, 9, 10, 8, 10, 11, // Right face
12, 14, 15, 12, 13, 14, // Bottom face
16, 17, 18, 16, 18, 19, // Front face
20, 22, 23, 20, 21, 22 // Back face
};
This is how I load texture
glEnable(GL_TEXTURE_2D);
m_texture = bindTexture(QImage("cube.png"));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if(m_shaderProgram)
m_shaderProgram->setUniformValue("texture", 0); // texture unit 0, assuming that we used
Vertex shader
#version 120
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec4 vertex;
attribute vec3 normal;
attribute vec2 texturecoord;
varying vec3 fragmentNormal;
varying vec2 outtexture;
void main( void )
{
// Transform the normal vector
fragmentNormal = ( modelViewMatrix * vec4( normal, 0.0 ) ).xyz;
// Calculate the clip-space coordinates
gl_Position = projectionMatrix * modelViewMatrix * vertex;
outtexture = texturecoord;
}
Fragment shader
#version 120
// in
uniform sampler2D texture;
varying vec2 outtexture;
varying vec3 fragmentNormal;
// out
// gl_FragColor
void main( void )
{
// Calculate intensity as max of 0 and dot product of the
// fragmentNormal and the eye position (0,0,1).
float intensity;
intensity = max( dot( fragmentNormal, vec3( 0.0, 0.0, 1.0 ) ), 0.15 );
gl_FragColor = intensity * texture2D(texture,outtexture); // vec4( 1.0, 0.0, 0.0, 1.0 );
}
I bind buffers this way (prepareBufferObject is little snippet function I took from Qt sample):
// Prepare the vertex, normal and index buffers
m_vertexBuffer = new QGLBuffer(QGLBuffer::VertexBuffer );
if ( !prepareBufferObject( m_vertexBuffer, QGLBuffer::StaticDraw, vertexData, sizeof(vertexData) ) )
return;
m_normalBuffer = new QGLBuffer(QGLBuffer::VertexBuffer );
if ( !prepareBufferObject( m_normalBuffer, QGLBuffer::StaticDraw, normalData, sizeof(normalData) ) )
return;
m_texBuffer = new QGLBuffer(QGLBuffer::IndexBuffer );
if ( !prepareBufferObject( m_texBuffer, QGLBuffer::StaticDraw, textureCoordData, sizeof(textureCoordData) ) )
return;
m_indexBuffer = new QGLBuffer(QGLBuffer::IndexBuffer );
if ( !prepareBufferObject( m_indexBuffer, QGLBuffer::StaticDraw, indexData, sizeof(indexData) ) )
return;
loadShaders("vertexshader120.glsl", "fragshader120.glsl");
// Enable the "vertex" attribute to bind it to our vertex buffer
m_vertexBuffer->bind();
m_shaderProgram->setAttributeBuffer( "vertex", GL_FLOAT, 0, 4 ); //xyzw
m_shaderProgram->enableAttributeArray( "vertex" );
// Enable the "normal" attribute to bind it to our texture coords buffer
m_normalBuffer->bind();
m_shaderProgram->setAttributeBuffer( "normal", GL_FLOAT, 0, 3 ); //xyz
m_shaderProgram->enableAttributeArray( "normal" );
m_texBuffer->bind();
m_shaderProgram->setAttributeBuffer( "texturecoord", GL_FLOAT, 0, 2 ); //uv
m_shaderProgram->enableAttributeArray( "texturecoord" );
// Bind the index buffer ready for drawing
m_indexBuffer->bind();
Finally , paintGL method
void GWidget::paintGL()
{
QMatrix4x4 model;
model.setToIdentity();
model.rotate(m_rotation);
QMatrix4x4 mv = m_view * model;
// MVP = projection * view * model
// uploading MVP into shader (may add code to check if MVP was update since last redraw)
m_shaderProgram->setUniformValue("modelViewMatrix",mv);
m_shaderProgram->setUniformValue("projectionMatrix",m_projection);
// set up to render the scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw stuff
glDrawElements( GL_TRIANGLES, // Type of primitive to draw
indexDataCount, // The number of indices in our index buffer we wish to draw
GL_UNSIGNED_INT, // The element type of the index buffer
0 ); // Offset from the start of our index buffer of where to begin
}
Everything works except texture looks misaligned and skewed -both on development and on target platforms. I checked UVs and that they correspond to proper vertices - yet it looks like order of texture coordinates is wrong. Where is error here?
For reference: source code
This is my first attempt at usage of flexible pipeline, so I could do something dumb there.
You're setting up your texture coordinate buffer as an index buffer:
m_texBuffer = new QGLBuffer(QGLBuffer::IndexBuffer );
Since it contains vertex attribute data, it should be created as:
m_texBuffer = new QGLBuffer(QGLBuffer::VertexBuffer);