My code does not display a red triangle, instead there is a black screen. I was following the OpenGL tutorial by The Cherno. This happened at end of the 7th episode. I am using Visual Studio 2019 with Visual C++ on Windows 10 Home. My Graphics Card is a NVidia 820m.Link for tutorial I was following.
#include <gl/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
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 legnth;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &legnth);
char* message = (char*)alloca(legnth * sizeof(char));
glGetShaderInfoLog(id, legnth, &legnth, message);
std::cout << "Failed to Compile" << (type == GL_VERTEX_SHADER ? "Vertex: Shader:\n" : "Fragment Shader:\n");
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 (!glewInit())
return -1;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Cooked Pixel", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
{
std::cout << "Error: GLEW is not initialized \n";
}
std::cout << "GL Version" << glGetString(GL_VERSION) << "\n";
float positions[6] = {
-0.5, -0.5,
0.0, -0.5,
0.5, -0.5
};
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 = R"glsl(
#version 330 core
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
)glsl";
std::string fragmentShader = R"glsl(
#version 330 core
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
)glsl";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
glfwMaximizeWindow(window);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Very Old Code
glBegin(GL_TRIANGLES);
glVertex2f(-1.0, -1.0);
glVertex2f(0, -1.0);
glVertex2f(0, -3.0);
glEnd();
*/
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Your "triangle" is not a triangle, it is just a straight line.
float positions[6] = {
-0.5, -0.5,
0.0, -0.5,
0.5, -0.5
};
Change the vertex coordinates:
float positions[6] = {
-0.5, -0.5,
0.0, -0.5,
0.5, 0.5
};
Do not call glewInit() twice. Call it just once after making the OpenGL Context current with glfwMakeContextCurrent.
Additinaly you should create a Vertex Array Object:
unsigned int vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
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);
Related
I'm following along with The Cherno's OpenGl tutorial on youtube and learned about shaders and watched and wrote the implementation in c++, but the first vertex for rendering a triangle appears at (0.0f, 0.0f) instead of the specified coordinates, which are (-0.5f, 0.5f) and i have no idea why. I thought that it didn't look right because i didn't write a shader to tell the computer how to handle the vertex data (which are just the coordinates right now). This is a photo of what the triangle looks like:
I'm using GLFW 4.6.0 - Build 31.0.101.2111. This the code that is being run:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
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) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*) alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cerr << "Failed to compile " <<
(type == GL_VERTEX_SHADER ? "vertex" : type == GL_FRAGMENT_SHADER ? "fragment" : "")
<< " shader!" << '\n';
std::cerr << message << '\n';
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(840, 680, "Window", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) return -1;
std::cout << glGetString(GL_VERSION) << '\n';
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, 2 * sizeof(float), 0);
std::string vertexShader = R"(
#version 330 core
layout(location = 0) in vec4 position;
void main() {
gl_Position = position;
}
)";
std::string fragmentShader =R"(
#version 330 core
layout(location = 0) out vec4 color;
void main() {
color = vec4(1.0, 0.0, 0.0, 1.0);
}
)";
unsigned int shader = CreateShader(vertexShader, fragmentShader);
glUseProgram(shader);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 1, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Thank you in advance for any help given!
The starting index of the first vertex is 0, but not 1:
glDrawArrays(GL_TRIANGLES, 1, 3);
glDrawArrays(GL_TRIANGLES, 0, 3);
I just get an empty window without any c++ or opengl errors. And the vao method dosen't work. Im also on a 8 year old laptop, so this also may be the cause.
Here's the code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
// shader stuff (do not understand lol)
static unsigned int compile_shader(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);
// ERRORS
int resoult;
glGetShaderiv(id, GL_COMPILE_STATUS, &resoult);
if (resoult == GL_FALSE) {
int lenght;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &lenght);
char* message = (char*)_malloca(lenght * sizeof(char));
glGetShaderInfoLog(id, lenght, &lenght, message);
std::cout << "ERROR !!! Failded to compile shader !!! ERROR" << (type ==
GL_VERTEX_SHADER ? "vertex" : "fragment") << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int create_shader(const std::string& vertex_shader, const std::string&
fragment_shader) {
unsigned int program = glCreateProgram();
unsigned int vs = compile_shader(GL_VERTEX_SHADER, vertex_shader);
unsigned int fs = compile_shader(GL_FRAGMENT_SHADER, fragment_shader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
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(800, 600, "test", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
std::cout << glGetString(GL_VERSION) << std::endl;
// Initializing GLEW
if (glewInit() != GLEW_OK)
std::cout << "Error with glew :((((((" << std::endl;
// buffer for the triangle
float positions[6] = {
-0.5f, -0.5f,
0.0f, -0.5f,
0.5f, -0.5f
};
unsigned int vao;
glGenVertexArrays(1, &vao);
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindVertexArray(vao);
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, (void*)0);
std::string vertex =
"#version 330 core \n"
"layout(location = 0 ) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragment =
"#version 330 core \n"
"layout(location = 0 ) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = create_shader(vertex, fragment);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
// making a triangle
glUseProgram(shader);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
I am trying to render a triangle with a triangle strip, but the word thing is that I am getting a rectangle.
Here is my client application code. I hardcoded points and the indices, create a VBO and an index buffer, and just call glDrawElements.
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
using namespace std;
#define PI 3.14159265359
static string ParseShader(string filepath) {
ifstream stream(filepath);
string line;
stringstream stringStream;
while (getline(stream, line))
{
stringStream << line << '\n';
}
return stringStream.str();
}
static unsigned int CompileShader(unsigned int type, const string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str(); // this returns a pointer to data inside the string, the first character
glShaderSource(id, 1, &src, nullptr); // shader id, count of source codes, a pointer to the array that holds the strings
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);
cout << type << endl;
cout << message << endl;
glDeleteShader(id);
return 0;
}
return id;
}
// takes the shader codes as a string parameters
static unsigned int CreateShader(const string& vertexShader, const string& fragmentShader)
{
GLuint 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); // validate if the program is valid and can be run in the current state of opengl
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
float Angle = 40;
/* 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);
// call glewInit after creating the context...
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
const int vertexCoordinateCount = 2;
const int coordinateCount = 6;
const int indexCount = 3;
GLfloat coordinates[coordinateCount] = {
500.0f, 0.0f,
-250.0f, 250.f,
-250.f, -250.f,
};
GLuint indices[indexCount] = { 0, 1, 2 };
GLuint position_buffer;
glGenBuffers(1, &position_buffer);
glBindBuffer(GL_ARRAY_BUFFER, position_buffer);
glBufferData(GL_ARRAY_BUFFER, coordinateCount * sizeof(float), coordinates, GL_STATIC_DRAW);
glVertexAttribPointer(0, vertexCoordinateCount, GL_FLOAT, GL_FALSE, sizeof(float) * vertexCoordinateCount, 0);
glEnableVertexAttribArray(0);
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(GLuint), indices, GL_STATIC_DRAW);
string vertexSource = ParseShader("vertex.shader");
string fragmentSource = ParseShader("fragment.shader");
unsigned int program = CreateShader(vertexSource, fragmentSource);
glUseProgram(program);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, nullptr);
//Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
glDeleteProgram(program);
glfwTerminate();
return 0;
}
My vertex shader :
#version 330 core
layout(location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos, 1.0);
}
And my fragment shader:
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
Edit: Adding a screenshot of the render result.
You do not transform the vertex coordinates. Therefore the vertices must be spepcified in Normalized Device Space, in range [-1.0, 1.0]. e.g.:
GLfloat coordinates[coordinateCount] = {
1.0f, 1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
};
You're actually drawing a triangle, but you only see an inner part of it. The rest is clipped.
This question already has answers here:
How do OpenGL's buffers work?
(2 answers)
OpenGL Vertex Array/Buffer Objects
(2 answers)
Drawing multiple triangles in OpenGL
(1 answer)
glVertexAttribPointer and glVertexAttribFormat: What's the difference?
(1 answer)
Closed 2 years ago.
I am fairly new to opengl and don't see how element buffer vbo and array buffer buffer1 work together in creating this square. I don't understand buffer objects in general and a brief explanation of how they work would be appreciated. Once again there are no errors in this code i just don't understand the how the vertex data and indices data are being carried throughout the program and how the buffers work together. This is source code. Also the fragment shader and vertex shader I am not including.
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
struct Shaderprogramsource
{
std::string VertexSouce;
std::string FragmentSource;
};
static Shaderprogramsource Parseshader(const std::string& filepath)
{
std::ifstream stream(filepath);
enum class Shadertype
{
VERTEX = 0,
FRAGMENT = 1,
NONE = 5
};
std::string line;
std::stringstream ss[3];
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 Shaderprogramsource{ 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[] = { -0.5, -0.5,
0.5, -0.5,
0.5, 0.5,
-0.5, 0.5 };
unsigned int indices[] = {
0, 1, 2,
2, 3, 0
};
unsigned int buffer1;
unsigned int vbo;
glGenBuffers(1, &buffer1);
glBindBuffer(GL_ARRAY_BUFFER, buffer1);
glBufferData(GL_ARRAY_BUFFER, 6 * 2 * sizeof(float), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
Shaderprogramsource source = Parseshader("res/shaders/Basic.Shader");
unsigned int shader =
CreateShader(source.VertexSouce, source.FragmentSource);
glUseProgram(shader);
int location = glGetUniformLocation(shader, "Color_u");
if (location > -1) {
glUniform4f(location, 0.8f, 0.0f, 0.0f, 1.0f);
}
std::cout << source.VertexSouce;
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}
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;
}
You are creating your vertexarray
glGenVertexArrays(1, &vertex_array_obj);
glBindVertexArray(vertex_array_obj);
but there is not data in it. You need to add some data so that the shaders are fired (even if the value is hardcoded in the vertex shader, as it is your case)
So, add some vertices to your vertex array like this:
std::vector<float> v({0.0f,0.0f,0.0f});
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, v.size() *sizeof(float), &v[0], GL_STATIC_DRAW); //v is a std::vector<float>, it size is the size of the data (buffer), and &v[0] gives the pointer of the data
glEnableVertexAttribArray(0); //layout 0. In this example, position
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
0, // layout in shader
3, // number of elements
GL_FLOAT, // type
GL_FALSE, // normalized?
0,
reinterpret_cast<void*>(0)
);
A good way to send data is to pack everything in a std::vector and just arrange the layouts
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, v.size() *sizeof(float), &v[0], GL_STATIC_DRAW); //v is a std::vector<float>, it size is the size of the data (buffer), and &v[0] gives the pointer of the data
const int s[] = { 3, 3, 2 }; //size of data, in my case 3 floats for position, 3 for normals and 2 for texture coordinates
size_t accum = 0;
for (int z = 0; z < 3; ++z){
glEnableVertexAttribArray(z);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
z, // layout in shader
s[z], // number of elements
GL_FLOAT, // type
GL_FALSE, // normalized?
8 * sizeof(float), // stride (3+3+2)
reinterpret_cast<void*>(accum*sizeof(float)) //shift from the previous data [3,3,2]
);
accum += s[z];
}
Read about vertex arrays here:
https://stackoverflow.com/a/17517103/5729376