I have this OpenGL code the draws a cube and pyramid. However, this program rotates the pyramid and cube together. I am tasked with only making the cube itself move not both objects at the same time. I know for this to happen I have to implement shaders for both. I'm not sure how to go about implementing both of the shaders at once. Any tips?
/*
This program demonstrates simple lighting.
A pyramid is lighted by a point light and can be rotated by mouse.
Ying Zhu
Georgia State University
October 2016
*/
// GLEW header
#include <GL/glew.h> // This must appear before freeglut.h
// Freeglut header
#include <GL/freeglut.h>
// GLM header files
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// #include <glm/gtx/transform2.hpp>
#include <glm/gtc/matrix_access.hpp>
// #include <glm/gtx/projection.hpp>
#include <glm/gtc/matrix_inverse.hpp>
#include <glm/gtc/type_ptr.hpp>
// C++ header files
#include <iostream>
using namespace std;
using namespace glm;
#define BUFFER_OFFSET(offset) ((GLvoid *) offset)
// VBO buffer IDs
GLuint vertexArrayBufferID = 0;
GLuint normalArrayBufferID = 0;
GLuint cubePosition = 0;
GLuint cubeElements = 0;
GLuint program; // shader program ID
// Shader variable IDs
GLint vPos; // vertex attribute: position
GLint normalID; // vertex attribute: normal
GLint mvpMatrixID; // uniform variable: model, view, projection matrix
GLint modelMatrixID; // uniform variable: model, view matrix
GLint normalMatrixID; // uniform variable: normal matrix for transforming normals
GLint lightSourcePositionID; // uniform variable: for lighting calculation
GLint diffuseLightProductID; // uniform variable: for lighting calculation
GLint ambientID;
GLint attenuationAID;
GLint attenuationBID;
GLint attenuationCID;
// Transformation matrices
mat4 projMatrix;
mat4 mvpMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
mat3 normalMatrix; // Normal matrix for transforming normals
// Light parameters
vec4 lightSourcePosition = vec4(0.0f, 4.0f, 0.0f, 1.0f);
vec4 diffuseMaterial = vec4(0.5f, 0.5f, 0.0f, 1.0f);
vec4 diffuseLightIntensity = vec4(1.0f, 1.0f, 1.0f, 1.0f);
vec4 ambient = vec4(0.2f, 0.2f, 0.2f, 1.0f);
float attenuationA = 1.0f;
float attenuationB = 0.2f;
float attenuationC = 0.0f;
vec4 diffuseLightProduct;
// Camera parameters
vec3 eyePosition = vec3(0.0f, 0.0f, 4.0f);
vec3 lookAtCenter = vec3(0.0f, 0.0f, 0.0f);
vec3 upVector = vec3(0.0f, 1.0f, 0.0f);
float fieldOfView = 30.0f;
float nearPlane = 0.1f;
float farPlane = 1000.0f;
// Mouse controlled rotation angles
float rotateX = 0;
float rotateY = 0;
struct VertexData {
GLfloat vertex[3];
VertexData(GLfloat x, GLfloat y, GLfloat z) {
vertex[0] = x; vertex[1] = y; vertex[2] = z;
}
};
//---------------------------------------------------------------
// Initialize vertex arrays and VBOs
void prepareVBOs() {
// Define a 3D pyramid.
GLfloat vertices[][4] = {
{1.0f, -1.0f, 1.0f, 1.0f}, // face 1
{-1.0f, -1.0f, -1.0f, 1.0f},
{1.0f, -1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, -1.0f, 1.0f }, // face 2
{0.0f, 1.0f, 0.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f }, // face 3
{ 0.0f, 1.0f, 0.0f, 1.0f },
{-1.0f, -1.0f, 1.0f, 1.0f},
{ -1.0f, -1.0f, 1.0f, 1.0f }, // face 4
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f }, // face 5
{ 1.0f, -1.0f, -1.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f }, // face 6
{ -1.0f, -1.0f, 1.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f }
};
GLfloat normals[][4] = {
{0.0f, -1.0f, 0.0f, 1.0f}, // normal 1
{0.0f, -1.0f, 0.0f, 1.0f },
{0.0f, -1.0f, 0.0f, 1.0f },
{0.8944f, 0.4472f, 0.0f, 1.0f}, // normal 2
{ 0.8944f, 0.4472f, 0.0f, 1.0f },
{ 0.8944f, 0.4472f, 0.0f, 1.0f },
{-0.0f, 0.4472f, 0.8944f, 1.0f}, // normal 3
{ -0.0f, 0.4472f, 0.8944f, 1.0f },
{ -0.0f, 0.4472f, 0.8944f, 1.0f },
{-0.8944f, 0.4472f, 0.0f, 1.0f}, // normal 4
{ -0.8944f, 0.4472f, 0.0f, 1.0f },
{ -0.8944f, 0.4472f, 0.0f, 1.0f },
{0.0f, 0.4472f, -0.8944f, 1.0f}, // normal 5
{ 0.0f, 0.4472f, -0.8944f, 1.0f },
{ 0.0f, 0.4472f, -0.8944f, 1.0f },
{ 0.0f, -1.0f, 0.0f, 1.0f }, // normal 6
{ 0.0f, -1.0f, 0.0f, 1.0f },
{ 0.0f, -1.0f, 0.0f, 1.0f }
};
// Cube positioins
VertexData vertexData[] = {
VertexData(0.0, 0.0, 0.0), /* Index 0 */
VertexData(0.0, 0.0, 1.0), /* Index 1 */
VertexData(0.0, 1.0, 0.0), /* Index 2 */
VertexData(0.0, 1.0, 1.0), /* Index 3 */
VertexData(1.0, 0.0, 0.0), /* Index 4 */
VertexData(1.0, 0.0, 1.0), /* Index 5 */
VertexData(1.0, 1.0, 0.0), /* Index 6 */
VertexData(1.0, 1.0, 1.0), /* Index 7 */
};
// Cube elements
GLubyte indices[] = {
4, 5, 7, // +X face
4, 7, 6,
0, 2, 3, // ‐X face
0, 3, 1,
2, 6, 7, // +Y face
2, 7, 3,
0, 1, 5, // ‐Y face
0, 5, 4,
0, 4, 6, // +Z face
0, 6, 2,
1, 3, 7, // ‐Z face
1, 7, 5
};
// Get an unused buffer object name. Required after OpenGL 3.1.
glGenBuffers(1, &vertexArrayBufferID);
// If it's the first time the buffer object name is used, create that buffer.
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBufferID);
// Allocate memory for the active buffer object.
// 1. Allocate memory on the graphics card for the amount specified by the 2nd parameter.
// 2. Copy the data referenced by the third parameter (a pointer) from the main memory to the
// memory on the graphics card.
// 3. If you want to dynamically load the data, then set the third parameter to be NULL.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &normalArrayBufferID);
glBindBuffer(GL_ARRAY_BUFFER, normalArrayBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(normals), normals, GL_STATIC_DRAW);
glGenBuffers(1, &cubePosition);
glBindBuffer(GL_ARRAY_BUFFER, cubePosition);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData),
vertexData, GL_STATIC_DRAW);
glGenBuffers(1, &cubeElements);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeElements);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices),
indices, GL_STATIC_DRAW);
}
//---------------------------------------------------------------
// Print out the output of the shader compiler
void printLog(GLuint obj)
{
int infologLength = 0;
char infoLog[1024];
if (glIsShader(obj)) {
glGetShaderInfoLog(obj, 1024, &infologLength, infoLog);
}
else {
glGetProgramInfoLog(obj, 1024, &infologLength, infoLog);
}
if (infologLength > 0) {
cout << infoLog;
}
}
//-------------------------------------------------------------------
void prepareShaders() {
// Vertex shader source code
// A point light source is implemented.
// For simplicity, only the ambient and diffuse components are implemented.
// The lighting is calculated in world space, not in camera space.
const char* vSource = {
"#version 330\n"
"in vec4 vPos;"
"in vec4 normal;"
"uniform mat4x4 mvpMatrix;"
"uniform mat4x4 modelMatrix;"
"uniform mat3x3 normalMatrix;"
"uniform vec4 lightSourcePosition;"
"uniform vec4 diffuseLightProduct;"
"uniform vec4 ambient;"
"uniform float attenuationA;"
"uniform float attenuationB;"
"uniform float attenuationC;"
"out vec4 color;"
"void main() {"
" gl_Position = mvpMatrix * vPos;"
// Transform the vertex position to the world space.
" vec4 transformedVertex = modelMatrix * vPos;"
// Transform the normal vector to the world space.
" vec3 transformedNormal = normalize(normalMatrix * normal.xyz);"
// Light direction
" vec3 lightVector = normalize(transformedVertex.xyz - lightSourcePosition.xyz);"
// Distance between the light source and vertex
" float dist = distance(lightSourcePosition.xyz, transformedVertex.xyz);"
// Attenuation factor
" float attenuation = 1.0f / (attenuationA + (attenuationB * dist) + (attenuationC * dist * dist));"
// Calculate the diffuse component of the lighting equation.
" vec4 diffuse = attenuation * (max(dot(transformedNormal, lightVector), 0.0) * diffuseLightProduct);"
// Combine the ambient component and diffuse component.
" color = ambient + diffuse;"
"}"
};
// Fragment shader source code
const char* fSource = {
"#version 330\n"
"in vec4 color;"
"out vec4 fragColor;"
"void main() {"
" fragColor = color;"
"}"
};
// Declare shader IDs
GLuint vShader, fShader;
// Create empty shader objects
vShader = glCreateShader(GL_VERTEX_SHADER);
fShader = glCreateShader(GL_FRAGMENT_SHADER);
// Attach shader source code the shader objects
glShaderSource(vShader, 1, &vSource, NULL);
glShaderSource(fShader, 1, &fSource, NULL);
// Compile shader objects
glCompileShader(vShader);
printLog(vShader);
glCompileShader(fShader);
printLog(fShader);
// Create an empty shader program object
program = glCreateProgram();
// Attach vertex and fragment shaders to the shader program
glAttachShader(program, vShader);
glAttachShader(program, fShader);
// Link the shader program
glLinkProgram(program);
printLog(program);
}
//---------------------------------------------------------------
// Retrieve the IDs of the shader variables. Later we will
// use these IDs to pass data to the shaders.
void getShaderVariableLocations(GLuint shaderProgram) {
// Retrieve the ID of a vertex attribute, i.e. position
vPos = glGetAttribLocation(shaderProgram, "vPos");
normalID = glGetAttribLocation(shaderProgram, "normal");
mvpMatrixID = glGetUniformLocation(shaderProgram, "mvpMatrix");
modelMatrixID = glGetUniformLocation(shaderProgram, "modelMatrix");
normalMatrixID = glGetUniformLocation(shaderProgram, "normalMatrix");
lightSourcePositionID = glGetUniformLocation(shaderProgram, "lightSourcePosition");
diffuseLightProductID = glGetUniformLocation(shaderProgram, "diffuseLightProduct");
ambientID = glGetUniformLocation(shaderProgram, "ambient");
attenuationAID = glGetUniformLocation(shaderProgram, "attenuationA");
attenuationBID = glGetUniformLocation(shaderProgram, "attenuationB");
attenuationCID = glGetUniformLocation(shaderProgram, "attenuationC");
}
//---------------------------------------------------------------
void setShaderVariables() {
// value_ptr is a glm function
glUniformMatrix4fv(mvpMatrixID, 1, GL_FALSE, value_ptr(mvpMatrix));
glUniformMatrix4fv(modelMatrixID, 1, GL_FALSE, value_ptr(modelMatrix));
glUniformMatrix3fv(normalMatrixID, 1, GL_FALSE, value_ptr(normalMatrix));
glUniform4fv(lightSourcePositionID, 1, value_ptr(lightSourcePosition));
glUniform4fv(diffuseLightProductID, 1, value_ptr(diffuseLightProduct));
glUniform4fv(ambientID, 1, value_ptr(ambient));
glUniform1f(attenuationAID, attenuationA);
glUniform1f(attenuationBID, attenuationB);
glUniform1f(attenuationCID, attenuationC);
}
//---------------------------------------------------------------
// Set lighting related parameters
void setLightingParam() {
diffuseLightProduct = diffuseMaterial * diffuseLightIntensity;
}
//---------------------------------------------------------------
// Build the model matrix. This matrix will transform the 3D object to the proper place.
mat4 buildModelMatrix() {
mat4 rotationXMatrix = rotate(mat4(1.0f), radians(rotateX), vec3(1.0f, 0.0f, 0.0f));
mat4 rotationYMatrix = rotate(mat4(1.0f), radians(rotateY), vec3(0.0f, 1.0f, 0.0f));
mat4 matrix = rotationYMatrix * rotationXMatrix;
return matrix;
}
//---------------------------------------------------------------
void buildMatrices() {
modelMatrix = buildModelMatrix();
mvpMatrix = projMatrix * viewMatrix * modelMatrix;
normalMatrix = column(normalMatrix, 0, vec3(modelMatrix[0][0], modelMatrix[0][1], modelMatrix[0][2]));
normalMatrix = column(normalMatrix, 1, vec3(modelMatrix[1][0], modelMatrix[1][1], modelMatrix[1][2]));
normalMatrix = column(normalMatrix, 2, vec3(modelMatrix[2][0], modelMatrix[2][1], modelMatrix[2][2]));
// Use glm::inverseTranspose() to create a normal matrix, which is used to transform normal vectors.
normalMatrix = inverseTranspose(normalMatrix);
}
//---------------------------------------------------------------
// Handles the display event
void display()
{
// Clear the window with the background color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
buildMatrices();
setShaderVariables();
// Activate the shader program
glUseProgram(program);
// If the buffer object already exists, make that buffer the current active one.
// If the buffer object name is 0, disable buffer objects.
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBufferID);
// Associate the vertex array in the buffer object with the vertex attribute: "position"
glVertexAttribPointer(vPos, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
// Enable the vertex attribute: "position"
glEnableVertexAttribArray(vPos);
glBindBuffer(GL_ARRAY_BUFFER, normalArrayBufferID);
glVertexAttribPointer(normalID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(normalID);
// Start the shader program. Draw the object. The third parameter is the number of triangles.
glDrawArrays(GL_TRIANGLES, 0, 18);
glBindBuffer(GL_ARRAY_BUFFER, cubePosition);
glVertexAttribPointer(vPos, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(vPos);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeElements);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
// Refresh the window
glutSwapBuffers();
}
//---------------------------------------------------------------
// Handles the reshape event
void reshape(int width, int height)
{
// Specify the width and height of the picture within the window
glViewport(0, 0, width, height);
projMatrix = perspective(fieldOfView, (float)width / (float)height, nearPlane, farPlane);
viewMatrix = lookAt(eyePosition, lookAtCenter, upVector);
}
//---------------------------------------------------------------
// Read mouse motion data and convert them to rotation angles.
void passiveMotion(int x, int y) {
rotateY = (float)x * -0.8f;
rotateX = (float)y * -0.8f;
// Generate a dislay event to force refreshing the window.
glutPostRedisplay();
}
//-----------------------------------------------------------------
void init() {
prepareVBOs();
prepareShaders();
getShaderVariableLocations(program);
setLightingParam();
// Specify the background color
glClearColor(1, 1, 1, 1);
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
//---------------------------------------------------------------
void main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Lighting Demo");
glutReshapeWindow(800, 800);
glewInit();
init();
// Register the display callback function
glutDisplayFunc(display);
// Register the reshape callback function
glutReshapeFunc(reshape);
// Register the passive mouse motion call back function
// This function is called when the mouse moves within the window
// while no mouse buttons are pressed.
glutPassiveMotionFunc(passiveMotion);
// Start the event loop
glutMainLoop();
}
Well, the most obvious culprit here would be setting a single ModelMatrix for both - I can't see any logic in your code to set them independently for each object you're rendering.
Since each object has a different rotation (and presumably, unless you're planning to draw one on top of the other, a different translation), you would want to be generating / loading a different model matrix for each draw call.
You dont need to use different shaders, you just need to use different model matricies. Say you have two objects in you scene something like this:
while (!myWindow(shouldClose))
{
myShader.use();
glBindVertexArray(myVao1);
glDrawArrays(GL_TRIANGLES, 0, x); // Draw pyramid
glBindVertaxArray(myVao2);
glDrawArrays(GL_TRIANGLES, 0, x); // Draw cube
}
Say you want only the second model to rotate on the y axis, you could do something like this:
float rotationDegree = 0;
while (!myWindow(shouldClose))
{
myShader.use();
myShader.setMat4(glm::mat4(1.0f)) // Make sure to set it to normal matrix for the pyrmamid
glBindVertexArray(myVao1);
glDrawArrays(GL_TRIANGLES, 0, x); // Draw pyramid
glBindVertaxArray(myVao2);
glm::mat4 model = glm::mat4(1.0f);
glm::rotate(model, glm::radians(rotationDegree), glm::vec3(0.0f, 1.0f, 0.0f));
rotateionDegree += 0.01;
myShader.setMat4("model", model); // Set you model matrix in your shader.
glDrawArrays(GL_TRIANGLES, 0, x); // Draw cube
}
Related
I'm trying to combine texture and lighting on a pyramid in OpenGL. I basically started by merging two separate codes, and now, I'm working to make changes to smooth out the merge. However, I am having 2 issues.
I need to remove the object color and replace it with texture, but I'm not sure how to approach that issue with this code since object color is deeply ingrained in the code.
I'm not sure how to list the coordinates for position, normals, and texture. Their current arrangement seems to be causing a lot of issues with the output.
For issue one, I have tried replacing pyramidColor and objectColor with texture, but it seemed to create more issues.
For issue two, I have tried rearranging the list order as position, texture, and normals, which helped for a few of the triangles. However, it still isn't right.
/*Header Inclusions*/
#include <iostream>
#include <GL/glew.h>
#include <GL/freeglut.h>
//GLM Math Header Inclusions
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
//SOIL image loader Inclusion
#include "SOIL2/SOIL2.h"
using namespace std; //Standard namespace
#define WINDOW_TITLE "Pyramid" //Window title Macro
/*Shader program Macro*/
#ifndef GLSL
#define GLSL(Version, Source) "#version " #Version "\n" #Source
#endif
/*Variable declarations for shader, window size initialization, buffer and array objects */
GLint pyramidShaderProgram, lampShaderProgram, WindowWidth = 800, WindowHeight = 600;
GLuint VBO, PyramidVAO, LightVAO, texture;
//Subject position and scale
glm::vec3 pyramidPosition(0.0f, 0.0f, 0.0f);
glm::vec3 pyramidScale(2.0f);
//pyramid and light color
glm::vec3 objectColor(1.0f, 1.0f, 1.0f);
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
//Light position and scale
glm::vec3 lightPosition(0.5f, 0.5f, -3.0f);
glm::vec3 lightScale(0.3f);
//Camera position
glm::vec3 cameraPosition(0.0f, 0.0f, -6.0f);
//Camera rotation
float cameraRotation = glm::radians(-25.0f);
/*Function prototypes*/
void UResizeWindow(int, int);
void URenderGraphics(void);
void UCreateShader(void);
void UCreateBuffers(void);
void UGenerateTexture(void);
/*Pyramid Vertex Shader Source Code*/
const GLchar * pyramidVertexShaderSource = GLSL(330,
layout (location = 0) in vec3 position; //Vertex data from Vertex Attrib Pointer 0
layout (location = 1) in vec3 normal; //VAP position 1 for normals
layout (location = 2) in vec2 textureCoordinate;
out vec3 FragmentPos; //For outgoing color / pixels to fragment shader
out vec3 Normal; //For outgoing normals to fragment shader
out vec2 mobileTextureCoordinate;
//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); //transforms vertices to clip coordinates
FragmentPos = vec3(model * vec4(position, 1.0f)); //Gets fragment / pixel position in world space only (exclude view and projection)
Normal = mat3(transpose(inverse(model))) * normal; //get normal vectors in world space only and exclude normal translation properties
mobileTextureCoordinate = vec2(textureCoordinate.x, 1 - textureCoordinate.y); //flips the texture horizontal
}
);
/*Pyramid Fragment Shader Source Code*/
const GLchar * pyramidFragmentShaderSource = GLSL(330,
in vec3 FragmentPos; //For incoming fragment position
in vec3 Normal; //For incoming normals
in vec2 mobileTextureCoordinate;
out vec4 pyramidColor; //For outgoing pyramid color to the GPU
out vec4 gpuTexture; //Variable to pass color data to the GPU
//Uniform / Global variables for object color, light color, light position, and camera/view position
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPosition;
uniform sampler2D uTexture; //Useful when working with multiple textures
void main(){
/*Phong lighting model calculations to generate ambient, diffuse, and specular components*/
//Calculate Ambient Lighting
float ambientStrength = 0.1f; //Set ambient or global lighting strength
vec3 ambient = ambientStrength * lightColor; //Generate ambient light color
//Calculate Diffuse Lighting
vec3 norm = normalize(Normal); //Normalize vectors to 1 unit
vec3 lightDirection = normalize(lightPos - FragmentPos); //Calculate distance (light direction) between light source and fragments/pixels on
float impact = max(dot(norm, lightDirection), 0.0); //Calculate diffuse impact by generating dot product of normal and light
vec3 diffuse = impact * lightColor; //Generate diffuse light color
//Calculate Specular lighting
float specularIntensity = 0.8f; //Set specular light strength
float highlightSize = 128.0f; //Set specular highlight size
vec3 viewDir = normalize(viewPosition - FragmentPos); //Calculate view direction
vec3 reflectDir = reflect(-lightDirection, norm); //Calculate reflection vector
//Calculate specular component
float specularComponent = pow(max(dot(viewDir, reflectDir), 0.0), highlightSize);
vec3 specular = specularIntensity * specularComponent * lightColor;
//Calculate phong result
vec3 phong = (ambient + diffuse + specular) * objectColor;
pyramidColor = vec4(phong, 1.0f); //Send lighting results to GPU
gpuTexture = texture(uTexture, mobileTextureCoordinate);
}
);
/*Lamp Shader Source Code*/
const GLchar * lampVertexShaderSource = GLSL(330,
layout (location = 0) in vec3 position; //VAP position 0 for vertex position data
//Uniform / 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); //Transforms vertices into clip coordinates
}
);
/*Fragment Shader Source Code*/
const GLchar * lampFragmentShaderSource = GLSL(330,
out vec4 color; //For outgoing lamp color (smaller pyramid) to the GPU
void main()
{
color = vec4(1.0f); //Set color to white (1.0f, 1.0f, 1.0f) with alpha 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();
UGenerateTexture();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //Set background color
glutDisplayFunc(URenderGraphics);
glutMainLoop();
//Destroys Buffer objects once used
glDeleteVertexArrays(1, &PyramidVAO);
glDeleteVertexArrays(1, &LightVAO);
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
GLint modelLoc, viewLoc, projLoc, objectColorLoc, lightColorLoc, lightPositionLoc, viewPositionLoc;
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
/*********Use the pyramid Shader to activate the pyramid Vertex Array Object for rendering and transforming*********/
glUseProgram(pyramidShaderProgram);
glBindVertexArray(PyramidVAO);
//Transform the pyramid
model = glm::translate(model, pyramidPosition);
model = glm::scale(model, pyramidScale);
//Transform the camera
view = glm::translate(view, cameraPosition);
view = glm::rotate(view, cameraRotation, glm::vec3(0.0f, 1.0f, 0.0f));
//Set the camera projection to perspective
projection = glm::perspective(45.0f,(GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
//Reference matrix uniforms from the pyramid Shader program
modelLoc = glGetUniformLocation(pyramidShaderProgram, "model");
viewLoc = glGetUniformLocation(pyramidShaderProgram, "view");
projLoc = glGetUniformLocation(pyramidShaderProgram, "projection");
//Pass matrix data to the pyramid Shader program's matrix uniforms
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));
//Reference matrix uniforms from the pyramid Shader program for the pyramid color, light color, light position, and camera position
objectColorLoc = glGetUniformLocation(pyramidShaderProgram, "objectColor");
lightColorLoc = glGetUniformLocation(pyramidShaderProgram, "lightColor");
lightPositionLoc = glGetUniformLocation(pyramidShaderProgram, "lightPos");
viewPositionLoc = glGetUniformLocation(pyramidShaderProgram, "viewPosition");
//Pass color, light, and camera data to the pyramid Shader programs corresponding uniforms
glUniform3f(objectColorLoc, objectColor.r, objectColor.g, objectColor.b);
glUniform3f(lightColorLoc, lightColor.r, lightColor.g, lightColor.b);
glUniform3f(lightPositionLoc, lightPosition.x, lightPosition.y, lightPosition.z);
glUniform3f(viewPositionLoc, cameraPosition.x, cameraPosition.y, cameraPosition.z);
glDrawArrays(GL_TRIANGLES, 0, 18); //Draw the primitives / pyramid
glBindVertexArray(0); //Deactivate the Pyramid Vertex Array Object
/***************Use the Lamp Shader and activate the Lamp Vertex Array Object for rendering and transforming ************/
glUseProgram(lampShaderProgram);
glBindVertexArray(LightVAO);
//Transform the smaller pyramid used as a visual cue for the light source
model = glm::translate(model, lightPosition);
model = glm::scale(model, lightScale);
//Reference matrix uniforms from the Lamp Shader program
modelLoc = glGetUniformLocation(lampShaderProgram, "model");
viewLoc = glGetUniformLocation(lampShaderProgram, "view");
projLoc = glGetUniformLocation(lampShaderProgram, "projection");
//Pass matrix uniforms from the Lamp Shader Program
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));
glBindTexture(GL_TEXTURE_2D, texture);
//Draws the triangles
glDrawArrays(GL_TRIANGLES, 0, 18);
glBindVertexArray(0); //Deactivate the Lamp Vertex Array Object
glutPostRedisplay();
glutSwapBuffers(); //Flips the back buffer with the front buffer every frame. Similar to GL Flush
}
/*Create the Shader program*/
void UCreateShader()
{
//Pyramid Vertex shader
GLint pyramidVertexShader = glCreateShader(GL_VERTEX_SHADER); //Creates the Vertex shader
glShaderSource(pyramidVertexShader, 1, &pyramidVertexShaderSource, NULL); //Attaches the Vertex shader to the source code
glCompileShader(pyramidVertexShader); //Compiles the Vertex shader
//Pyramid Fragment Shader
GLint pyramidFragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //Creates the Fragment Shader
glShaderSource(pyramidFragmentShader, 1, &pyramidFragmentShaderSource, NULL); //Attaches the Fragment shader to the source code
glCompileShader(pyramidFragmentShader); //Compiles the Fragment Shader
//Pyramid Shader program
pyramidShaderProgram = glCreateProgram(); //Creates the Shader program and returns an id
glAttachShader(pyramidShaderProgram, pyramidVertexShader); //Attaches Vertex shader to the Shader program
glAttachShader(pyramidShaderProgram, pyramidFragmentShader); //Attaches Fragment shader to the Shader program
glLinkProgram(pyramidShaderProgram); //Link Vertex and Fragment shaders to the Shader program
//Delete the Vertex and Fragment shaders once linked
glDeleteShader(pyramidVertexShader);
glDeleteShader(pyramidFragmentShader);
//Lamp Vertex shader
GLint lampVertexShader = glCreateShader(GL_VERTEX_SHADER); //Creates the Vertex shader
glShaderSource(lampVertexShader, 1, &lampVertexShaderSource, NULL); //Attaches the Vertex shader to the source code
glCompileShader(lampVertexShader); //Compiles the Vertex shader
//Lamp Fragment shader
GLint lampFragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //Creates the Fragment shader
glShaderSource(lampFragmentShader, 1, &lampFragmentShaderSource, NULL); //Attaches the Fragment shader to the source code
glCompileShader(lampFragmentShader); //Compiles the Fragment shader
//Lamp Shader Program
lampShaderProgram = glCreateProgram(); //Creates the Shader program and returns an id
glAttachShader(lampShaderProgram, lampVertexShader); //Attach Vertex shader to the Shader program
glAttachShader(lampShaderProgram, lampFragmentShader); //Attach Fragment shader to the Shader program
glLinkProgram(lampShaderProgram); //Link Vertex and Fragment shaders to the Shader program
//Delete the lamp shaders once linked
glDeleteShader(lampVertexShader);
glDeleteShader(lampFragmentShader);
}
/*Creates the Buffer and Array Objects*/
void UCreateBuffers()
{
//Position and Texture coordinate data for 18 triangles
GLfloat vertices[] = {
//Positions //Normals //Texture Coordinates
//Back Face //Negative Z Normals
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.5f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
//Front Face //Positive Z Normals
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
//Left Face //Negative X Normals
0.0f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
//Right Face //Positive X Normals
0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
//Bottom Face //Negative Y Normals
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
//Generate buffer ids
glGenVertexArrays(1, &PyramidVAO);
glGenBuffers(1, &VBO);
//Activate the PyramidVAO before binding and setting VBOs and VAPs
glBindVertexArray(PyramidVAO);
//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 Normal data
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
//Set attribute pointer 2 to hold Texture coordinate data
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0); //Unbind the pyramid VAO
//Generate buffer ids for lamp (smaller pyramid)
glGenVertexArrays(1, &LightVAO); //Vertex Array for pyramid vertex copies to serve as light source
//Activate the Vertex Array Object before binding and setting any VBOs and Vertex Attribute Pointers
glBindVertexArray(LightVAO);
//Referencing the same VBO for its vertices
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//Set attribute pointer to 0 to hold Position data (used for the lamp)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
/*Generate and load the texture*/
void UGenerateTexture(){
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
int width, height;
unsigned char* image = SOIL_load_image("brick.jpg", &width, &height, 0, SOIL_LOAD_RGB); //Loads texture file
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); //Unbind the texture
}
Expected results: A brick textured pyramid with lighting.
Actual results: A bunch of assorted triangles.
I see the following issues with your code:
In the fragment shader:
Remove the objectColor uniform and the gpuTexture output.
Replace the last three lines of main() with:
//Calculate phong result
vec3 objectColor = texture(uTexture, mobileTextureCoordinate).xyz;
vec3 phong = (ambient + diffuse) * objectColor + specular;
pyramidColor = vec4(phong, 1.0f); //Send lighting results to GPU
In your rendering code:
Replace all mentions of objectColor with texture setup:
uTextureLoc = glGetUniformLocation(pyramidShaderProgram, "uTexture");
glUniform1i(uTextureLoc, 0); // texture unit 0
Bind the texture before you call glDrawArrays of the textured pyramid:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawArrays(GL_TRIANGLES, 0, 18);
(Right now you bind it before drawing the LightVAO, which doesn't use the texture.)
All your glVertexAttribPointer calls have an incorrect stride of 6 * sizeof(GLfloat), but the buffer you provide has eight (8) floats per vertex, so it shall be 8 * sizeof(GLfloat). Remember that this parameter is the number of bytes that the GL has to advance to fetch the next vertex. Other than that your VAO setup is alright.
I'm having trouble implementing both point light and sunlight in openGl upon a 3d pyramid. Do I need a separate diffuse component for the sunlight portion?
I'm also not sure how to go about implementing a specular component as well.
From my understanding it seems that both light sources will be mixed and sent to the shader, however I'm not sure how to implement them simultaneously.
Here is what I have for now.
// GLEW header
#include <GL/glew.h> // This must appear before freeglut.h
// Freeglut header
#include <GL/freeglut.h>
// GLM header files
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
//#include <glm/gtx/transform2.hpp>
#include <glm/gtc/matrix_access.hpp>
//#include <glm/gtx/projection.hpp>
#include <glm/gtc/matrix_inverse.hpp>
#include <glm/gtc/type_ptr.hpp>
// Simple OpenGL Image Library header file
#include <SOIL.h>
// C++ header files
#include <iostream>
using namespace std;
using namespace glm;
#define BUFFER_OFFSET(offset) ((GLvoid *) offset)
GLfloat pyramidVertices[][4] = {
{ 1.0f, -1.0f, 1.0f, 1.0f }, // face 1
{ -1.0f, -1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f }, // face 2
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f }, // face 3
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ -1.0f, -1.0f, 1.0f, 1.0f },
{ -1.0f, -1.0f, 1.0f, 1.0f }, // face 4
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f }, // face 5
{ 1.0f, -1.0f, -1.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f }, // face 6
{ -1.0f, -1.0f, 1.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f }
};
int numVertices = 18;
GLfloat pyramidNormals[][4] = {
{ 0.0f, -1.0f, 0.0f, 1.0f }, // normal 1
{ 0.0f, -1.0f, 0.0f, 1.0f },
{ 0.0f, -1.0f, 0.0f, 1.0f },
{ 0.8944f, 0.4472f, 0.0f, 1.0f }, // normal 2
{ 0.8944f, 0.4472f, 0.0f, 1.0f },
{ 0.8944f, 0.4472f, 0.0f, 1.0f },
{ -0.0f, 0.4472f, 0.8944f, 1.0f }, // normal 3
{ -0.0f, 0.4472f, 0.8944f, 1.0f },
{ -0.0f, 0.4472f, 0.8944f, 1.0f },
{ -0.8944f, 0.4472f, 0.0f, 1.0f }, // normal 4
{ -0.8944f, 0.4472f, 0.0f, 1.0f },
{ -0.8944f, 0.4472f, 0.0f, 1.0f },
{ 0.0f, 0.4472f, -0.8944f, 1.0f }, // normal 5
{ 0.0f, 0.4472f, -0.8944f, 1.0f },
{ 0.0f, 0.4472f, -0.8944f, 1.0f },
{ 0.0f, -1.0f, 0.0f, 1.0f }, // normal 6
{ 0.0f, -1.0f, 0.0f, 1.0f },
{ 0.0f, -1.0f, 0.0f, 1.0f }
};
GLfloat pyramidTextureCoords[][2] = {
{ 0.0319, 0.4192 }, // textureCoord 1
{ 0.3546, 0.0966 },
{ 0.3546, 0.4192 },
{ 0.4223, 0.5177 }, // textureCoord 2
{ 0.2541, 0.8753 },
{ 0.0996, 0.5116 },
{ 0.8047, 0.5250 }, // textureCoord 3
{ 0.6434, 0.8857 },
{ 0.4820, 0.5250 },
{ 0.6637, 0.0981 }, // textureCoord 4
{ 0.5130, 0.4184 },
{ 0.3748, 0.0926 },
{ 0.8416, 0.4227 }, // textureCoord 5
{ 0.6922, 0.0988 },
{ 0.9834, 0.0954 },
{ 0.0319, 0.4192 }, // textureCoord 6
{ 0.0319, 0.0966 },
{ 0.3546, 0.0966 }
};
// Update the texture image file path for your computer.
const char *imageFileName = "marble.jpg"; //This will apply the marble texture to the picture
// VBO buffer IDs
GLuint vertexArrayBufferID = 0;
GLuint normalArrayBufferID = 0;
GLuint texCoordArrayBufferID = 0;
GLuint program; // shader program ID
// Shader variable IDs
GLint vPos; // vertex attribute: position
GLint normalID; // vertex attribute: normal
GLint textureCoordID; // vertex attribute: texture coordinates
GLint mvpMatrixID; // uniform variable: model, view, projection matrix
GLint modelMatrixID; // uniform variable: model, view matrix
GLint normalMatrixID; // uniform variable: normal matrix for transforming normals
GLint lightSourcePositionID; // uniform variable: for lighting calculation
GLint diffuseLightProductID; // uniform variable: for lighting calculation
GLint ambientID;
GLint attenuationAID;
GLint attenuationBID;
GLint attenuationCID;
GLint textureSamplerID; // texture sampler ID
// Texture object ID
GLuint textureID;
// Texture unit ID
// These two values must be consistent.
GLenum textureUnitID = GL_TEXTURE1;
// Sometimes, setting this to 0 will connect the sampler to any active texture unit.
// But it's better to avoid using this "trick".
GLuint textureSamplerValue = 1;
// Transformation matrices
mat4 projMatrix;
mat4 mvpMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
mat3 normalMatrix; // Normal matrix for transforming normals
// Light parameters
vec4 lightSourcePosition = vec4(0.0f, 4.0f, 0.0f, 1.0f);
vec4 diffuseMaterial = vec4(0.5f, 0.5f, 0.5f, 1.0f);
vec4 diffuseLightIntensity = vec4(1.0f, 1.0f, 1.0f, 1.0f);
vec4 ambient = vec4(0.0f, 0.0f, 1.0f, 1.0f);
float attenuationA = 1.0f;
float attenuationB = 0.2f;
float attenuationC = 0.0f;
vec4 diffuseLightProduct;
// Camera parameters
vec3 eyePosition = vec3(0.0f, 0.0f, 4.0f);
vec3 lookAtCenter = vec3(0.0f, 0.0f, 0.0f);
vec3 upVector = vec3(0.0f, 1.0f, 0.0f);
float fieldOfView = 30.0f;
float nearPlane = 0.1f;
float farPlane = 1000.0f;
// Mouse controlled rotation angles
float rotateX = 0;
float rotateY = 0;
//---------------------------------------------------------------
// Initialize vertex arrays and VBOs
void prepareVBOs() {
// Define a 3D pyramid.
// Get an unused buffer object name. Required after OpenGL 3.1.
glGenBuffers(1, &vertexArrayBufferID);
// If it's the first time the buffer object name is used, create that buffer.
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBufferID);
// Allocate memory for the active buffer object.
// 1. Allocate memory on the graphics card for the amount specified by the 2nd parameter.
// 2. Copy the data referenced by the third parameter (a pointer) from the main memory to the
// memory on the graphics card.
// 3. If you want to dynamically load the data, then set the third parameter to be NULL.
glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidVertices), pyramidVertices, GL_STATIC_DRAW);
glGenBuffers(1, &normalArrayBufferID);
glBindBuffer(GL_ARRAY_BUFFER, normalArrayBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidNormals), pyramidNormals, GL_STATIC_DRAW);
// Create a buffer object to store the texture coordinates.
// Later we will passt his over to the shader.
glGenBuffers(1, &texCoordArrayBufferID);
glBindBuffer(GL_ARRAY_BUFFER, texCoordArrayBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidTextureCoords), pyramidTextureCoords, GL_STATIC_DRAW);
}
//---------------------------------------------------------------
// Print out the output of the shader compiler
void printLog(GLuint obj)
{
int infologLength = 0;
char infoLog[1024];
if (glIsShader(obj)) {
glGetShaderInfoLog(obj, 1024, &infologLength, infoLog);
}
else {
glGetProgramInfoLog(obj, 1024, &infologLength, infoLog);
}
if (infologLength > 0) {
cout << infoLog;
}
}
//-------------------------------------------------------------------
void prepareShaders() {
// Vertex shader source code
// The vertex position and normal vector are transformed and then passed on to the fragment shader.
const char* vSource = {
"#version 330\n"
"in vec4 vPos;"
"in vec4 normal;"
"in vec2 vTextureCoord;"
"uniform mat4x4 mvpMatrix;"
"uniform mat4x4 modelMatrix;"
"uniform mat3x3 normalMatrix;"
"out vec4 transformedPosition;"
"out vec3 transformedNormal;"
"out vec2 textureCoord;"
"void main() {"
" gl_Position = mvpMatrix * vPos;"
// Transform the vertex position to the world space.
" transformedPosition = modelMatrix * vPos;"
// Transform the normal vector to the world space.
" transformedNormal = normalize(normalMatrix * normal.xyz);"
" textureCoord = vec2(vTextureCoord.x, vTextureCoord.y);"
"}"
};
// Fragment shader source code
// A point light source is implemented.
// For simplicity, only the ambient and diffuse components are implemented.
// The lighting is calculated in world space, not in camera space.
// Note that the transformedPosition and transformedNormal in the fragment shader are for each fragment (pixel).
// They are interpolated from the vertex positions and vertex normals in the (invisible) rasterization stage.
const char* fSource = {
"#version 330\n"
"in vec4 transformedPosition;"
"in vec3 transformedNormal;"
"in vec2 textureCoord;"
"uniform vec4 lightSourcePosition;"
"uniform vec4 diffuseLightProduct;"
"uniform vec4 ambient;"
"uniform float attenuationA;"
"uniform float attenuationB;"
"uniform float attenuationC;"
"uniform sampler2D tex;"
"out vec4 fragColor;"
"void main() {"
// Light direction
" vec3 lightVector = normalize(transformedPosition.xyz - lightSourcePosition.xyz);"
// Distance between the light source and vertex
" float dist = distance(lightSourcePosition.xyz, transformedPosition.xyz);"
// Attenuation factor
" float attenuation = 1.0f / (attenuationA + (attenuationB * dist) + (attenuationC * dist * dist));"
// Calculate the diffuse component of the lighting equation.
" vec4 diffuse = attenuation * (max(dot(transformedNormal, lightVector), 0.0) * diffuseLightProduct);"
" vec4 textureColor = texture(tex, textureCoord);"
// Combine the ambient component and diffuse component.
" fragColor = mix((ambient + diffuse), textureColor, 0.6f);"
"}"
};
// Declare shader IDs
GLuint vShader, fShader;
// Create empty shader objects
vShader = glCreateShader(GL_VERTEX_SHADER);
fShader = glCreateShader(GL_FRAGMENT_SHADER);
// Attach shader source code the shader objects
glShaderSource(vShader, 1, &vSource, NULL);
glShaderSource(fShader, 1, &fSource, NULL);
// Compile shader objects
glCompileShader(vShader);
printLog(vShader);
glCompileShader(fShader);
printLog(fShader);
// Create an empty shader program object
program = glCreateProgram();
// Attach vertex and fragment shaders to the shader program
glAttachShader(program, vShader);
glAttachShader(program, fShader);
// Link the shader program
glLinkProgram(program);
printLog(program);
}
//---------------------------------------------------------------
// Retrieve the IDs of the shader variables. Later we will
// use these IDs to pass data to the shaders.
void getShaderVariableLocations(GLuint shaderProgram) {
// Retrieve the ID of a vertex attribute, i.e. position
vPos = glGetAttribLocation(shaderProgram, "vPos");
normalID = glGetAttribLocation(shaderProgram, "normal");
// get the ID of the texture coordinate variable in the shader.
textureCoordID = glGetAttribLocation(shaderProgram, "vTextureCoord");
mvpMatrixID = glGetUniformLocation(shaderProgram, "mvpMatrix");
modelMatrixID = glGetUniformLocation(shaderProgram, "modelMatrix");
normalMatrixID = glGetUniformLocation(shaderProgram, "normalMatrix");
lightSourcePositionID = glGetUniformLocation(shaderProgram, "lightSourcePosition");
diffuseLightProductID = glGetUniformLocation(shaderProgram, "diffuseLightProduct");
ambientID = glGetUniformLocation(shaderProgram, "ambient");
attenuationAID = glGetUniformLocation(shaderProgram, "attenuationA");
attenuationBID = glGetUniformLocation(shaderProgram, "attenuationB");
attenuationCID = glGetUniformLocation(shaderProgram, "attenuationC");
// get the ID of the texture sampler in the shader.
textureSamplerID = glGetUniformLocation(shaderProgram, "tex");
}
//---------------------------------------------------------------
void setShaderVariables() {
// value_ptr is a glm function
glUniformMatrix4fv(mvpMatrixID, 1, GL_FALSE, value_ptr(mvpMatrix));
glUniformMatrix4fv(modelMatrixID, 1, GL_FALSE, value_ptr(modelMatrix));
glUniformMatrix3fv(normalMatrixID, 1, GL_FALSE, value_ptr(normalMatrix));
glUniform4fv(lightSourcePositionID, 1, value_ptr(lightSourcePosition));
glUniform4fv(diffuseLightProductID, 1, value_ptr(diffuseLightProduct));
glUniform4fv(ambientID, 1, value_ptr(ambient));
glUniform1f(attenuationAID, attenuationA);
glUniform1f(attenuationBID, attenuationB);
glUniform1f(attenuationCID, attenuationC);
// Associate texture sampler ID in the shader with the active texture unit number.
// glActiveTexture() function and glUniform1i(textUnit, ...) function calls must be consistent.
// If you change texture unit number in one function all, you must change the texture unit
// in the other function call.
glUniform1i(textureSamplerID, textureSamplerValue);
}
//---------------------------------------------------------------
// Set lighting related parameters
void setLightingParam() {
diffuseLightProduct = diffuseMaterial * diffuseLightIntensity;
}
void prepareTextureImage() {
// Use SOIL to load a picture.
textureID = SOIL_load_OGL_texture(imageFileName,
SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y); // Adding SOIL_FLAG_MIPMAPS is also fine.
// Specify the current active texture unit number.
//
// There are certain number of texture units on the graphics card (for example 32).
// Check OpenGL extension viewer to find out how many texture units are on your card.
//
// The shader accesses the texture through texture units, not the texture IDs.
// In other words, the shader does not know the texture IDs; it only sees
// (for example) 32 texture units.
// You can have more than 32 texture images stored in the graphics card's memory, but
// at any given time, the shader only sees 32 texture units. In the OpenGL program,
// you can associate a texture unit with any texture ID, and change it at any time.
// This is how you can transfer potentially large numbers of texture images to the
// shader through a limited channel.
//
glActiveTexture(textureUnitID);
// Bind the texture ID with the active texture unit number.
// In this case, texture ID "textureID" is associated with texture unit #2.
// When the shader reads texture unit #2, it will read the texture identified by ID textureID.
glBindTexture(GL_TEXTURE_2D, textureID);
}
//---------------------------------------------------------------
// Build the model matrix. This matrix will transform the 3D object to the proper place.
mat4 buildModelMatrix() {
mat4 rotationXMatrix = rotate(mat4(1.0f), radians(rotateX), vec3(1.0f, 0.0f, 0.0f));
mat4 rotationYMatrix = rotate(mat4(1.0f), radians(rotateY), vec3(0.0f, 1.0f, 0.0f));
mat4 matrix = rotationYMatrix * rotationXMatrix;
return matrix;
}
//---------------------------------------------------------------
void buildMatrices() {
modelMatrix = buildModelMatrix();
mvpMatrix = projMatrix * viewMatrix * modelMatrix;
normalMatrix = column(normalMatrix, 0, vec3(modelMatrix[0][0], modelMatrix[0][1], modelMatrix[0][2]));
normalMatrix = column(normalMatrix, 1, vec3(modelMatrix[1][0], modelMatrix[1][1], modelMatrix[1][2]));
normalMatrix = column(normalMatrix, 2, vec3(modelMatrix[2][0], modelMatrix[2][1], modelMatrix[2][2]));
// Use glm::inverseTranspose() to create a normal matrix, which is used to transform normal vectors.
normalMatrix = inverseTranspose(normalMatrix);
}
//---------------------------------------------------------------
// Handles the display event
void display()
{
// Clear the window with the background color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
buildMatrices();
setShaderVariables();
// Activate the shader program
glUseProgram(program);
// If the buffer object already exists, make that buffer the current active one.
// If the buffer object name is 0, disable buffer objects.
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBufferID);
// Associate the vertex array in the buffer object with the vertex attribute: "position"
glVertexAttribPointer(vPos, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
// Enable the vertex attribute: "position"
glEnableVertexAttribArray(vPos);
glBindBuffer(GL_ARRAY_BUFFER, normalArrayBufferID);
glVertexAttribPointer(normalID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(normalID);
// Associate the texture coordinate array in the buffer object with the vertex attribute "vTextureCoord",
// which is identified by texCoordID.
glBindBuffer(GL_ARRAY_BUFFER, texCoordArrayBufferID);
glVertexAttribPointer(textureCoordID, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(textureCoordID);
// Start the shader program. Draw the object. The third parameter is the number of vertices.
glDrawArrays(GL_TRIANGLES, 0, numVertices);
// Refresh the window
glutSwapBuffers();
}
//---------------------------------------------------------------
// Handles the reshape event
void reshape(int width, int height)
{
// Specify the width and height of the picture within the window
glViewport(0, 0, width, height);
projMatrix = perspective(fieldOfView, (float)width / (float)height, nearPlane, farPlane);
viewMatrix = lookAt(eyePosition, lookAtCenter, upVector);
}
//---------------------------------------------------------------
// Read mouse motion data and convert them to rotation angles.
void passiveMotion(int x, int y) {
rotateY = (float)x * -0.5f;
rotateX = (float)y * 0.5f;
// Generate a dislay event to force refreshing the window.
glutPostRedisplay();
}
//-----------------------------------------------------------------
void init() {
prepareVBOs();
prepareShaders();
getShaderVariableLocations(program);
setLightingParam();
prepareTextureImage();
// Specify the background color
glClearColor(1, 1, 1, 1);
glEnable(GL_DEPTH_TEST);
}
//---------------------------------------------------------------
void main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Texture mapping Demo");
glutReshapeWindow(800, 800);
glewInit();
init();
// Register the display callback function
glutDisplayFunc(display);
// Register the reshape callback function
glutReshapeFunc(reshape);
// Register the passive mouse motion call back function
// This function is called when the mouse moves within the window
// while no mouse buttons are pressed.
glutPassiveMotionFunc(passiveMotion);
// Start the event loop
glutMainLoop();
}
How can I change the following code so that it actually draws the triangle?
First is the shader, then the implementation of the glwiedget class which is derived from QOpenglWidget.
// shaders here
static const char* vertexShaderSource =
"#version 330 core\n"
"in vec3 posAttr;\n"
//"attribute lowp vec3 colAttr;\n"
//"varying lowp vec4 col;\n"
//"uniform highp mat4 matrix;\n"
"void main() {\n"
//" col = colAttr;\n"
" gl_Position = vec4(posAttr, 1) ;\n"
"}\n";
// fragment shader
static const char* fragmentShaderSource =
"#version 330 core\n"
//"varying lowp vec4 col;\n"
"void main() {\n"
"gl_FragColor = vec4(1.0, 0.0, 1.0, 0.0);\n"
"}\n";
Glwidget::Glwidget(QWidget* parent):QOpenGLWidget(parent)
{
//
}
Glwidget::~Glwidget()
{
cleanup();
}
void Glwidget::initializeGL()
{
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &Glwidget::cleanup);
initializeOpenGLFunctions();
glClearColor(.0f, .0f, .0f, 1.0f);
shader = new QOpenGLShaderProgram(this);
shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
// posAttribute = shader->attributeLocation("posAttr");
//colAttribute = shader->attributeLocation("colAttr");
//matrixAttribute = shader->uniformLocation("matrix");
Q_ASSERT(shader->link());
Q_ASSERT(shader->bind());
//shader->release();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
void Glwidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT);
makeCurrent();
matrix.perspective(60.0, 4.0f/3.0f, 0.1f, 10.0f);
matrix.translate(0, 0, -2);
matrix.rotate(100.0f, 0, 1, 0);
//shader->setUniformValue(matrixAttribute, matrix);
// shader->bind();
GLfloat vertices[] = {
0.0f, 0.707f, 1.0f,
-0.5f, -0.5f, 1.0f,
0.5f, -0.5f, 1.0f
};
shader->setAttributeArray(posAttribute,vertices, 3);
GLfloat colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
glVertexAttribPointer(posAttribute, 3, GL_FLOAT, GL_FALSE, 0, vertices);
//glVertexAttribPointer(colAttribute, 3, GL_FLOAT, GL_FALSE, 0, colors);
glEnableVertexAttribArray(posAttribute);
//glEnableVertexAttribArray(colAttribute);
glDrawArrays(GL_TRIANGLES, 0, 1);
glDisableVertexAttribArray(posAttribute);
//glDisableVertexAttribArray(colAttribute);
//shader->release();
}
void Glwidget::resizeGL(int w, int h)
{
matrix.setToIdentity();
matrix.perspective(45.0f, w / float(h), 0.01f, 1000.0f);
//glViewport(0, 0, w, h);
}
void Glwidget::mousePressEvent(QMouseEvent *event)
{
Q_UNUSED(event);
}
void Glwidget::mouseMoveEvent(QMouseEvent *event)
{
Q_UNUSED(event);
}
void Glwidget::cleanup()
{
if (shader == nullptr)
return;
makeCurrent();
delete shader;
shader = 0;
doneCurrent();
}
You have to determine the attribute index of posAttr, after the program is linked:
Q_ASSERT(shader->link());
posAttribute = shader->attributeLocation("posAttr");
Since the depth test is enabled, you have to clear the depth buffer. See glClear:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
You do not use any model, view or projection matrix, so the coordinates have to be set in normalized device space. This means all the coordinates have to be in the range [-1.0, 1.0], especially the near plane and far plane of -1.0 and 1.0 have to be considered. By default the depth test function is GL_LESS, so you tringle is clipped by the far plane, because a z coordinate of 1.0 is not less than the far plane of 1.0. Use a z coordinate of 0.0, for the vertices (of course somthing like 0.99 would work, too):
GLfloat vertices[] = { 0.0f, 0.707f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f };
shader->setAttributeArray(posAttribute,vertices, 3);
The 3d paramter of glDrawArrays has to be the number of vertices and not the number of primitives:
glDrawArrays(GL_TRIANGLES, 0, 3);
The relevant code parts may look like this:
void Glwidget::initializeGL()
{
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &Glwidget::cleanup);
initializeOpenGLFunctions();
glClearColor(.0f, .0f, .0f, 1.0f);
shader = new QOpenGLShaderProgram(this);
shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
Q_ASSERT(shader->link());
posAttribute = shader->attributeLocation("posAttr");
Q_ASSERT(shader->bind());
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
void Glwidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat vertices[] = { 0.0f, 0.707f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f };
shader->setAttributeArray(posAttribute,vertices, 3);
glEnableVertexAttribArray(posAttribute);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(posAttribute);
}
Note, since Face Culling is enabled, you have to respect the winding order of the primitives (this is the case, in your code).
Furthermore, as mentioned by #derhass, in the comments, you have to change the fragment shader. You have to define an Output Variable.
(Side note, use Raw string literals):
static const char* fragmentShaderSource = R"(
#version 330 core
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 1.0, 0.0);
}
)";
See the preview:
If you want to draw lines instead of polygons, then you can do this by GL_LINE_LOOP. See Line primitives.
glDrawArrays(GL_LINE_LOOP, 0, 3);
I'm trying to work with 2D array textures in qt with QOpenGLTextures, I want to send multiple images to the shader to do some processing between each frame. this is what I have so far and for debugging I'm just working with first two images:
std::vector< QImage* > vtextureImgs;
vtextureImgs.resize(2);
QImage *textures0 = new QImage(m_dataPath + "/" +fileslist[0]);
m_width = textures0->width();
m_height = textures0->height();
m_QImgFormat = textures0->format();
vtextureImgs[0] = textures0;
QImage *textures1 = new QImage(m_dataPath + "/" +fileslist[1]);
vtextureImgs[1] = textures1;
GLsizei layerCount = 1;
GLsizei mipLevelCount = 1;
SAFE_DELETE(m_GLTexture);
m_GLTexture = new QOpenGLTexture(QOpenGLTexture::Target::Target2DArray);
m_GLTexture->destroy();
m_GLTexture->create();
m_GLTexture->bind();
m_GLTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_GLTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
m_GLTexture->setLayers(layerCount);
// m_GLTexture->setSize(m_width,m_height,1 );
m_GLTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
m_GLTexture->setData(0, 0, QOpenGLTexture::RGB, QOpenGLTexture::UInt16, vtextureImgs[0]);
m_GLTexture->bind(0);
if(m_ShaderProgram!=nullptr)
{
m_ShaderProgram->bind();
m_ShaderProgram->setUniformValue("bgTexSampler",0);
m_ShaderProgram->setUniformValue("rows",1);
m_ShaderProgram->setUniformValue("cols",2);
m_ShaderProgram->release();
}
but it gives me segmentation error when I call glTexSubImage3D . any idea on what is wrong here? and also how to set uniform value for this type of texture? My class is inherited from QOpenGLWidget class.
Edit: the segmentation fault is fixed with inheriting from QOpenGLFunctions. strange that I didn't have this problem with simple 2D textures.
now I only get a black screen instead of the texture that I sent to the shader. Here is how my paintGL looks like:
QMatrix4x4 projectionMatrix, modelMatrix, viewMatrix;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
projectionMatrix.ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
modelMatrix.setToIdentity();
viewMatrix.setToIdentity();
makeCurrent();
m_ShaderProgram->bind();
if(m_GLTexture->isCreated())
{
m_GLTexture->bind();
m_ShaderProgram->setUniformValue("projectionMatrix", projectionMatrix);
m_ShaderProgram->setUniformValue("ModelMatrix", modelMatrix);
m_ShaderProgram->setUniformValue("viewMatrix", viewMatrix);
m_ShaderProgram->setUniformValue("cameraPositionX",(float)m_vfCameraPosition.x());
m_ShaderProgram->setUniformValue("cameraPositionY",(float)m_vfCameraPosition.y());
const QVector3D vertices[4] = {
QVector3D(-1.0f, -1.0f, 0.0f),
QVector3D(-1.0f, 1.0f, 0.0f),
QVector3D( 1.0f, 1.0f, 0.0f),
QVector3D( 1.0f, -1.0f, 0.0f)
};
const QVector2D texcoords[4] = {
QVector2D(0.0f, 1.0f),
QVector2D(0.0f, 0.0f),
QVector2D(1.0f, 0.0f),
QVector2D(1.0f, 1.0f)
};
const unsigned int indices[4] = { 0, 1, 2, 3 };
m_ShaderProgram->enableAttributeArray("vertices");
m_ShaderProgram->enableAttributeArray("vTexCoords");
m_ShaderProgram->setAttributeArray("vertices", vertices);
m_ShaderProgram->setAttributeArray("vTexCoords", texcoords);
glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, indices);
m_ShaderProgram->disableAttributeArray("vertices");
m_ShaderProgram->disableAttributeArray("vTexCoords");
m_GLTexture->bind(0);
}
m_ShaderProgram->release();
and my shader:
uniform sampler2DArray bgTexSampler;
uniform int rows;
uniform int cols;
uniform float cameraPositionX;
uniform float cameraPositionY;
smooth in vec2 FragTexCoord;
out vec4 fragColor;
void main(void)
{
vec4 color = texture(bgTexSampler, vec3(FragTexCoord, 0));
fragColor = vec4(color.rgb, 1.0);
}
My ultimate goal is to render 1 million spheres of different sizes and colors at 60 fps. I want to be able to move the camera around the screen as well.
I have modified the code on this page of the tutorial I am studying to try to instance many spheres. However, I find that at as little as 64 spheres my fps falls below 60, and at 900 spheres my fps is a measly 4. My understanding of instancing is naive, but I believe that I should be getting more frames-per-second than this. 60 fps should be attainable with only 64 spheres. I believe that I am, in some way, causing the CPU and GPU to communicate more often than they should have to. So my question is: How do I instance so many objects (ideally millions) without causing the fps to fall low (ideally 60 fps)?
I am calculating fps by calculating (10 / time_elapsed) every 10 frames, where time_elapsed is the time that has elapsed since the last fps call. I am printing this out using printf on line 118 of my code.
I have been learning OpenGL through this tutorial and so I use 32-bit GLEW and 32-bit GLFW in Visual Studio 2013. I have 8 GB of RAM on a 64-bit operating system (Windows 7) with a 2.30 GHz CPU.
I have tried coding my own example based on the tutorial above. Source code:
(set line #2 to be the number of spheres to be instanced. Make sure line#2 has a whole-number square root. Set line 4 to be the detail of the sphere, the lowest it can go is 0. Higher number = more detailed.)
// Make sure NUM_INS is a square number
#define NUM_INS 1
// Detail up to 4 is probably good enough
#define SPHERE_DETAIL 4
#include <vector>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// GL includes
#include "Shader.h"
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Properties
GLuint screenWidth = 800, screenHeight = 600;
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
std::vector<GLfloat> create_sphere(int recursion);
// The MAIN function, from here we start our application and run the Game loop
int main()
{
// Init GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Comment to remove wireframe mode
// Setup OpenGL options
glEnable(GL_DEPTH_TEST);
// Setup and compile our shader(s)
Shader shader("core.vs", "core.frag");
// Generate a list of 100 quad locations/translation-vectors
std::vector<glm::vec2> translations(NUM_INS);
//glm::vec2 translations[NUM_INS];
int index = 0;
GLfloat offset = 1.0f / (float)sqrt(NUM_INS);
for (GLint y = -(float)sqrt(NUM_INS); y < (float)sqrt(NUM_INS); y += 2)
{
for (GLint x = -(float)sqrt(NUM_INS); x < (float)sqrt(NUM_INS); x += 2)
{
glm::vec2 translation;
translation.x = (GLfloat)x / (float)sqrt(NUM_INS) + offset;
translation.y = (GLfloat)y / (float)sqrt(NUM_INS) + offset;
translations[index++] = translation;
}
}
// Store instance data in an array buffer
GLuint instanceVBO;
glGenBuffers(1, &instanceVBO);
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * NUM_INS, &translations[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create 12 vertices of a icosahedron
std::vector<GLfloat> vv = create_sphere(SPHERE_DETAIL);
GLuint quadVAO, quadVBO;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, vv.size() * sizeof(GLfloat), &vv[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
// Also set instance data
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribDivisor(2, 1); // Tell OpenGL this is an instanced vertex attribute.
glBindVertexArray(0);
// For printing frames-per-second
float counter = 0;
double get_time = 0;
double new_time;
// Game loop
while (!glfwWindowShouldClose(window))
{
// Print fps by printing (number_of_frames / time_elapsed)
counter += 1;
if (counter > 10) {
counter -= 10;
new_time = glfwGetTime();
printf("fps: %.2f ", (10/(new_time - get_time)));
get_time = new_time;
}
// Check and call events
glfwPollEvents();
// Clear buffers
//glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw 100 instanced quads
shader.Use();
glm::mat4 model;
model = glm::rotate(model, 0.0f, glm::vec3(1.0f, 0.0f, 0.0f));
// Camera/View transformation
glm::mat4 view;
GLfloat radius = 10.0f;
GLfloat camX = sin(glfwGetTime()) * radius;
GLfloat camZ = cos(glfwGetTime()) * radius;
view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Projection
glm::mat4 projection;
projection = glm::perspective(45.0f, (GLfloat)screenWidth / (GLfloat)screenHeight, 0.1f, 100.0f);
// Get the uniform locations
GLint modelLoc = glGetUniformLocation(shader.Program, "model");
GLint viewLoc = glGetUniformLocation(shader.Program, "view");
GLint projLoc = glGetUniformLocation(shader.Program, "projection");
// Pass the matrices to the shader
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));
glBindVertexArray(quadVAO);
glDrawArraysInstanced(GL_TRIANGLES, 0, vv.size() / 3, NUM_INS); // 100 triangles of 6 vertices each
glBindVertexArray(0);
// Swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
std::vector<GLfloat> add_color(std::vector<GLfloat> sphere) {
// Add color
std::vector<GLfloat> colored_sphere;
for (GLint i = 0; i < sphere.size(); i+=9) {
colored_sphere.push_back(sphere[i]);
colored_sphere.push_back(sphere[i+1]);
colored_sphere.push_back(sphere[i+2]);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(sphere[i+3]);
colored_sphere.push_back(sphere[i+4]);
colored_sphere.push_back(sphere[i+5]);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(sphere[i+6]);
colored_sphere.push_back(sphere[i+7]);
colored_sphere.push_back(sphere[i+8]);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
}
return colored_sphere;
}
std::vector<GLfloat> tesselate(std::vector<GLfloat> shape, int recursion) {
if (recursion > 0) {
std::vector<GLfloat> new_sphere = {};
for (GLint i = 0; i < shape.size(); i += 9) {
// 1.902113 approximately
GLfloat radius = sqrt(1.0f + pow((1.0f + sqrt(5.0f)) / 2.0f, 2));
// Every 9 points is a triangle. Take 1 triangle and turn it into 4 triangles.
GLfloat p_one[] = {shape[i], shape[i + 1], shape[i + 2]};
GLfloat p_two[] = {shape[i + 3], shape[i + 4], shape[i + 5]};
GLfloat p_thr[] = {shape[i + 6], shape[i + 7], shape[i + 8]};
GLfloat p_one_two[] = { (p_one[0] + p_two[0]) / 2.0f, (p_one[1] + p_two[1]) / 2.0f, (p_one[2] + p_two[2]) / 2.0f };
GLfloat p_one_thr[] = { (p_one[0] + p_thr[0]) / 2.0f, (p_one[1] + p_thr[1]) / 2.0f, (p_one[2] + p_thr[2]) / 2.0f };
GLfloat p_two_thr[] = { (p_two[0] + p_thr[0]) / 2.0f, (p_two[1] + p_thr[1]) / 2.0f, (p_two[2] + p_thr[2]) / 2.0f };
GLfloat r_one_two = sqrt((p_one_two[0]*p_one_two[0]) + (p_one_two[1]*p_one_two[1]) + (p_one_two[2]*p_one_two[2]));
GLfloat r_one_thr = sqrt((p_one_thr[0]*p_one_thr[0]) + (p_one_thr[1]*p_one_thr[1]) + (p_one_thr[2]*p_one_thr[2]));
GLfloat r_two_thr = sqrt((p_two_thr[0]*p_two_thr[0]) + (p_two_thr[1]*p_two_thr[1]) + (p_two_thr[2]*p_two_thr[2]));
GLfloat t_one_two[] = { radius * p_one_two[0] / r_one_two, radius * p_one_two[1] / r_one_two, radius * p_one_two[2] / r_one_two };
GLfloat t_one_thr[] = { radius * p_one_thr[0] / r_one_thr, radius * p_one_thr[1] / r_one_thr, radius * p_one_thr[2] / r_one_thr };
GLfloat t_two_thr[] = { radius * p_two_thr[0] / r_two_thr, radius * p_two_thr[1] / r_two_thr, radius * p_two_thr[2] / r_two_thr };
// Triangle 1:
new_sphere.push_back(p_one[0]);
new_sphere.push_back(p_one[1]);
new_sphere.push_back(p_one[2]);
new_sphere.push_back(t_one_two[0]);
new_sphere.push_back(t_one_two[1]);
new_sphere.push_back(t_one_two[2]);
new_sphere.push_back(t_one_thr[0]);
new_sphere.push_back(t_one_thr[1]);
new_sphere.push_back(t_one_thr[2]);
// Triangle 2:
new_sphere.push_back(p_two[0]);
new_sphere.push_back(p_two[1]);
new_sphere.push_back(p_two[2]);
new_sphere.push_back(t_one_two[0]);
new_sphere.push_back(t_one_two[1]);
new_sphere.push_back(t_one_two[2]);
new_sphere.push_back(t_two_thr[0]);
new_sphere.push_back(t_two_thr[1]);
new_sphere.push_back(t_two_thr[2]);
// Triangle 3:
new_sphere.push_back(p_thr[0]);
new_sphere.push_back(p_thr[1]);
new_sphere.push_back(p_thr[2]);
new_sphere.push_back(t_one_thr[0]);
new_sphere.push_back(t_one_thr[1]);
new_sphere.push_back(t_one_thr[2]);
new_sphere.push_back(t_two_thr[0]);
new_sphere.push_back(t_two_thr[1]);
new_sphere.push_back(t_two_thr[2]);
// Center Triangle:
new_sphere.push_back(t_one_two[0]);
new_sphere.push_back(t_one_two[1]);
new_sphere.push_back(t_one_two[2]);
new_sphere.push_back(t_one_thr[0]);
new_sphere.push_back(t_one_thr[1]);
new_sphere.push_back(t_one_thr[2]);
new_sphere.push_back(t_two_thr[0]);
new_sphere.push_back(t_two_thr[1]);
new_sphere.push_back(t_two_thr[2]);
}
return tesselate(new_sphere, recursion - 1);
}
printf("number of vertices to be rendered: %d || ", shape.size());
return shape;
}
std::vector<GLfloat> create_sphere(int recursion) {
// Define the starting icosahedron
GLfloat t_ = (1.0f + sqrt(5.0f)) / 2.0f;
std::vector<GLfloat> icosahedron = {
-1.0f, t_, 0.0f, -t_, 0.0f, 1.0f, 0.0f, 1.0f, t_,
-1.0f, t_, 0.0f, 0.0f, 1.0f, t_, 1.0f, t_, 0.0f,
-1.0f, t_, 0.0f, 1.0f, t_, 0.0f, 0.0f, 1.0f, -t_,
-1.0f, t_, 0.0f, 0.0f, 1.0f, -t_, -t_, 0.0f, -1.0f,
-1.0f, t_, 0.0f, -t_, 0.0f, -1.0f, -t_, 0.0f, 1.0f,
1.0f, t_, 0.0f, 0.0f, 1.0f, t_, t_, 0.0f, 1.0f,
0.0f, 1.0f, t_, -t_, 0.0f, 1.0f, 0.0f, -1.0f, t_,
-t_, 0.0f, 1.0f, -t_, 0.0f, -1.0f, -1.0f, -t_, 0.0f,
-t_, 0.0f, -1.0f, 0.0f, 1.0f, -t_, 0.0f, -1.0f, -t_,
0.0f, 1.0f, -t_, 1.0f, t_, 0.0f, t_, 0.0f, -1.0f,
1.0f, -t_, 0.0f, t_, 0.0f, 1.0f, 0.0f, -1.0f, t_,
1.0f, -t_, 0.0f, 0.0f, -1.0f, t_,-1.0f, -t_, 0.0f,
1.0f, -t_, 0.0f,-1.0f, -t_, 0.0f, 0.0f, -1.0f, -t_,
1.0f, -t_, 0.0f, 0.0f, -1.0f, -t_, t_, 0.0f, -1.0f,
1.0f, -t_, 0.0f, t_, 0.0f, -1.0f, t_, 0.0f, 1.0f,
0.0f, -1.0f, t_, t_, 0.0f, 1.0f, 0.0f, 1.0f, t_,
-1.0f, -t_, 0.0f, 0.0f, -1.0f, t_,-t_, 0.0f, 1.0f,
0.0f, -1.0f, -t_,-1.0f, -t_, 0.0f,-t_, 0.0f, -1.0f,
t_, 0.0f, -1.0f, 0.0f, -1.0f, -t_, 0.0f, 1.0f, -t_,
t_, 0.0f, 1.0f, t_, 0.0f, -1.0f, 1.0f, t_, 0.0f,
};
// Tesselate the icososphere the number of times recursion
std::vector<GLfloat> colorless_sphere = tesselate(icosahedron, recursion);
// Add color and return
return add_color(colorless_sphere);
}
Vertex Shader: (named core.vs)
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 offset;
out vec3 fColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position.x + offset.x, position.y + offset.y, position.z, 1.0f);
fColor = color;
}
Fragment Shader: (named core.frag)
#version 330 core
in vec3 fColor;
out vec4 color;
void main()
{
color = vec4(fColor, 1.0f);
}
Shader class: (named Shader.h)
#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
class Shader
{
public:
GLuint Program;
// Constructor generates the shader on the fly
Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensures ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::badbit);
try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar * fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// Print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Print compile errors if any
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Shader Program
this->Program = glCreateProgram();
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
glLinkProgram(this->Program);
// Print linking errors if any
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// Uses the current shader
void Use()
{
glUseProgram(this->Program);
}
};
#endif
My ultimate goal is to render 1 million spheres of different sizes and colors at 60 fps.
This is an unreasonable expectation.
Let's say that each sphere consists of 50 triangles. Kinda small for a good sphere shape, but lets assume they're that small.
1 million spheres at 50 tris per sphere is 50 million triangles per frame. At 60 FPS, that's 3 billion triangles per second.
No commercially available GPU is good enough to do that. And that's just a 50 triangle sphere; your 4x tessellated icosahedron will be over 5,000 triangles.
Now yes, drawing 60 such spheres is only ~300,000 triangles per frame. But even that at 60 FPS is ~18 million triangles per second. Hardware does exist that can handle that many triangles, but it's very clearly a lot. And you're definitely not going to get 1 million of them.
This is not a matter of GPU/CPU communication or overhead. You're simply throwing more work at your GPU than it could handle. You might be able to improve a couple of things here and there, but nothing that's going to get you even one tenth of what you want.
At least, not with this overall approach.
For your particular case of wanting to draw millions of spheres, I would use raytraced impostors rather than actual geometry of spheres. That is, you draw quads, who's positions are generated by the vertex (or geometry) shader. You generate a quad per sphere, such that the quad circumscribes the sphere. Then the fragment shader does a simple ray-sphere intersection test to see if the fragment in question (from the direction of the camera view) hits the sphere or not. If the ray doesn't hit the sphere, you discard the fragment.
You would also need to modify gl_FragDepth to give the impostor the proper depth value, so that intersecting spheres can work.