glPolygonMode not rendering in correct mode - c++

I recently started learning tessellation and today I was trying to draw a triangle after tessellation so that I can see all the tessellated smaller triangles using glPolygonMode(GL_FRONT_AND_BACK, GL_LINE). But for some reason the output is just a coloured background without any triangle in it.
For the tessellation, I make a control shader and evaluation shader and then link them to the program.(Code below)
// Source code for Tesselation Control Shader
static const GLchar * tesselation_control_shader[] =
{
"#version 450 core \n"
" \n"
"layout(vertices = 3) out; \n"
" \n"
"void main(void) \n"
"{ \n"
" //Only if I am invocation 0 \n"
" if (gl_InvocationID == 0) \n"
" { \n"
" gl_TessLevelInner[0] = 5.0; \n"
" gl_TessLevelOuter[0] = 5.0; \n"
" gl_TessLevelOuter[1] = 5.0; \n"
" gl_TessLevelOuter[2] = 5.0; \n"
" } \n"
" \n"
" // Everybody copies their input to their input \n"
" gl_out[gl_InvocationID].gl_Position = \n"
" gl_in[gl_InvocationID].gl_Position; \n"
"} \n"
};
// Source code for tesselation evaluation shader
static const GLchar * tesselation_evaluation_shader[] =
{
"#version 450 core \n"
" \n"
"layout(triangles, equal_spacing, cw) in; \n"
" \n"
"void main(void) \n"
"{ \n"
" gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position + \n"
" gl_TessCoord.y * gl_in[1].gl_Position + \n"
" gl_TessCoord.z * gl_in[2].gl_Position); \n"
"} \n"
};
I then call the glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) in my render function right before draw the triangle using glDrawArrays(GL_TRIANGLE, 0, 3).
I initially thought that the glPolygonMode was defaulting to GL_FILL but I don't think that's the issue since I am just following a book (OpenGL Superbible 7th Edition).
How can I fix this?
Edit:
I have added the code of my entire program below:
GLuint compile_shaders(void)
{
GLuint vertex_shader;
GLuint fragment_shader;
GLuint control_shader;
GLuint evaluation_shader;
GLuint program;
// Source code for Vertex Shader
static const GLchar * vertex_shader_source[] =
{
"#version 450 core \n"
" \n"
"// offset and color are input vertex attribute \n"
"layout (location = 0) in vec4 offset; \n"
"layout (location = 1) in vec4 color; \n"
" \n"
"//Declare VS_OUT as an output interface block \n"
"out VS_OUT \n"
"{ \n"
" vec4 color; //Send color to next stage \n"
"}vs_out; \n"
" \n"
"void main(void) \n"
"{ \n"
" //Decalre a hardcoded array of positions \n"
" const vec4 vertices[3] = vec4[3](vec4(0.25, -0.25, 0.5, 1.0), \n"
" vec4(-0.25, -0.25, 0.5, 1.0), \n"
" vec4(0.25, 0.25, 0.5, 1.0)); \n"
" \n"
" //Index into our array using gl_VertexID \n"
" gl_Position = vertices[gl_VertexID] + offset; \n"
" \n"
"//color = vec4(1.0, 0.0, 0.0, 1.0); \n"
"//Output fixed value for vs_color \n"
"vs_out.color = color; \n"
"} \n"
};
// Source code for Fragment Shader
static const GLchar * fragment_shader_source[] =
{
"#version 450 core \n"
" \n"
"//Declare VS_OUT as an input interface block \n"
"in VS_OUT \n"
"{ \n"
" vec4 color; //Send color to next stage \n"
"}fs_in; \n"
" \n"
"//Ouput to the framebuffer \n"
"out vec4 color; \n"
" \n"
"void main(void) \n"
"{ \n"
"// Simply assign the color we were given by the vertex shader to our output \n"
" color = fs_in.color; \n"
"} \n"
};
// Source code for Tesselation Control Shader
static const GLchar * tesselation_control_shader[] =
{
"#version 450 core \n"
" \n"
"layout(vertices = 3) out; \n"
" \n"
"void main(void) \n"
"{ \n"
" //Only if I am invocation 0 \n"
" if (gl_InvocationID == 0) \n"
" { \n"
" gl_TessLevelInner[0] = 5.0; \n"
" gl_TessLevelOuter[0] = 5.0; \n"
" gl_TessLevelOuter[1] = 5.0; \n"
" gl_TessLevelOuter[2] = 5.0; \n"
" } \n"
" \n"
" // Everybody copies their input to their input \n"
" gl_out[gl_InvocationID].gl_Position = \n"
" gl_in[gl_InvocationID].gl_Position; \n"
"} \n"
};
// Source code for tesselation evaluation shader
static const GLchar * tesselation_evaluation_shader[] =
{
"#version 450 core \n"
" \n"
"layout(triangles, equal_spacing, cw) in; \n"
" \n"
"void main(void) \n"
"{ \n"
" gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position + \n"
" gl_TessCoord.y * gl_in[1].gl_Position + \n"
" gl_TessCoord.z * gl_in[2].gl_Position); \n"
"} \n"
};
// Create and compiler Vertex Shader
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
glCompileShader(vertex_shader);
// Create and compiler Fragment Shader
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
glCompileShader(fragment_shader);
// Create and compile tesselation control shader
control_shader = glCreateShader(GL_TESS_CONTROL_SHADER);
glShaderSource(control_shader, 1, tesselation_control_shader, NULL);
glCompileShader(control_shader);
// Create and compile tesselation evaluation shader
evaluation_shader = glCreateShader(GL_TESS_CONTROL_SHADER);
glShaderSource(evaluation_shader, 1, tesselation_control_shader, NULL);
glCompileShader(evaluation_shader);
// Create program, attach shaders to it, and link it
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glAttachShader(program, control_shader);
glAttachShader(program, evaluation_shader);
glLinkProgram(program);
// Delete shaders as program has them now
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteShader(control_shader);
glDeleteShader(evaluation_shader);
return program;
};
class TesselationCSOne : public sb7::application
{
public:
void startup()
{
rendering_program = compile_shaders();
glCreateVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);
}
void shutdown()
{
glDeleteVertexArrays(1, &vertex_array_object);
glDeleteProgram(rendering_program);
glDeleteVertexArrays(1, &vertex_array_object);
}
// Our rendering function
void render(double currentTime)
{
// Sets colour
static const GLfloat color[] = { (float)sin(currentTime) * 0.5f + 0.5f, (float)sin(currentTime) * 0.5f + 0.5f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, color);
//Tell OpenGL to draw only the outlines of the resulting triangle
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Use program object we created for rendering
glUseProgram(rendering_program);
GLfloat attrib[] = { 1.0, 0.0, 0.0, 0.0 };/*{ (float)sin(currentTime) * 0.5f, (float)sin(currentTime) * 0.6f, 0.0f, 0.0f };*/
// Update value of input attribute 0
glVertexAttrib4fv(0, attrib);
// Draw pathes for tesselation shaders
glPatchParameteri(GL_PATCH_VERTICES, 3);
// Draw one triangle
glDrawArrays(GL_PATCHES, 0, 3);
}
private:
GLuint rendering_program;
GLuint vertex_array_object;
};
// Only instance of DECLARE_MAIN to state entry point
DECLARE_MAIN(TesselationCSOne);

If you use a tessellation shader then you have to draw Patches. You have to set the size of the patches by glPatchParameteri( GL_PATCH_VERTICES, ...) and the primitive type has to be GL_PATCHES.
If the the number of vertices in a patch is 3, then you have to do it like this:
glPatchParameteri(GL_PATCH_VERTICES, 3);
glDrawArrays(GL_PATCHES, 0, 3)
See OpenGL 4.6 API Core Profile Specification; 10.1.15 Separate Patches; page 342:
Separate patches are specified with mode PATCHES. A patch is an ordered collection of vertices used for primitive tessellation (section 11.2). The vertices comprising a patch have no implied geometric ordering. The vertices of a patch are used by tessellation shaders and the fixed-function tessellator to generate new point, line, or triangle primitives.
void PatchParameteri( enum pname, int value );
with pname set to PATCH_VERTICES
Your shader program doesn't even link, because the fragment shader tries to read from an input interface block,
which is not declared as an output from the previous shader stage.
You have to pass the vertex attributes, through the tessellation control and evaluation shader to the fragment shader:
Tessellation control shader:
#version 450 core
layout(vertices = 3) out;
in VS_OUT
{
vec4 color;
} tesc_in[];
out TESC_OUT
{
vec4 color;
} tesc_out[];
void main(void)
{
if (gl_InvocationID == 0)
{
gl_TessLevelInner[0] = 5.0;
gl_TessLevelOuter[0] = 5.0;
gl_TessLevelOuter[1] = 5.0;
gl_TessLevelOuter[2] = 5.0;
}
tesc_out[gl_InvocationID].color = tesc_in[gl_InvocationID].color;
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}
Tessellation evaluation shader:
#version 450 core
layout(triangles, equal_spacing, cw) in;
in TESC_OUT
{
vec4 color;
} tese_in[];
out TESE_OUT
{
vec4 color;
} tese_out;
void main(void)
{
tese_out.color = ( gl_TessCoord.x * tese_in[0].color +
gl_TessCoord.y * tese_in[1].color +
gl_TessCoord.z * tese_in[2].color ) / 3.0;
gl_Position = ( gl_TessCoord.x * gl_in[0].gl_Position +
gl_TessCoord.y * gl_in[1].gl_Position +
gl_TessCoord.z * gl_in[2].gl_Position ) / 3.0;
}
Fragment shader:
#version 450 core
in TESE_OUT
{
vec4 color;
} fs_in;
out vec4 color;
void main(void)
{
color = fs_in.color;
}
Further, I recommend to check if a shader object was successfully compiled:
GLuint shaderObj = .... ;
glCompileShader( shaderObj );
GLint status = GL_TRUE;
glGetShaderiv( shaderObj, GL_COMPILE_STATUS, &status );
if ( status == GL_FALSE )
{
GLint logLen;
glGetShaderiv( shaderObj, GL_INFO_LOG_LENGTH, &logLen );
std::vector< char >log( logLen );
GLsizei written;
glGetShaderInfoLog( shaderObj, logLen, &written, log.data() );
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
and a shader program object was successfully linked:
GLuint progObj = ....;
glLinkProgram( progObj );
GLint status = GL_TRUE;
glGetProgramiv( progObj, GL_LINK_STATUS, &status );
if ( status == GL_FALSE )
{
GLint logLen;
glGetProgramiv( progObj, GL_INFO_LOG_LENGTH, &logLen );
std::vector< char >log( logLen );
GLsizei written;
glGetProgramInfoLog( progObj, logLen, &written, log.data() );
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
By the way, read about Raw string literals, which simplify the declaration of the shader source code strings:
e.g.
std::string fragment_shader_source = R"(
#version 450 core
in TESE_OUT
{
vec4 color;
} fs_in;
out vec4 color;
void main(void)
{
color = fs_in.color;
}
)";
Further note, the the offset probably moves the the triangle out of the viewport. Either change the value of the offset in the attribute initialization:
GLfloat attrib[] = { 0.0, 0.0, 0.0, 0.0 };
or get rid of the offest in the vertex shader for debug reasons
gl_Position = vertices[gl_VertexID];
You have to ensure that the color attribute is set too:
GLfloat attrib1[] = { 1.0, 1.0, 0.0, 1.0 };
glVertexAttrib4fv(1, attrib1);
The result may look like this:

So after checking a lot of sources and the Superbible's code repository I realized I have a lot of unnecessary code (For example, the interface blocks in the shaders) and even quite a few mistakes (For example I had two program varibles).
But, after fixing all that the code that produces the required output (A tessellated triangle) is:
/**
Program to draw a triangle with tesselation.
**/
#include <sb7.h>
class TesselatedTriangle : public sb7::application
{
void init()
{
static const char title[] = "Tessellated Triangle";
sb7::application::init();
memcpy(info.title, title, sizeof(title));
}
virtual void startup()
{
static const char * vertex_shader_source[] =
{
"#version 450 core \n"
" \n"
"void main(void) \n"
"{ \n"
" const vec4 vertices[] = vec4[](vec4( 0.25, -0.25, 0.5, 1.0), \n"
" vec4(-0.25, -0.25, 0.5, 1.0), \n"
" vec4( 0.25, 0.25, 0.5, 1.0)); \n"
" \n"
" gl_Position = vertices[gl_VertexID]; \n"
"} \n"
};
static const char * tesselation_control_shader_source[] =
{
"#version 450 core \n"
" \n"
"layout (vertices = 3) out; \n"
" \n"
"void main(void) \n"
"{ \n"
" if (gl_InvocationID == 0) \n"
" { \n"
" gl_TessLevelInner[0] = 5.0; \n"
" gl_TessLevelOuter[0] = 5.0; \n"
" gl_TessLevelOuter[1] = 5.0; \n"
" gl_TessLevelOuter[2] = 5.0; \n"
" } \n"
" gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; \n"
"} \n"
};
static const char * tesselation_evaluation_shader_source[] =
{
"#version 450 core \n"
" \n"
"layout (triangles, equal_spacing, cw) in; \n"
" \n"
"void main(void) \n"
"{ \n"
" gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + \n"
" (gl_TessCoord.y * gl_in[1].gl_Position) + \n"
" (gl_TessCoord.z * gl_in[2].gl_Position); \n"
"} \n"
};
static const char * fragment_shader_source[] =
{
"#version 450 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"
};
rendering_program = glCreateProgram();
// Compile shaders
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, vertex_shader_source, NULL);
glCompileShader(vs);
GLuint tcs = glCreateShader(GL_TESS_CONTROL_SHADER);
glShaderSource(tcs, 1, tesselation_control_shader_source, NULL);
glCompileShader(tcs);
GLuint tes = glCreateShader(GL_TESS_EVALUATION_SHADER);
glShaderSource(tes, 1, tesselation_evaluation_shader_source, NULL);
glCompileShader(tes);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, fragment_shader_source, NULL);
glCompileShader(fs);
// Attach shaders to the program
glAttachShader(rendering_program, vs);
glAttachShader(rendering_program, tcs);
glAttachShader(rendering_program, tes);
glAttachShader(rendering_program, fs);
// Link the program
glLinkProgram(rendering_program);
// Generate vertex arrays
glGenVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);
// Declare the drawing mode for the polygons
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
virtual void render(double currentTime)
{
static const GLfloat green[] = { 0.0f, 0.25f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, green);
glUseProgram(rendering_program);
glDrawArrays(GL_PATCHES, 0, 3);
}
virtual void shutdown()
{
glDeleteVertexArrays(1, &vertex_array_object);
glDeleteProgram(rendering_program);
}
private:
GLuint rendering_program;
GLuint vertex_array_object;
};
// One and only instance of DECLARE_MAIN
DECLARE_MAIN(TesselatedTriangle)
Hopefully this helps somebody else with the same problem.

Related

OpenGL glDrawArrays for GL_POINTS and GL_LINES are on different pixels for same points

Using the normalized [-1,1] points A = (0.5, 0.5), B = (0.5, -0.5), C = (-0.5, -0.5), and D = (-0.5, 0.5), I'm drawing these points as pixels with glDrawArrays(GL_POINTS, 0, 4). I found that when I also call glDrawArrays(GL_LINES, 0, 4) to draw the 2 lines AB and CD there's a 1 pixel difference in the x-direction between the points and the endpoints of the 2 lines. Here's a screenshot of what I'm seeing:
I was also able to get this problem to go away if I changed the window size from 800x600 to 850x600. I'm thinking this might have to do with odd or even size window width, but I'm not sure. In my code, you can comment out #define SHOW_PROBLEM to change the window size where the problem doesn't occur. Any ideas would be greatly appreciated!
Here's my complete code for reference:
#include <bits/stdc++.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
void framebuffer_size_callback(GLFWwindow * window, int width, int height);
void processInput(GLFWwindow * window);
#define SHOW_PROBLEM
#ifdef SHOW_PROBLEM
// These dimensions show the problem
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#else
// These dimensions DO NOT show the problem
#define WINDOW_WIDTH 850
#define WINDOW_HEIGHT 600
#endif
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow * window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "OpenGLDemo", nullptr, nullptr);
if (!window)
{
std::cout << std::unitbuf
<< "[ERROR] " << __FILE__ << ':' << __LINE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Failed to create GLFW window!"
<< std::nounitbuf << std::endl;
glfwTerminate();
std::abort();
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)))
{
std::cout << std::unitbuf
<< "[ERROR] " << __FILE__ << ':' << __LINE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Failed to initialize GLAD!"
<< std::nounitbuf << std::endl;
std::abort();
}
// vertex shader
const char * vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cout << std::unitbuf
<< "[ERROR] " << __FILE__ << ':' << __LINE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Vertex shader compilation failed!"
<< "\n[ERROR] " << infoLog
<< std::nounitbuf << std::endl;
std::abort();
}
// fragment shader
const char * fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cout << std::unitbuf
<< "[ERROR] " << __FILE__ << ':' << __LINE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Fragment shader compilation failed!"
<< "\n[ERROR] " << infoLog
<< std::nounitbuf << std::endl;
std::abort();
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cout << std::unitbuf
<< "[ERROR] " << __FILE__ << ':' << __LINE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Shader program linking failed!"
<< "\n[ERROR] " << infoLog
<< std::nounitbuf << std::endl;
std::abort();
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), reinterpret_cast<void *>(0));
glEnableVertexAttribArray(0);
// 6. render loop
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
while (!glfwWindowShouldClose(window))
{
processInput(window);
// background
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glDrawArrays(GL_POINTS, 0, 4);
glDrawArrays(GL_LINES, 0, 4);
// check and call events and swap the buffers
glfwPollEvents();
glfwSwapBuffers(window);
}
// de-allocate all resources once they've outlived their purpose:
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow * window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow * window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
This may also be useful:
OpenGL vendor string: Intel
OpenGL renderer string: Mesa Intel(R) UHD Graphics 620 (KBL GT2)
OpenGL core profile version string: 4.6 (Core Profile) Mesa 20.0.8
OpenGL core profile shading language version string: 4.60
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.6 (Compatibility Profile) Mesa 20.0.8
OpenGL shading language version string: 4.60
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 20.0.8
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:
for GL_LINES the rasterizer would have to interpolate across two vertices, and with any other interpolated values from the vertex to fragment shaders, you should not rely on some kind of equality between hardcoded values and the interpolated. The resizing of windows tells you that the difference is just due to this interpolation/float error. If you goal is to color the vertices, try adding logic in your shader to check whether the current pixel fragment is very close to the 2 vertices it's interpolated from and color accordingly.

GLSL uniform mat4 is always 0

I am trying to load a orthographic projection matrix into a shader, but when I go to run the code and I click around in the window I end up with all the points going to (0,0,0) which I'm guessing is being caused by the uniform matrix never being setup and as a result everything is being multiplied by 0. I am using Qt, OpenGL and GLM for this. Any ideas why this would be happening?
I have been debugging it a little and it seems to be having issues at the point where I'm loading the matrix into the shader in resizeGL and initializeGL, not sure of the cause though.
Thanks in advance!
My Class handling all of the OpenGL Stuff:
GLWidget::GLWidget(QWidget *parent) : QOpenGLWidget(parent), outline(false), drawMode(0) {
num_pts = 0;
drawMode = GL_POINTS;
next = 1;
ortho = glm::ortho(0.0f, 640.0f, 480.0f, 0.0f);
}
GLWidget::~GLWidget() {
}
void GLWidget::keyPressEvent(QKeyEvent *event) {
switch (event->key()) {
case Qt::Key_C:
cout << "Cleared all the points." << endl;
num_pts = 0;
pts.clear();
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_DYNAMIC_DRAW);
break;
case Qt::Key_W:
outline = !outline;
if (outline) {
cout << "Displaying outlines." << endl;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else {
cout << "Displaying filled polygons." << endl;
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
break;
case Qt::Key_Space:
switch (next) {
case(0):
drawMode = GL_POINTS;
cout << "drawMode is GL_POINTS" << endl;
next = 1;
break;
case(1):
drawMode = GL_LINES;
cout << "drawMode is GL_LINES" << endl;
next = 2;
break;
case(2):
drawMode = GL_LINE_STRIP;
cout << "drawMode is GL_LINE_STRIP" << endl;
next = 3;
break;
case(3):
drawMode = GL_LINE_LOOP;
cout << "drawMode is GL_LINE_LOOP" << endl;
next = 4;
break;
case(4):
drawMode = GL_TRIANGLES;
cout << "drawMode is GL_TRIANGLES" << endl;
next = 5;
break;
case(5):
drawMode = GL_TRIANGLE_STRIP;
cout << "drawMode is GL_TRIANGLE_STRIP" << endl;
next = 6;
break;
case(6):
drawMode = GL_TRIANGLE_FAN;
cout << "drawMode is GL_TRIANGLE_FAN" << endl;
next = 0;
break;
}
break;
case Qt::Key_P:
cout << "Projection Location: " << projectionMatrixLoc << endl << endl;
cout << "Projection Matrix:" << endl << endl;
cout << "------------" << endl;
cout << ortho[0][0] << " ";
cout << ortho[1][0] << " ";
cout << ortho[2][0] << " ";
cout << ortho[3][0] << endl;
cout << "------------" << endl;
cout << ortho[0][1] << " ";
cout << ortho[1][1] << " ";
cout << ortho[2][1] << " ";
cout << ortho[3][1] << endl;
cout << "------------" << endl;
cout << ortho[0][2] << " ";
cout << ortho[1][2] << " ";
cout << ortho[2][2] << " ";
cout << ortho[3][2] << endl;
cout << "------------" << endl;
cout << ortho[0][3] << " ";
cout << ortho[1][3] << " ";
cout << ortho[2][3] << " ";
cout << ortho[3][3] << endl;
cout << "------------" << endl << endl << endl;
break;
}
update();
}
void GLWidget::mousePressEvent(QMouseEvent *event) {
glm::vec2 temp = glm::vec2(0.0);
temp.x = event->x();
temp.y = event->y();
pts.push_back(temp);
cout << "Added point (" << pts.back().x << ", " << pts.back().y << ") " << endl;
cout << "Number of points: " << pts.size() << endl;
num_pts++;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, pts.size(), &pts, GL_DYNAMIC_DRAW);
update();
}
void GLWidget::initializeGL() {
initializeOpenGLFunctions();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glPointSize(4.0f);
// Create a new Vertex Array Object on the GPU which
// saves the attribute layout of our vertices.
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Create a buffer on the GPU for position data
glGenBuffers(1, &positionBuffer);
// Upload the position data to the GPU, storing
// it in the buffer we just allocated.
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_DYNAMIC_DRAW);
// Load our vertex and fragment shaders into a program object
// on the GPU
program = loadShaders(":/vert.glsl", ":/frag.glsl");
// Bind the attribute "position" (defined in our vertex shader)
// to the currently bound buffer object, which contains our
// position data for a single triangle. This information
// is stored in our vertex array object.
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
GLint positionIndex = glGetAttribLocation(program, "position");
glEnableVertexAttribArray(positionIndex);
glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
glUseProgram(program);
projectionMatrixLoc = glGetUniformLocation(program, "ProjectionMatrix");
glUniformMatrix4fv(projectionMatrixLoc, 1, GL_FALSE, glm::value_ptr(ortho));
}
void GLWidget::resizeGL(int w, int h) {
glViewport(0, 0, w, h);
ortho = glm::ortho(0.0f, (float)w, (float)h, 0.0f);
glUseProgram(program);
// problem area?
glUniformMatrix4fv(projectionMatrixLoc, 1, GL_FALSE, glm::value_ptr(ortho));
}
void GLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
// draw primitives based on the current draw mode
glDrawArrays(drawMode, 0, num_pts);
// draw points so we can always see them
// glPointSize adjusts the size of point
// primitives
glDrawArrays(GL_POINTS, 0, num_pts);
}
// Copied from LoadShaders.cpp in the the oglpg-8th-edition.zip
// file provided by the OpenGL Programming Guide, 8th edition.
const GLchar* GLWidget::readShader(const char* filename) {
#ifdef WIN32
FILE* infile;
fopen_s(&infile, filename, "rb");
#else
FILE* infile = fopen(filename, "rb");
#endif // WIN32
if (!infile) {
#ifdef _DEBUG
std::cerr << "Unable to open file '" << filename << "'" << std::endl;
#endif /* DEBUG */
return NULL;
}
fseek(infile, 0, SEEK_END);
int len = ftell(infile);
fseek(infile, 0, SEEK_SET);
GLchar* source = new GLchar[len + 1];
fread(source, 1, len, infile);
fclose(infile);
source[len] = 0;
return const_cast<const GLchar*>(source);
}
GLuint GLWidget::loadShaders(const char* vertf, const char* fragf) {
GLuint program = glCreateProgram();
// read vertex shader from Qt resource file
QFile vertFile(vertf);
vertFile.open(QFile::ReadOnly | QFile::Text);
QString vertString;
QTextStream vertStream(&vertFile);
vertString.append(vertStream.readAll());
std::string vertSTLString = vertString.toStdString();
const GLchar* vertSource = vertSTLString.c_str();
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertShader, 1, &vertSource, NULL);
glCompileShader(vertShader);
{
GLint compiled;
glGetShaderiv(vertShader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLsizei len;
glGetShaderiv(vertShader, GL_INFO_LOG_LENGTH, &len);
GLchar* log = new GLchar[len + 1];
glGetShaderInfoLog(vertShader, len, &len, log);
std::cout << "Shader compilation failed: " << log << std::endl;
delete[] log;
}
}
glAttachShader(program, vertShader);
// read fragment shader from Qt resource file
QFile fragFile(fragf);
fragFile.open(QFile::ReadOnly | QFile::Text);
QString fragString;
QTextStream fragStream(&fragFile);
fragString.append(fragStream.readAll());
std::string fragSTLString = fragString.toStdString();
const GLchar* fragSource = fragSTLString.c_str();
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShader, 1, &fragSource, NULL);
glCompileShader(fragShader);
{
GLint compiled;
glGetShaderiv(fragShader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLsizei len;
glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &len);
GLchar* log = new GLchar[len + 1];
glGetShaderInfoLog(fragShader, len, &len, log);
std::cerr << "Shader compilation failed: " << log << std::endl;
delete[] log;
}
}
glAttachShader(program, fragShader);
glLinkProgram(program);
{
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
GLsizei len;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len);
GLchar* log = new GLchar[len + 1];
glGetProgramInfoLog(program, len, &len, log);
std::cout << "Shader linker failed: " << log << std::endl;
delete[] log;
}
}
return program;
}
The Header File:
#ifndef __GLWIDGET__INCLUDE__
#define __GLWIDGET__INCLUDE__
#include <QOpenGLWidget>
#include <QOpenGLFunctions_3_3_Core>
#include <QMouseEvent>
#include <glm/glm.hpp>
#include <vector>
// glm by default uses degrees, but that functionality
// is deprecated so GLM_FORCE_RADIANS turns off some
// glm warnings
#define GLM_FORCE_RADIANS
using glm::vec2;
class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions_3_3_Core {
Q_OBJECT
public:
GLWidget(QWidget *parent = 0);
~GLWidget();
protected:
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
void mousePressEvent(QMouseEvent *event);
void keyPressEvent(QKeyEvent *event);
private:
GLuint loadShaders(const char* vertf, const char* fragf);
static const GLchar* readShader(const char* filename);
GLuint vao;
GLuint program;
GLuint positionBuffer;
GLint projectionMatrixLoc;
bool outline;
GLenum drawMode;
glm::mat4 ortho;
int next;
std::vector<vec2> pts;
int num_pts;
};
#endif
My Vertex Shader:
#version 330
in vec2 position;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = vec4(position.x, position.y, 0, 1)*ProjectionMatrix;
}
My Fragment Shader:
#version 330
out vec4 color_out;
void main() {
color_out = vec4(1.0,1.0,1.0,1.0);
}

OpenGL: ERROR: Compiled vertex shader was corrupt

This was my vertex shader before it was corrupt:
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 m;
uniform mat4 v;
uniform mat4 p;
out vec2 texPos;
void main() {
gl_Position = p * v * m * vec4(aPos, 1.0);
texPos = vec2(0, 0);
}
And this is my vertex shader after it was corrupt:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexPos;
uniform mat4 m;
uniform mat4 v;
uniform mat4 p;
out vec2 texPos;
void main() {
gl_Position = p * v * m * vec4(aPos, 1.0);
texPos = vec2(0, 0);
}
The difference between them is just a layout (location = 1) in vec2 aTexPos. How and why did this 'corruption' happen?
EDIT: here's the loadProgram function that is used to load the shaders:
GLuint Framework::loadProgram(string vpath, string fpath) {
GLuint v, f;
stringstream ss;
char log[512];
v = glCreateShader(GL_VERTEX_SHADER);
fstream vf(vpath);
if (vf.good()) {
ss << vf.rdbuf();
const GLchar* g = ss.str().c_str();
glShaderSource(v, 1, &g, nullptr);
glCompileShader(v);
glGetShaderInfoLog(v, 512, nullptr, log);
cout << "Vertex Shader: " << log << endl;
} else {
cout << "Bad path " << vpath.c_str() << endl;
return static_cast<GLuint>(-1);
}
ss.str("");
f = glCreateShader(GL_FRAGMENT_SHADER);
fstream ff(fpath);
if (ff.good()) {
ss << ff.rdbuf();
const GLchar* g = ss.str().c_str();
glShaderSource(f, 1, &g, nullptr);
glCompileShader(f);
glGetShaderInfoLog(f, 512, nullptr, log);
cout << "Fragment Shader: " << log << endl;
} else {
cout << "Bad path " << fpath.c_str() << endl;
return static_cast<GLuint>(-1);
}
GLuint prog;
prog = glCreateProgram();
glAttachShader(prog, v);
glAttachShader(prog, f);
glLinkProgram(prog);
glGetProgramInfoLog(prog, 512, nullptr, log);
cout << "Program: " << log;
glDeleteShader(v);
glDeleteShader(f);
return prog;
}
It just says it's corrupted... And I have no idea where it had gone wrong.
Here's what I got when I run the program:
Vertex Shader:
Fragment Shader:
Program: ERROR: Compiled vertexshader was corrupt.
Problem solved.
It's the problem of the loadProgram function, that vertex shader's ss.str().c_str() return a single '\0' character. I have no idea why fragment shader's string stream works well, though.
So here's the code now:
GLuint Framework::loadProgram(string vpath, string fpath) {
GLuint v, f;
stringstream ss;
char log[512];
v = glCreateShader(GL_VERTEX_SHADER);
fstream vf(vpath);
if (vf.good()) {
ss << vf.rdbuf();
string str = ss.str();
const GLchar* g = str.c_str();
glShaderSource(v, 1, &g, nullptr);
glCompileShader(v);
glGetShaderInfoLog(v, 512, nullptr, log);
cout << "Vertex Shader: " << log << endl;
} else {
cout << "Bad path " << vpath.c_str() << endl;
return static_cast<GLuint>(-1);
}
ss.str("");
f = glCreateShader(GL_FRAGMENT_SHADER);
fstream ff(fpath);
if (ff.good()) {
ss << ff.rdbuf();
string str = ss.str();
const GLchar* g = str.c_str();
glShaderSource(f, 1, &g, nullptr);
glCompileShader(f);
glGetShaderInfoLog(f, 512, nullptr, log);
cout << "Fragment Shader: " << log << endl;
} else {
cout << "Bad path " << fpath.c_str() << endl;
return static_cast<GLuint>(-1);
}
GLuint prog;
prog = glCreateProgram();
glAttachShader(prog, v);
glAttachShader(prog, f);
glLinkProgram(prog);
glGetProgramInfoLog(prog, 512, nullptr, log);
cout << "Program: " << log;
glDeleteShader(v);
glDeleteShader(f);
return prog;
}

What is wrong with my shader initialization code?

I wrote this little function to init a shader while trying to get the hang of GLSL.
void createShader(string code, GLuint type) {
GLint success;
GLuint errorLogSize = 1024;
vector<GLchar> errorLog(errorLogSize);
cout << "trying to add shader, shader version is " << glGetString(GL_SHADING_LANGUAGE_VERSION) << " and opengl version is " << glGetString(GL_VERSION) << endl;
GLuint program = glCreateProgram();
GLuint obj = glCreateShader(type);
if (obj == 0) {
cout << "failed to create shader" << endl;
return;
} else {
cout << "created shader" << endl;
}
const GLchar* p = code.c_str();
GLint length = strlen(code.c_str());
cout << "trying to compile shader:" << endl << p << endl << "length: " << length << endl;
glShaderSource(obj, 1, &p, &length);
glCompileShader(obj);
glGetShaderiv(obj, GL_COMPILE_STATUS, &success);
if (success == 0) {
glGetProgramInfoLog(program, errorLogSize, NULL, &errorLog[0]);
cout << "error in shader compiling" << endl;
for (auto c : errorLog) cout << c;
cout << endl;
glGetShaderInfoLog(program, errorLogSize, NULL, &errorLog[0]);
for (auto c : errorLog) cout << c;
cout << endl;
}
glAttachShader(program, obj);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success == 0) {
glGetProgramInfoLog(program, errorLogSize, NULL, &errorLog[0]);
cout << "error in shader linking" << endl;
for (auto c : errorLog) cout << c;
cout << endl;
glGetShaderInfoLog(program, errorLogSize, NULL, &errorLog[0]);
for (auto c : errorLog) cout << c;
cout << endl;
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &success);
if (success == 0) {
glGetProgramInfoLog(program, errorLogSize, NULL, &errorLog[0]);
cout << "error in shader validating" << endl;
for (auto c : errorLog) cout << c;
cout << endl;
glGetShaderInfoLog(program, errorLogSize, NULL, &errorLog[0]);
for (auto c : errorLog) cout << c;
cout << endl;
}
glUseProgram(program);
}
I call it like this:
createShader("#version 150 out vec4 colorOut; void main() { colorOut = vec4(1.0, 0.0, 0.0, 1.0); }", GL_FRAGMENT_SHADER);
When I run the program it outputs this:
trying to add shader, shader version is 4.30 and opengl version is 4.4.12874 Compatibility Profile Context 14.100.0.0
created shader
trying to compile shader:
#version 150 out vec4 colorOut; void main() { colorOut = vec4(1.0, 0.0, 0.0, 1.0); }
length: 84
error in shader compiling
error in shader linking
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
error in shader validating
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
So pretty much all this tells me is that it can't compile. But I can't seem to find out why. I tried searching for similar situations (error in compilation but nothing in the log), but couldn't find anything relevant.
I expected this code to at least compile the shader. I used this guide as a guideline. The code I'm using is almost 1 on 1 copied from that guide. The only difference is they implemented it in two different functions and I added some extra error handling while trying to find out what's wrong with my code.
I'm using freeglut to init my window and I included, linked and initialized glew.
You need a newline character (\n) at the end of the #version 150. Everything starting with a # is a preprocessor directive, and the preprocessor operates line by line.
Change it to this, and it should work:
createShader("#version 150\n out vec4 colorOut; void main() { colorOut = vec4(1.0, 0.0, 0.0, 1.0); }", GL_FRAGMENT_SHADER);
You probably would have seen a more or less meaningful error message from the shader compiler, if there wasn't a minor mistake in the code that gets the shader info log:
glGetShaderInfoLog(program, errorLogSize, NULL, &errorLog[0]);
The first argument to glGetShaderInfoLog() is the shader, not the program. With the variable naming in the provided code, this should be:
glGetShaderInfoLog(obj, errorLogSize, NULL, &errorLog[0]);

volume rendering with openGL es 3.0

I am trying to render 3D volume,raw data is successfully uploaded from main memory to graphics memory but still there is nothing on screen.here is my shader code can someone help me to locate the issue.
const char vShaderStr[] =
"#version 300 es \n"
"in vec3 av4position; \n"
"uniform mat4 u_mvpMatrix; \n"
"smooth out vec3 uVU; \n"
"void main() \n"
"{ \n"
"gl_Position=u_mvpMatrix*vec4(av4position.xyz,1);\n"
"uVU=av4position+vec3(0.5); \n"
"} \n";
const char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"layout(location=0) out vec4 vFragColor; \n"
"smooth in vec3 uVU;
\n"
"uniform sampler3D volume; \n"
"uniform vec3 camPos; \n"
"uniform vec3 step_size; \n"
"const int MAX_SAMPLES=300; \n"
"const vec3 texMin=vec3(0); \n"
"const vec3 texMax=vec3(1); \n"
"void main() \n"
"{ \n"
"vec3 dataPos=uVU; \n"
"vec3 geomDir=normalize((uVU-vec3(0.5))-camPos); \n"
"vec3 dirStep=geomDir*step_size; \n"
"bool stop=false; \n"
"for(int i=0;i<MAX_SAMPLES;i++) \n"
"{ \n"
"dataPos=dataPos+dirStep; \n"
"stop = dot(sign(dataPos-texMin),sign(texMax-dataPos)) < 3.0; \n"
"if (stop) \n"
"break; \n"
"float sample = texture(volume, dataPos).r; \n"
"float prev_alpha = sample - (sample * vFragColor.a); \n"
"vFragColor.rgb = prev_alpha * vec3(sample) + vFragColor.rgb;\n"
"vFragColor.a += prev_alpha; \n"
"if( vFragColor.a>0.99) \n"
"break; \n"
" } \n"
// "vFragColor = vec4(1, 0, 0, 1); \n"
"}