Whenever i use matrix multiplication i get a black screen [closed] - c++

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I am having this problem while trying to run OpenGl code on mac OS, so I get a triangle on the screen, but whenever i try to multiply a matrix (that is not the identity matrix) i get a black screen, so i stripped all my code away looking for a mistake but i still got the same mistake, then i got this
generic code from learnOpengl and i tried to run it but i got the same problem so i don't think the problem is in he code but rather this makefile i use to compile it with.
CC := g++
SOURCE_DIR := Sources/ Includes/ Libs/ graphics/ Other/stb_image/
Includes/glm/gtc/ Includes/glm/
INCLUDE_DIR := -ILibs/ -IIncludes/ -IOther/ -ISources/ -Igraphics/ -
Ishaders/ -I/usr/X11R6/include
LIBS_DIR := -L/usr/local/Cellar/glfw/3.2.1 -lglfw3
CFLAGS := $(CC) -std=c++14 -c -Wall
LFLAGS := -o
FRAMEWORKS := -I/usr/X11R6/include -framework Cocoa -framework OpenGL -
framework IOKit -framework CoreVideo -framework GLUT
EXE := App
APP_DIR := ApplicationDir/
OBJ_DIR := libraries/
SOURCE_FILES := $(foreach dir, $(SOURCE_DIR), $(wildcard $(dir)*.cpp))
OBJ_FILES := $(wildcard Objects/*)
SOURCE_FILES += Other/glad.c
all :
make build ; \
make run
build : $(EXE)
$(EXE)
$(EXE): $(OBJ_FILES)
$(CC) $(FRAMEWORKS) $(LIBS_DIR) $(OBJ_FILES) $(LFLAGS) $(EXE)
$(OBJ_FILES) : $(SOURCE_FILES)
for file in $(SOURCE_FILES) ; do \
$(CFLAGS) $(INCLUDE_DIR) $$file ; \
mv *.o Objects ; \
done
run:
echo && ./$(EXE) && echo
clean :
rm -f $(EXE) $(OBJ_FILES)
my code :
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
static const char *vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 ourColor;
uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;
uniform vec4 Colour;
out vec4 unifColour;
void main()
{
mat4 transform = Projection;
gl_Position = transform * vec4(aPos, 1.0);
ourColor = aColor;
unifColour = Colour;
}
)";
const char *fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec4 unifColour;
void main()
{
FragColor = unifColour;
})";
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// std::cout << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glEnable(GL_DEPTH_TEST);
// build and compile our shader program
// ------------------------------------
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
// glBindVertexArray(0);
// as we only have a single shader, we could also just activate our shader once beforehand if we want to
glUseProgram(shaderProgram);
std::cout << shaderProgram << std::endl;
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// render the triangle
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glm::mat4 Model(1.0f);
glm::mat4 View(1.0f);
glm::mat4 Projection(1.0f);
Projection = glm::perspective(glm::radians(55.0f), 800.0f/600.0f, 0.01f, 100.0f);
Model = glm::scale(Model, glm::vec3(0.5f, 0.5f, 0.5f));
unsigned int location = glGetUniformLocation(shaderProgram, "Colour");
glm::vec4 colour = glm::vec4(1.0, 0.0, 1.0, 1.0);
glUniform4fv(location, 1, &colour[0]);
glUseProgram(shaderProgram);
GLint model = glGetUniformLocation(shaderProgram, "Model" );
glUniformMatrix4fv(model, 1, GL_FALSE, glm::value_ptr(Model));
GLint view = glGetUniformLocation(shaderProgram, "View" );
glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(View));
GLint projection = glGetUniformLocation(shaderProgram, "Projection" );
glUniformMatrix4fv(projection, 1, GL_FALSE, glm::value_ptr(Projection));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}

You do not use a view matrix, so you have to set up the position of the model in view space. In view space the X-axis points from the left to the right, the Y-axis points from the bottom to the top. The z-Axis points out of the viewport (cross product of x-axis and y-axis in a Right-hand system).
This means you have to shift the mesh along the negative Z-axis, in between the near and the far plane, which is defined by the projection matrix ([0.01, 100.0] in your case).
Use the Model, View and Projection matrix in the fragment shader:
gl_Position = Projection * View * Model * vec4(aPos, 1.0);
Set up the model matrix with a translation along the negative Z-axis (e.g. -2.0):
glm::mat4 Model(1.0f);
Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, -2.0f));

Related

FFmpeg: Why the recorded video's quality is much lower than rendered in OpenGL

I tried to use FFmpeg to capture frames rendered by OpenGL. The result is a .mp4 file for playing back purposes. It works since I got the .mp4 I expected, however the quality is quite low compared to the one rendered by OpenGL. Can anyone tell me why? And How can I adjust my code to make the mp4 of the same quality as the original frames generated by OpenGL?
The result I've got:
images OpenGL vs FFmpeg
Here is my simple code:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 500;
const unsigned int SCR_HEIGHT = 500;
// start ffmpeg telling it to expect raw rgba 720p-60hz frames
// -i - tells it to read frames from stdin
const char* cmd = "ffmpeg -f rawvideo -pix_fmt rgba -s 500x500 -i - "
"-threads 0 -preset fast -y -pix_fmt yuv420p -crf 21 -vf vflip output.mp4";
// open pipe to ffmpeg's stdin in binary write mode
FILE* ffmpeg = _popen(cmd, "wb");
int* buffer = new int[SCR_WIDTH*SCR_HEIGHT];
// shaders
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"layout (location = 2) in vec2 aTexCoord;\n"
"out vec3 ourColor;\n"
"out vec2 texCoord;\n"
"uniform mat4 transform;\n"
"void main()\n"
"{\n"
" gl_Position = transform*vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
" texCoord = aTexCoord;\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"in vec2 texCoord;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n"
"}\n\0";
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// render preparation: data collection and passing
// -----------------------------------------------
// vertex shader: create and compile
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// fragment shader: create and compile
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// shader program
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// first shape: square
float vertices[] = {
// positions // colors // texture coords
0.25f, 0.25f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.25f, -0.25f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.25f, -0.25f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.25f, 0.25f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
int indices[] = {
0, 1, 2,
2, 3, 0
};
unsigned int VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), 0);
glEnableVertexAttribArray(2);
// second shape: line(from the center of the screen to the center of the square
float vertices2[] = {
0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.0f
};
unsigned int VAO2, VBO2;
glGenVertexArrays(1, &VAO2);
glGenBuffers(1, &VBO2);
glBindVertexArray(VAO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
glEnableVertexAttribArray(0);
// wireframe mode
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
int frameCounter = 0;
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
if (frameCounter > 900) break;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// be sure to activate the shader before any calls to glUniform
glUseProgram(shaderProgram);
/**********************draw rotating line*****************************/
glm::mat4 transform = glm::mat4(1.0f);
/// rotate( around the center of the screen )
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
unsigned int transLoc = glGetUniformLocation(shaderProgram, "transform");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));
// draw
glBindVertexArray(VAO2);
glDrawArrays(GL_LINES, 0, 2);
/**********************draw rotating square*****************************/
transform = glm::mat4(1.0f);
/// rotate( around the center of the screen )
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
//// translate
transform = glm::translate(transform, glm::vec3(0.5f, 0.5f, 0.0f));
//// rotate( self rotate)
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
transLoc = glGetUniformLocation(shaderProgram, "transform");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));
// draw
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
/**********************draw center squares*****************************/
transform = glm::mat4(1.0f);
float scaler = sin((float)glfwGetTime())*4;
transform = glm::scale(transform, glm::vec3(scaler, scaler, scaler));
transLoc = glGetUniformLocation(shaderProgram, "transform");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));
// draw
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
/****** ffmpeg *****/
glReadPixels(0, 0, SCR_WIDTH, SCR_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
fwrite(buffer, sizeof(int)*SCR_WIDTH*SCR_HEIGHT, 1, ffmpeg);
frameCounter++;
/****** end: ffmpeg *****/
glfwPollEvents();
}
_pclose(ffmpeg);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
Switch to the libx264rgb encoder & crf 0 for lossless capture:
const char* cmd = "ffmpeg -framerate 60 -f rawvideo -pix_fmt rgba -s 500x500 -i - "
"-c:v libx264rgb -threads 0 -preset fast -y -crf 0 -vf vflip output.mp4";
Note that you'll want a re-encode the output before passing it off to other, less general software than ffmpeg since RGB isn't a terribly common color-space for H.264.
Be careful with your player software when checking results, MPV's --profile=gpu-hq on my Linux system introduced ringing artifacts around the lines while VLC didn't.

How to draw a shape that keeps constant shape and size when resizing the window?

From what I understand, OpenGL always accepts coordinates from -1.0 to 1.0. When the viewport changes, when a window is resized, the distances between points are not preserved.
For example, when the viewport width is 400, the distance between points (0.5,0.0) and (-0.5,0.0) is 200, and when the width is 600, it is 300.
I need to draw a shape (of a scrollbar or something similar), that shouldn't change its width, when the window is resized. I've seen on other posts, that people calculate the floating point coordinates using the window width, but that introduces the problem of floating point accuracy, which can lead to the shape being nearly constant size, but sometimes not exactly.
How to make a shape, that will stay exactly the same width, no matter the width of the window?
The code I'm running is really just a simple triangle appearing on the screen that can be resized. The code is nonetheless a bit long.
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
void onSize (GLFWwindow* window, int width, int height)
{
glViewport (0,0,width, height);
}
int main()
{
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_TRUE);
GLFWwindow* window = glfwCreateWindow(800, 600, "hello", nullptr, nullptr);
glfwMakeContextCurrent(window);
glfwSetWindowSizeCallback(window, onSize);
glewExperimental = GL_TRUE;
glewInit();
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "error with vertex shader compilation\n" << infoLog << std::endl;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "error with fragment shader compilation\n" << infoLog << std::endl;
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "error with linking program\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f, // Left
0.5f, -0.5f, 0.0f, // Right
0.5f, 0.5f, 0.0f // Top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
So how do I make it so that this triangle has constant width and height regardless of resizing the window?
My answer is related to the phrase in your question: "I need to draw a shape [...], that shouldn't change its width, when the window is resized."
You have to use Orthographic projection.
Add a Uniform variable of type mat4 to the vertex shader and multiply the vertex coordinate with the matrix uniform:
#version 330 core
layout (location = 0) in vec3 position;
uniform mat4 u_projection;
void main()
{
gl_Position = u_projection * vec4(position, 1.0);
}
Define the vertices in pixel unit:
GLfloat vertices[] = {
-100.0f, -100.0f, 0.0f, // Left
100.0f, -100.0f, 0.0f, // Right
100.0f, 100.0f, 0.0f // Top
};
Get the current width and height of the viewport and set the matrix using glm::ortho:
GLint proj_loc = glGetUniformLocation(shaderProgram, "u_projection");
while (!glfwWindowShouldClose(window))
{
int width, height;
glfwGetWindowSize(window, &width, &height);
// [...]
glUseProgram(shaderProgram);
glm::mat4 projection = glm::ortho(
-width/2.0f, width/2.0f, -height/2.0f, height/2.0f, -1.0f, 1.0f);
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(projection));
// [...]
}

uniform value not stored if I put the glUniform1f call before the render loop

I'm trying to experiment a bit with uniform variables and there's something bugging me. My code looks like this:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"uniform float offset;"
"void main()\n"
"{\n"
"vec4 newPos = vec4(aPos, 1.0);\n"
"newPos.x += offset;\n"
"gl_Position = newPos;\n"
"}\0";
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"
"}\n\0";
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// build and compile our shader program
// ------------------------------------
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
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 indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glUniform1f(glGetUniformLocation(shaderProgram, "offset"), 1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
If I try to set a uniform variable in the program, and I render afterwards, the program loses the uniform's value and behaves as if it was 0, while if I put the glUniform1f call somewhere in the loop before the glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); it works properly. I don't understand, why my glUniform1f code gets lost?
When exactly is the uniform flushed? And is it supposed to behave like this?
glUniform sets a value of a uniform variable in the default uniform block of the currently installed program. You have to install the program by glUseProgram before.
GLint offset_loc = glGetUniformLocation(shaderProgram, "offset");
glUseProgram(shaderProgram);
glUniform1f(offset_loc , 1);
Since OpenGL 4.1 you can use glProgramUniform to set the value of a uniform variable for a specified program object.
glProgramUniform1f(shaderProgram, offset_loc, 1);

OpenGL - error during compilation

Recently I started trying to work with OpenGL on linux (before writing under android, using OpenGL ES 2.0), but I encountered the impossibility of compiling the project. Here is what the compiler provides:
g++ main.cpp -o main -lglfw3 -lGL -lm -lXrandr -lXi -lX11 -lXxf86vm -lpthread
/usr/bin/ld: //usr/local/lib/libglfw3.a(vulkan.c.o): неопределённая ссылка на символ «dlclose##GLIBC_2.2.5»
//lib/x86_64-linux-gnu/libdl.so.2: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
To compile application on the command line, I use the following linker options:-lglfw3 -lGL -lm -lXrandr -lXi -lX11 -lXxf86vm -lpthread
The OpenGL code (picked up specifically from the source where everything works):
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
// The MAIN function, from here we start the application and run the game loop
int main()
{
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
// Init GLFW
glfwInit();
// Set all the required options for GLFW
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);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// Build and compile our shader program
// Vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data (and buffer(s)) and attribute pointers
//GLfloat vertices[] = {
// // First triangle
// 0.5f, 0.5f, // Top Right
// 0.5f, -0.5f, // Bottom Right
// -0.5f, 0.5f, // Top Left
// // Second triangle
// 0.5f, -0.5f, // Bottom Right
// -0.5f, -0.5f, // Bottom Left
// -0.5f, 0.5f // Top Left
//};
GLfloat 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
};
GLuint indices[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO
// Uncommenting this call will result in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
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);
}
How can I solve this problem?
So the solution was
pkg-config --static --libs x11 xrandr xi xxf86vm glew glfw3
To get the packages I need for them to run and in the right order.
Then I run
g++ main.cpp -o main -lXi -lGLEW -lGLU -lm -lGL -lm -lpthread -ldl -ldrm -lXdamage -lX11-xcb -lxcb-glx -lxcb-dri2 -lglfw3 -lrt -lm -ldl -lXrandr -lXinerama -lXxf86vm -lXext -lXcursor -lXrender -lXfixes -lX11 -lpthread -lxcb -lXau -lXdmcp
and the project successfully compiled

OpenGL fragment shader for GL_LINES only renders lines when shader compilation fails

I've looked for an answer to my problem for two days. Maybe I'm just terrible at searching but there doesn't seem to be an answer already out there.
I am trying to draw lines on the screen using OpenGL's glDrawArrays(GL_LINES, ..., ...). This is the current code for my fragment shader:
#version 330 core
in vec4 vertexColor;
out vec4 color;
void main( )
{
//color = vec3(0.5f, 1.0f, 1.0f);
color = vec4(0.5f, 1.0f, 1.0f, 0.5f);
//color = vertexColor;
}
Originally the color=vertexColor line was supposed to work, but nothing appeared on the screen. I thought maybe something was wrong with the data being sent from the vertex shader so I tried setting the output manually in the fragment shader. I accidentally made it a vec3 instead of a vec4 and I got an error in my console window telling me compilation of the shader had failed. But the lines appeared! They showed up in the right spot as white/gray lines of static. When I corrected the mistake and set the output to a vec4, like shown, the lines were invisible again and I had no compilation error.
What am I doing wrong that makes my lines invisible?
Edit:
Here is my first go at a "minimal, complete, and verifiable example". If you link a project with these files to GLEW, GLFW and GLM, this should run on your system. If I'm not supposed to upload a whole program, I apologize. This seems a bit big, but I don't know how else it could be "complete".
Instead of making two white static lines, this one is making only one solid black line when the fragment shader fails to compile. It still renders nothing when compilation is successful.
Main.cpp
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "ShaderMaker.h"
#include "TargetBox.h"
const GLint WIDTH = 800, HEIGHT = 600;
//Camera
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
GLfloat yaw = -90.0f;
GLfloat pitch = 0.0f;
// Delta time
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
int main() {
cameraFront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront.y = sin(glm::radians(pitch));
cameraFront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(cameraFront);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Debugger", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
std::cout << "Failed to initialize GLEW" << std::endl;
return EXIT_FAILURE;
}
glViewport(0, 0, screenWidth, screenHeight);
glEnable(GL_DEPTH_TEST);
TargetBox tb;
GLuint modelLoc = tb.getUniform("model");
GLuint viewLoc = tb.getUniform("view");
GLuint projectionLoc = tb.getUniform("projection");
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), (float)screenWidth / screenHeight, 0.1f, 100.0f);
while (!glfwWindowShouldClose(window)) {
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
glClearColor(0.5f, 0.7f, 0.9f, 1.0f); // Unnecessary, but adds some color to an otherwise blank window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 view;
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
tb.useShader();
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(tb.getVAO());
glm::vec3 posMod = tb.getPos();
glm::mat4 model;
model = glm::translate(model, glm::vec3(posMod.x, posMod.y, posMod.z));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_LINES, 0, 4);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return EXIT_SUCCESS;
}
ShaderMaker.h
#pragma once
#ifndef SHADERMAKER_H
#define SHADERMAKER_H
#include<string>
#include<fstream>
#include<sstream>
#include<iostream>
#include<GL/glew.h>
class ShaderMaker {
public:
// The program ID
GLuint Program;
// Constructor reads and builds the shader
ShaderMaker(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 GLchar array
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint fragment;
GLint success;
GLchar infoLog[512];
// Vertex shader
GLuint 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;
}
// Similar for 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
glGetShaderiv(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 necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// Use the program
void Use() { glUseProgram(this->Program); }
// Get a uniform
GLint getUniform(const GLchar * name) {
return glGetUniformLocation(this->Program, name);
}
};
#endif
TargetBox.h
#pragma once
#ifndef TARGETBOX_H
#define TARGETBOX_H
#define GLEW_STATIC
#include <GL/glew.h>
#include<glm/glm.hpp>
#include <GLFW/glfw3.h>
#include "ShaderMaker.h"
class TargetBox
{
public:
TargetBox();
~TargetBox();
void useShader();
GLuint getVAO();
glm::vec3 getPos();
void setPos(glm::vec3 p);
GLuint getUniform(GLchar * u);
private:
glm::vec3 pos;
GLuint VAO, VBO;
const GLchar *vertexShaderPath = ".\\VShaderLine.txt";
const GLchar *fragmentShaderPath = ".\\FShaderLine.txt";
ShaderMaker shader = ShaderMaker(vertexShaderPath, fragmentShaderPath);
};
#endif
TargetBox.cpp
#include "TargetBox.h"
TargetBox::TargetBox()
{
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
GLfloat vertices[] = {
-2, 0, -5, 1.0f, 1.0f, 1.0f,
2, 0, 5, 1.0f, 1.0f, 1.0f,
2, 0, 5, 1.0f, 0.0f, 0.0f,
2, 10, 5, 0.0f, 1.0f, 0.0f
};
size_t data_len = sizeof(vertices);
glBufferData(GL_ARRAY_BUFFER, data_len, vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid *)0);
glEnableVertexAttribArray(0);
//Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
TargetBox::~TargetBox()
{
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
}
void TargetBox::useShader() { shader.Use(); }
GLuint TargetBox::getVAO() { return VAO; }
glm::vec3 TargetBox::getPos() { return pos; }
void TargetBox::setPos(glm::vec3 p) { pos = p; }
GLuint TargetBox::getUniform(GLchar * u) { return shader.getUniform(u); }
VShaderLine.txt
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec4 vertexColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main( )
{
// The order of multiplication is important?
gl_Position = projection * view * model * vec4( position, 1.0 );
vertexColor = vec4(color.xyz, 1.0f);
}
FShaderLine.txt
#version 330 core
in vec4 vertexColor;
out vec4 color;
void main( )
{
color = vec3(0.5f, 1.0f, 1.0f);
//color = vec4(0.5f, 1.0f, 1.0f, 0.5f);
//color = vertexColor;
}