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I have two models: Grid and cube, i set local vertexes for them and try to draw, but my grid is too small. I tried to scale model matrix for grid, but my cubes became huge. My grid inside the cube
Where is mistake? I want to scale grid in order to size of cell was the same as face of cube and I'll can place the cubes inside this cells
My Drawing code
auto functions = this->context()->functions();
//auto additionalFunctions = this->context()->extraFunctions();
functions->glClearColor(0.0f / 255.0f, 25.0f / 255.0f, 53.0f / 255.0f, 1.0f);
functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 projection;
projection.perspective(Zoom, 800.0f / 600.0f, 0.1f, 100.0f);
QMatrix4x4 view;
view.lookAt(cameraPos,
cameraPos + cameraFront,
cameraUp);
unsigned int viewID = m_program->uniformLocation("view");
functions->glUniformMatrix4fv(viewID, 1, GL_FALSE, view.constData());
unsigned int projectionID = m_program->uniformLocation("projection");
functions->glUniformMatrix4fv(projectionID, 1, GL_FALSE, projection.constData());
QVector3D cubePositions[] = {
QVector3D(0.0f, 0.0, 0.0),
QVector3D( 0.5f, 0.0f, 0.5f),
QVector3D( 2.0f, 0.0f, 3.0f),
QVector3D(-1.5f, -2.2f, -2.5f),
QVector3D(-3.8f, -2.0f, -12.3f),
QVector3D( 2.4f, -0.4f, -3.5f),
QVector3D(-1.7f, 3.0f, -7.5f),
QVector3D( 1.3f, -2.0f, -2.5f),
QVector3D( 1.5f, 2.0f, -2.5f),
QVector3D( 1.5f, 0.2f, -1.5f),
QVector3D(-1.3f, 1.0f, -1.5f)
};
for(unsigned int i = 0; i < 2; i++)
{
QMatrix4x4 model(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
unsigned int modelID = m_program->uniformLocation("model");
std::cout << "I: " << i << " x: " << cubePositions[i].x() << " y: " << cubePositions[i].y() << " z: " << cubePositions[i].z() << std::endl;
model.translate(cubePositions[i]);
//model.scale(1/10);/*Fix Later, it is non const value*/
functions->glUniformMatrix4fv(modelID, 1, GL_FALSE, model.constData());
auto cube3d = new invar::geometry3D::Cube(cubePositions[i], 1*qSqrt(3), m_program);
cube3d->Draw();
}
auto additionalFunctions = this->context()->extraFunctions();
additionalFunctions->glBindVertexArray(0);
/*GRID*/
unsigned int viewID2 = gridShaderProgram->uniformLocation("view");
functions->glUniformMatrix4fv(viewID2, 1, GL_FALSE, view.constData());
unsigned int projectionID2 = gridShaderProgram->uniformLocation("projection");
functions->glUniformMatrix4fv(projectionID2, 1, GL_FALSE, projection.constData());
QMatrix4x4 model2(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
unsigned int modelID2 = gridShaderProgram->uniformLocation("model");
//model2.scale(10.0f);
model2.translate(QVector3D(0.0f, 0.0f, 0.0f));
functions->glUniformMatrix4fv(modelID2, 1, GL_FALSE, model2.constData());
gridShaderProgram->bind();
additionalFunctions->glBindVertexArray(gridVAO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gridEBO);
functions->glDrawElements(GL_LINES, lenght, GL_UNSIGNED_INT, 0);
Cube drawing
void Cube::Draw()
{
auto context = QOpenGLContext::currentContext();
auto functions = context->functions();
auto additionalFunctions = context->extraFunctions();
m_program->bind();
additionalFunctions->glBindVertexArray(VAO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
int size;
functions->glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
functions->glDrawElements(GL_TRIANGLES, size/sizeof(float), GL_UNSIGNED_INT, 0);
}
void Cube::setupShape()
{
auto context = QOpenGLContext::currentContext();
auto functions = context->functions();
auto additionalFunctions = context->extraFunctions();
float vertices[] = {
-0.5f,0.5f,-0.5f, 0.0f, 0.0f, 0.0f,
-0.5f,0.5f,0.5f, 0.0f, 0.0f, 1.0f,
0.5f,0.5f,-0.5f, 0.0f, 1.0f, 0.0f,
0.5f,0.5f,0.5f, 0.0f, 1.0f, 1.0f,
-0.5f,-0.5f,-0.5f, 1.0f, 0.0f, 0.0f,
-0.5f,-0.5f,0.5f, 1.0f, 0.0f, 1.0f,
0.5f,-0.5f,-0.5f, 1.0f, 1.0f, 0.0f,
0.5f,-0.5f,0.5f, 1.0f, 1.0f, 1.0f
};
unsigned int indices[] = {
0,1,2,
1,2,3,
4,5,6,
5,6,7,
0,1,5,
0,4,5,
2,3,7,
2,6,7,
0,2,6,
0,4,6,
1,5,7,
1,3,7
};
functions->glGenBuffers(1, &EBO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
functions->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
unsigned int VBO;
functions->glGenBuffers(1, &VBO);
additionalFunctions->glGenVertexArrays(1, &VAO);
additionalFunctions->glBindVertexArray(VAO);
functions->glBindBuffer(GL_ARRAY_BUFFER, VBO);
functions->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
functions->glEnableVertexAttribArray(0);/*Check if need to normilize*/
functions->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),(void*)0);
functions->glEnableVertexAttribArray(1);
functions->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
(void*)(3*sizeof(float)));
additionalFunctions->glBindVertexArray(0);
}
Cube::Cube(QVector3D pos, float diagonal, QOpenGLShaderProgram* m_program):
pos(pos), diagonal(diagonal), m_program(m_program)
{
this->setupShape();
}
Grid Drawing
auto additionalFunctions = this->context()->extraFunctions();
unsigned int gridVBO;
std::vector<QVector3D> vertices;
std::vector<unsigned int> indices;
int slices = 10;
for(int j=0; j<=slices; ++j) {
for(int i=0; i<=slices; ++i) {
float x = (float)i/(float)slices;
float y = 0;
float z = (float)j/(float)slices;
vertices.push_back(QVector3D(x, y, z));
}
}
for(int j=0; j<slices; ++j) {
for(int i=0; i<slices; ++i) {
int row1 = j * (slices+1);
int row2 = (j+1) * (slices+1);
indices.push_back(row1+i); indices.push_back(row1+i+1); indices.push_back(row1+i+1); indices.push_back(row2+i+1);
indices.push_back(row2+i+1); indices.push_back(row2+i); indices.push_back(row2+i); indices.push_back(row1+i);
}
}
lenght = (GLuint)indices.size()*4;
functions->glGenBuffers(1, &gridEBO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gridEBO);
functions->glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
functions->glGenBuffers(1, &gridVBO);
additionalFunctions->glGenVertexArrays(1, &gridVAO);
additionalFunctions->glBindVertexArray(gridVAO);
functions->glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
functions->glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(QVector3D), vertices.data(), GL_STATIC_DRAW);
functions->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), nullptr);
functions->glEnableVertexAttribArray(0);
gridShaderProgram = new QOpenGLShaderProgram(this);
QOpenGLShader vxShader2(QOpenGLShader::Vertex);
vxShader2.compileSourceFile("/main/stage/home/andreyp/fork_invar/invar/shaders/shaderGrid.vs");
QOpenGLShader frShader2(QOpenGLShader::Fragment);
frShader2.compileSourceFile("/main/stage/home/andreyp/fork_invar/invar/shaders/shaderGrid.fs");
gridShaderProgram->addShader(&vxShader2);
gridShaderProgram->addShader(&frShader2);
gridShaderProgram->link();
If I scale by 10 model matrix of grid I see this
Why after //model2.scale(10.0f); I get one big cube? How to scale grid so, that one cell was equal side of cube?
After scaling model2 matrix. model2 matrix is matrix of grid
Before
I want to increase size of grid not cube. Why is it happened? Why scale set y of cube to 0? Where is the mistake? All my code below.
Look at draw_canvas.cpp paintGL function, there is scaling matrix with name 'model2'. This line model2.scale(10.0f,0.0f,10.0f). Why this scaling changes my cube?
QMatrix4x4 model2(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
unsigned int modelID2 = gridShaderProgram->uniformLocation("model");
model2.translate(QVector3D(0.0f, 0.0f, 0.0f));
model2.scale(10.0f, 0.0f, 10.0f);
draw_canwas3D.h
#pragma once
#include <QOpenGLWidget>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QOpenGLShader>
#include <list>
class Canvas3D : public QOpenGLWidget
{
public:
Canvas3D(QWidget *parent = nullptr) : QOpenGLWidget(parent) { };
~Canvas3D();
private:
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_vbo;
QOpenGLShaderProgram* m_program;
QOpenGLShaderProgram* gridShaderProgram;
QOpenGLShaderProgram* shLightprogram;
QVector3D cameraPos {0.0f, 0.0f, 3.0f};
QVector3D cameraFront{0.0f, 0.0f, -1.0f};
QVector3D cameraUp{0.0f, 1.0f, 0.0f};
float yaw = -90.0f;
float pitch = 0.0f;
float lastX = 400, lastY = 300;
float Zoom = 45.0;
unsigned int gridVAO;
unsigned int gridEBO;
GLuint lenght = 0;
//std::list<Object*>
protected:
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
void keyPressEvent(QKeyEvent *ev) override;
bool eventFilter(QObject *obj, QEvent *event);
};
draw_canvas3D.cpp
#include "draw_canvas3D.h"
#include "src/common/geometry/shapes3D/cube.h"
#include <iostream>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLExtraFunctions>
#include <QMatrix4x4>
#include <QVector3D>
#include <QtMath>
#include <QKeyEvent>
void Canvas3D::initializeGL()
{
connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
auto functions = this->context()->functions();
functions->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
this->setGeometry(100, 100, 800, 600);
functions->glViewport(this->geometry().x(),
this->geometry().y(),
this->geometry().width(),
this->geometry().height());
m_program = new QOpenGLShaderProgram(this);
QOpenGLShader vxShader(QOpenGLShader::Vertex);
vxShader.compileSourceFile("/main/stage/home/andreyp/fork_invar/invar/shaders/shader.vs");
QOpenGLShader frShader(QOpenGLShader::Fragment);
frShader.compileSourceFile("/main/stage/home/andreyp/fork_invar/invar/shaders/shader.fs");
m_program->addShader(&vxShader);
m_program->addShader(&frShader);
m_program->link();
functions->glEnable(GL_DEPTH_TEST);
this->installEventFilter(this);
functions->glEnable(GL_POLYGON_SMOOTH);
functions->glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
functions->glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
/*GRID*/ //Create Class
auto additionalFunctions = this->context()->extraFunctions();
unsigned int gridVBO;
std::vector<QVector3D> vertices;
std::vector<unsigned int> indices;
int slices = 10;
for(int j=0; j<=slices; ++j) {
for(int i=0; i<=slices; ++i) {
float x = (float)i/(float)slices;
float y = 0;
float z = (float)j/(float)slices;
vertices.push_back(QVector3D(x, y, z));
}
}
for(int j=0; j<slices; ++j) {
for(int i=0; i<slices; ++i) {
int row1 = j * (slices+1);
int row2 = (j+1) * (slices+1);
indices.push_back(row1+i); indices.push_back(row1+i+1); indices.push_back(row1+i+1); indices.push_back(row2+i+1);
indices.push_back(row2+i+1); indices.push_back(row2+i); indices.push_back(row2+i); indices.push_back(row1+i);
}
}
lenght = (GLuint)indices.size()*4;
/*std::vector<QVector3D> vecLines;
std::vector<unsigned int> vecLinesIdx;*/
/*for(unsigned int nHorizontalLines = 0; nHorizontalLines < 10; ++nHorizontalLines)
{
vecLines.push_back(QVector3D(0.0f, 0.0, -(float)nHorizontalLines));
vecLines.push_back(QVector3D(9.0f, 0.0, -(float)nHorizontalLines));
}
for(unsigned int nVerticalLines = 0; nVerticalLines < 10; ++nVerticalLines)
{
vecLines.push_back(QVector3D((float)nVerticalLines, 0.0f, 0.0f));
vecLines.push_back(QVector3D((float)nVerticalLines, 0.0f, -9.0f));
}
for(unsigned int j = 0; j < 39; j+=2)
{
vecLinesIdx.push_back(j);
vecLinesIdx.push_back(j+1);
}*/
functions->glGenBuffers(1, &gridEBO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gridEBO);
functions->glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
functions->glGenBuffers(1, &gridVBO);
additionalFunctions->glGenVertexArrays(1, &gridVAO);
additionalFunctions->glBindVertexArray(gridVAO);
functions->glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
functions->glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(QVector3D), vertices.data(), GL_STATIC_DRAW);
functions->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), nullptr);
functions->glEnableVertexAttribArray(0);
gridShaderProgram = new QOpenGLShaderProgram(this);
QOpenGLShader vxShader2(QOpenGLShader::Vertex);
vxShader2.compileSourceFile("/main/stage/home/andreyp/fork_invar/invar/shaders/shaderGrid.vs");
QOpenGLShader frShader2(QOpenGLShader::Fragment);
frShader2.compileSourceFile("/main/stage/home/andreyp/fork_invar/invar/shaders/shaderGrid.fs");
gridShaderProgram->addShader(&vxShader2);
gridShaderProgram->addShader(&frShader2);
gridShaderProgram->link();
/*GRID END*/
}
void Canvas3D::resizeGL(int w, int h)
{
auto functions = this->context()->functions();
functions->glViewport(0,
0,
this->geometry().width(),
this->geometry().height());
}
void Canvas3D::paintGL()
{
auto functions = this->context()->functions();
//auto additionalFunctions = this->context()->extraFunctions();
functions->glClearColor(0.0f / 255.0f, 25.0f / 255.0f, 53.0f / 255.0f, 1.0f);
functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 projection;
projection.perspective(Zoom, 800.0f / 600.0f, 0.1f, 100.0f);
QMatrix4x4 view;
view.lookAt(cameraPos,
cameraPos + cameraFront,
cameraUp);
unsigned int viewID = m_program->uniformLocation("view");
functions->glUniformMatrix4fv(viewID, 1, GL_FALSE, view.constData());
unsigned int projectionID = m_program->uniformLocation("projection");
functions->glUniformMatrix4fv(projectionID, 1, GL_FALSE, projection.constData());
QVector3D cubePositions[] = {
QVector3D(0.0f, 0.0, 0.0),
QVector3D( 0.5f, 0.0f, 0.5f),
QVector3D( 2.0f, 0.0f, 3.0f),
QVector3D(-1.5f, -2.2f, -2.5f),
QVector3D(-3.8f, -2.0f, -12.3f),
QVector3D( 2.4f, -0.4f, -3.5f),
QVector3D(-1.7f, 3.0f, -7.5f),
QVector3D( 1.3f, -2.0f, -2.5f),
QVector3D( 1.5f, 2.0f, -2.5f),
QVector3D( 1.5f, 0.2f, -1.5f),
QVector3D(-1.3f, 1.0f, -1.5f)
};
for(unsigned int i = 0; i < 2; i++)
{
QMatrix4x4 model(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
unsigned int modelID = m_program->uniformLocation("model");
model.translate(cubePositions[i]);
functions->glUniformMatrix4fv(modelID, 1, GL_FALSE, model.constData());
auto cube3d = new invar::geometry3D::Cube(cubePositions[i], 1*qSqrt(3), m_program);
cube3d->Draw();
}
auto additionalFunctions = this->context()->extraFunctions();
additionalFunctions->glBindVertexArray(0);
/*GRID*/
unsigned int viewID2 = gridShaderProgram->uniformLocation("view");
functions->glUniformMatrix4fv(viewID2, 1, GL_FALSE, view.constData());
unsigned int projectionID2 = gridShaderProgram->uniformLocation("projection");
functions->glUniformMatrix4fv(projectionID2, 1, GL_FALSE, projection.constData());
QMatrix4x4 model2(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
unsigned int modelID2 = gridShaderProgram->uniformLocation("model");
//model2.scale(10.0f, 0.0f, 10.0f); ------ THIS SCALING
model2.translate(QVector3D(0.0f, 0.0f, 0.0f));
functions->glUniformMatrix4fv(modelID2, 1, GL_FALSE, model2.constData());
gridShaderProgram->bind();
additionalFunctions->glBindVertexArray(gridVAO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gridEBO);
functions->glDrawElements(GL_LINES, lenght, GL_UNSIGNED_INT, 0);
/*GRID END*/
}
void Canvas3D::keyPressEvent(QKeyEvent *ev)
{
const float cameraSpeed = 0.25f;
if(ev->key() == Qt::Key_W)
cameraPos += cameraSpeed * cameraFront;
else if(ev->key() == Qt::Key_S)
cameraPos -= cameraSpeed * cameraFront;
else if(ev->key() == Qt::Key_A)
cameraPos -= QVector3D(QVector3D::crossProduct(cameraFront, cameraUp)) * cameraSpeed;
else if(ev->key() == Qt::Key_D)
cameraPos += QVector3D(QVector3D::crossProduct(cameraFront, cameraUp)) * cameraSpeed;
else if(ev->key() == Qt::Key_Q)
{
/*Rotate camera*/
}
else if(ev->key() == Qt::Key_E)
{
/*Rotate camera*/
}
}
bool Canvas3D::eventFilter(QObject *obj, QEvent *event)
{
if (event->type() == QEvent::MouseButtonPress)
{
QMouseEvent *mouseEvent = static_cast<QMouseEvent*>(event);
lastX = mouseEvent->pos().x();
lastY = mouseEvent->pos().y();
}
if (event->type() == QEvent::MouseMove)
{
QMouseEvent *mouseEvent = static_cast<QMouseEvent*>(event);
float xoffset = mouseEvent->pos().x() - lastX;
float yoffset = lastY - mouseEvent->pos().y();
lastX = mouseEvent->pos().x();
lastY = mouseEvent->pos().y();
float sensitivity = 0.1f;
xoffset *= sensitivity;
yoffset *= sensitivity;
yaw += xoffset;
pitch += yoffset;
if(pitch > 89.0f)
pitch = 89.0f;
if(pitch < -89.0f)
pitch = -89.0f;
QVector3D direction;
direction.setX(qCos(qDegreesToRadians(yaw)) * qCos(qDegreesToRadians(pitch)));
direction.setY(qSin(qDegreesToRadians(pitch)));
direction.setZ(qSin(qDegreesToRadians(yaw)) * qCos(qDegreesToRadians(pitch)));
cameraFront = direction.normalized();
}
else if (event->type() == QEvent::Wheel)
{
QWheelEvent *wheelEvent = static_cast<QWheelEvent*>(event);
QPoint numDegrees = wheelEvent->angleDelta();
if (numDegrees.y() < 0 && Zoom < 45.0f)
Zoom += 1.0f;
if (numDegrees.y() > 0 && Zoom > 1.0f)
Zoom -= 1.0f;
}
return false;
}
Canvas3D::~Canvas3D()
{
//delete f;
}
cube.cpp
#include "src/common/geometry/shapes3D/cube.h"
#include <QOpenGLExtraFunctions>
#include <QOpenGLWidget>
#include <QOpenGLContext>
#include <QtMath>
#include <iostream>
namespace invar::geometry3D
{
void Cube::Draw()
{
auto context = QOpenGLContext::currentContext();
auto functions = context->functions();
auto additionalFunctions = context->extraFunctions();
m_program->bind();
additionalFunctions->glBindVertexArray(VAO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
int size;
functions->glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
functions->glDrawElements(GL_TRIANGLES, size/sizeof(float), GL_UNSIGNED_INT, 0);
}
void Cube::setupShape()
{
auto context = QOpenGLContext::currentContext();
auto functions = context->functions();
auto additionalFunctions = context->extraFunctions();
float vertices[] = {
-0.5f,0.5f,-0.5f, 0.0f, 0.0f, 0.0f,//Point A 0
-0.5f,0.5f,0.5f, 0.0f, 0.0f, 1.0f,//Point B 1
0.5f,0.5f,-0.5f, 0.0f, 1.0f, 0.0f,//Point C 2
0.5f,0.5f,0.5f, 0.0f, 1.0f, 1.0f,//Point D 3
-0.5f,-0.5f,-0.5f, 1.0f, 0.0f, 0.0f,//Point E 4
-0.5f,-0.5f,0.5f, 1.0f, 0.0f, 1.0f,//Point F 5
0.5f,-0.5f,-0.5f, 1.0f, 1.0f, 0.0f,//Point G 6
0.5f,-0.5f,0.5f, 1.0f, 1.0f, 1.0f//Point H 7
};
unsigned int indices[] = {
0,1,2,
1,2,3,
4,5,6,
5,6,7,
0,1,5,
0,4,5,
2,3,7,
2,6,7,
0,2,6,
0,4,6,
1,5,7,
1,3,7
};
functions->glGenBuffers(1, &EBO);
functions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
functions->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
unsigned int VBO;
functions->glGenBuffers(1, &VBO);
additionalFunctions->glGenVertexArrays(1, &VAO);
additionalFunctions->glBindVertexArray(VAO);
functions->glBindBuffer(GL_ARRAY_BUFFER, VBO);
functions->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
functions->glEnableVertexAttribArray(0);/*Check if need to normilize*/
functions->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),(void*)0);
functions->glEnableVertexAttribArray(1);
functions->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
(void*)(3*sizeof(float)));
additionalFunctions->glBindVertexArray(0);
}
Cube::Cube(QVector3D pos, float diagonal, QOpenGLShaderProgram* m_program):
pos(pos), diagonal(diagonal), m_program(m_program)
{
this->setupShape();
}
}
cube.h
#pragma once
#include "shape3D.h"
#include <QOpenGLContext>
#include <QVector3D>
#include <QOpenGLShaderProgram>
namespace invar::geometry3D
{
class Cube
{
public:
Cube(QVector3D pos, float diagonal, QOpenGLShaderProgram* program);
void Draw();
private:
unsigned int VAO;
unsigned int EBO;
QVector3D pos;
float diagonal;
QOpenGLShaderProgram* m_program;
void setupShape();
};
}
Shaders is simple
shaderGrid.fs
#version 130
out vec4 FragColor;
void main()
{
FragColor = vec4(0, 1.0, 1.0, 1.0);
}
shaderGrid.vs
#version 130
in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
shader.fs //--- CUBE FRAGMENT SHADER
#version 130
out vec4 FragColor;
in vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}
shader.vs //--- CUBE VERTEX SHADER
#version 130
in vec3 aPos;
in vec3 aColor;
out vec3 ourColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
ourColor = aColor;
}
glUniform* changes a uniform of the currently installed shader program. Therefore, you must install (bind) the program before setting the uniforms:
gridShaderProgram->bind(); // <--- INSERT
unsigned int viewID2 = gridShaderProgram->uniformLocation("view");
functions->glUniformMatrix4fv(viewID2, 1, GL_FALSE, view.constData());
unsigned int projectionID2 = gridShaderProgram->uniformLocation("projection");
functions->glUniformMatrix4fv(projectionID2, 1, GL_FALSE, projection.constData());
QMatrix4x4 model2(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
unsigned int modelID2 = gridShaderProgram->uniformLocation("model");
//model2.scale(10.0f, 0.0f, 10.0f); ------ THIS SCALING
model2.translate(QVector3D(0.0f, 0.0f, 0.0f));
functions->glUniformMatrix4fv(modelID2, 1, GL_FALSE, model2.constData());
// gridShaderProgram->bind(); <--- DELETE
When running the program, the camera seems to work fine and I can manipulate the clear colour but the cube itself will not render.
Here's my code:
(The camera and renderer objects are both declared in their respective header files along with their methods)
Main.cpp
#include <GL/glew.h>
#include "Shapes.h"
#include "Renderer.h"
#include "Camera.h"
int main()
{
Renderer* renderer = new Renderer(800, 800, (const char*)"OpenGL Sample Test", glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
GLFWwindow* window = renderer->getWindow();
Block* cube = new Block(renderer);
cube->setColourTint(glm::vec4(0.3f, 0.0f, 0.4f, 1.0f));
while (!glfwWindowShouldClose(window))
{
renderer->updateRender();
cube->rotate((float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 0.5f, 0.0f));
}
delete renderer;
return 0;
}
Renderer.cpp
#include "Renderer.h"
#include "Shapes.h"
Renderer::Renderer(int Window_X, int Window_Y, const char* Window_Title, glm::vec4 ClearColour)
{
Renderer::renderList = new std::vector<Shape*>;
Renderer::clearColour = ClearColour;
Renderer::WINDOW_X = Window_X;
Renderer::WINDOW_Y = Window_Y;
Renderer::WINDOW_TITLE = Window_Title;
createWindow();
std::cout << "Running OpenGL extension checks... ";
GLenum glewTest = glewInit();
if (GLEW_OK != glewTest)
{
std::cout << "FAILED";
std::cout << (const char*)glewGetErrorString(glewTest) << std::endl;
glfwDestroyWindow(window);
}
else
{
std::cout << "OK" << std::endl;
glfwMakeContextCurrent(window);
}
//OPENGL//
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, Window_X, Window_Y);
Renderer::shader = new Shader("Vertex.glsl", "Fragment.glsl"); //Create the shaders
Renderer::camera = new Camera(Window_X, Window_Y, glm::vec3(0.0f, 0.0f, 2.0f));
Renderer::modelMatrixShaderLocation = glGetUniformLocation(shader->ID, "model"); //Grab the name of the uniform of the model matrix
Renderer::fragmentColourTintLocation = glGetUniformLocation(shader->ID, "colourTint");
glCheckError();
}
void Renderer::createWindow()
{
//Define OpenGL Version | Create Window
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
std::cout << "Creating GLFW Window... ";
Renderer::window = glfwCreateWindow(WINDOW_X, WINDOW_Y, WINDOW_TITLE, NULL, NULL);
if (window == NULL)
{
std::cout << "ERROR: GLFW WINDOW FAILED TO INSTANTIATE" << std::endl;
glfwTerminate();
}
else
{
std::cout << "OK" << std::endl;
glfwMakeContextCurrent(window);
//Key Callbacks
glfwSetKeyCallback(window, key_callback);
glfwSetWindowCloseCallback(window, close_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
}
}
bool Renderer::updateRender()
{
glClearColor(clearColour.r, clearColour.g, clearColour.b, clearColour.a); //Add background color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the color and depth back buffers
shader->use(); //Bind to the shader program
for (int i = 0; i < renderList->size(); i++)
{
Shape* current = renderList->at(i);
current->clearMatrix();
}
//Refresh the projection matrix
//projection = glm::mat4(1.0f);
//projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_X / (float)WINDOW_Y, 0.1f, 100.0f);
//shader->setMat4("projection", projection);
glCheckError();
for (int i = 0; i < renderList->size(); i++) //Update matrix of each renderable object
{
Shape* current = renderList->at(i);
glUniformMatrix4fv(modelMatrixShaderLocation, 1, GL_FALSE, glm::value_ptr(current->getPosition()));
glUniform4f(fragmentColourTintLocation, current->getColourTint().r, current->getColourTint().g, current->getColourTint().b, current->getColourTint().a);
glBindVertexArray(current->getVAO());
std::cout << "Drawing: " << current << " : " << current->getVAO() << std::endl;
glDrawElements(GL_TRIANGLES, current->getIndicesStride(), GL_UNSIGNED_INT, 0);
glCheckError();
}
camera->Inputs(window); //Process camera input
//Camera Matrix updating
camera->Matrix(45.0f, 0.1f, 100.0f, shader, "camMatrix");
glfwSwapBuffers(window);
glfwPollEvents();
if (glCheckError() != NULL)
{
return true;
}
else
{
return false;
}
}
Renderer::~Renderer()
{
for (int i = 0; i < renderList->size(); i++)
{
Shape* current = renderList->at(i);
glDeleteVertexArrays(1, current->getVAOAddress());
glDeleteBuffers(1, current->getVBOAddress());
glDeleteBuffers(1, current->getEBOAddress());
delete current;
}
glfwDestroyWindow(window);
glfwTerminate();
glDeleteProgram(shader->ID);
delete renderList;
delete shader;
delete camera;
}
GLFWwindow* Renderer::getWindow()
{
return window;
}
void Renderer::push_Renderer(Shape* Renderable_Object)
{
renderList->push_back(Renderable_Object);
}
void Renderer::updateClearColour(glm::vec4 ClearColour)
{
clearColour = ClearColour;
}
Camera.cpp
#include "Camera.h"
Camera::Camera(int width, int height, glm::vec3 position)
{
Camera::width = width;
Camera::height = height;
Position = position;
}
void Camera::Matrix(float FOVdeg, float nearPlane, float farPlane, Shader* shader, const char* uniform)
{
//Matrix Magic
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
view = glm::lookAt(Position, Position + Orientation, Up);
projection = glm::perspective(glm::radians(FOVdeg), (float)(width / height), nearPlane, farPlane);
//std::cout << "XYZ: " << Position.x << " : " << Position.y << " : " << Position.z << std::endl;
glUniformMatrix4fv(glGetUniformLocation(shader->ID, uniform), 1, GL_FALSE, glm::value_ptr(projection * view));
}
void Camera::Inputs(GLFWwindow* window)
{
//Basic Camera Controls
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
Position += speed * Orientation;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
Position += speed * -glm::normalize(glm::cross(Orientation, Up));
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
Position += speed * -Orientation;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
Position += speed * glm::normalize(glm::cross(Orientation, Up));
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
Position += speed * Up;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
{
Position += speed * -Up;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
speed = 0.4f;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
{
speed = 0.1f;
}
//Mouse Control
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) //Hide cursor when left mouse button is pressed
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
double MouseX;
double MouseY;
glfwGetCursorPos(window, &MouseX, &MouseY);
float rotX = sensitivity * (float)(MouseY - (height / 2)) / height;
float rotY = sensitivity * (float)(MouseX - (height / 2)) / height;
glm::vec3 newOrientation = glm::rotate(Orientation, glm::radians(-rotX), glm::normalize(glm::cross(Orientation, Up)));
if (!((glm::angle(newOrientation, Up) <= glm::radians(5.0f)) or (glm::angle(newOrientation, -Up) <= glm::radians(5.0f))))
{
Orientation = newOrientation;
}
Orientation = glm::rotate(Orientation, glm::radians(-rotY), Up);
glfwSetCursorPos(window, (width / 2), (height / 2));
}
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_RELEASE) //Show cursor when left mouse button is released
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
Shapes.h
#pragma once
#ifndef SHAPES_H
#define SHAPES_H
#include "Renderer.h"
#include <GL/glew.h>
#include <glm.hpp>
#include <gtc/type_ptr.hpp>
#include <gtx/rotate_vector.hpp>
#include <gtx/vector_angle.hpp>
inline void GeneralVao(GLuint &VAO, GLuint &VBO, GLuint &EBO, GLint* indices, GLfloat* vertices, GLsizeiptr sizeofidef, GLsizeiptr sizeofvdef)
{
//bind the Vertex Array Object first, then bind and set vertex buffer, and then configure vertex attributes(s).
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
//EBO
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeofidef, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeofvdef, vertices, GL_STATIC_DRAW);
//Position Attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
//Colour Attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
//unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
class Shape
{
protected:
GLfloat* vertices = NULL;
GLint* indices = NULL;
virtual void constructVao() = 0;
GLuint VAO = NULL, VBO = NULL, EBO = NULL;
glm::mat4 ModelMatrix = glm::mat4(1.0f);
glm::vec4 colourTint = glm::vec4(1.0f);
public:
GLuint getVAO()
{
return VAO;
}
glm::vec4 getColourTint()
{
return colourTint;
}
void setColourTint(glm::vec4 Colour)
{
colourTint = Colour;
}
//Addresses
GLuint* getVAOAddress()
{
return &VAO;
}
GLuint* getVBOAddress()
{
return &VBO;
}
GLuint* getEBOAddress()
{
return &EBO;
}
//
void setPosition(glm::mat4 Matrix)
{
ModelMatrix = Matrix;
}
void rotate(glm::f32 angle, glm::vec3 axis) //Rotates by an angle (floating point) and an axis (vector3)
{
ModelMatrix = glm::rotate(ModelMatrix, angle, axis);
}
void scale(glm::vec3 ScaleFactor3)
{
ModelMatrix = glm::scale(ModelMatrix, ScaleFactor3);
}
void move(glm::vec3 Vector)
{
ModelMatrix = glm::translate(ModelMatrix, Vector);
}
void clearMatrix()
{
ModelMatrix = glm::mat4(1.0f);
}
virtual GLsizei getIndicesStride() = 0;
glm::mat4 getPosition()
{
return ModelMatrix;
}
virtual ~Shape()
{
}
};
class Pyramid : public Shape
{
private:
GLfloat vdef[30] = {
//Position Colour
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, //Front Bottom Left | 0
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, //Front Bottom Right | 1
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, //Back Bottom Left | 2
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, //Back Bottom Right | 3
0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f //Top | 4
};
GLint idef[18] = {
//Bottom
0, 2, 3,
3, 1, 0,
//Front
1, 4, 0 ,
//Left
0, 4, 2,
//Right
1, 4, 3,
//Back
3, 4, 2
};
public:
Pyramid(Renderer* renderer)
{
indices = idef;
vertices = vdef;
constructVao();
renderer->push_Renderer(this);
}
void constructVao()
{
GeneralVao(VAO, VBO, EBO, idef, vdef, sizeof(idef), sizeof(vdef));
}
GLsizei getIndicesStride()
{
return sizeof(idef) / sizeof(GLint);
}
virtual ~Pyramid()
{
}
};
class Block : public Shape
{
private:
GLfloat vdef[48] = {
//Position Colour
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, //Front Bottom Left | 0
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, //Front Bottom Right | 1
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, //Back Bottom Left | 2
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, //Back Bottom Right | 3
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, //Front Top Left | 4
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, //Front Top Right | 5
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, //Back Top Left | 6
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, //Back Top Right | 7
};
GLint idef[36] = {
//Bottom
0, 1, 3,
3, 2, 0,
//Front
1, 0, 4,
4, 5, 1,
//Left
0, 2, 6,
6, 4, 0,
//Right
1, 3, 7,
7, 5, 1,
//Top
4, 5, 7,
7, 6, 4,
//Back
2, 3, 5,
5, 5, 2
};
public:
Block(Renderer* renderer)
{
indices = idef;
vertices = vdef;
setColourTint(glm::vec4(0.3, 0.0, 1.0, 1.0));
constructVao();
renderer->push_Renderer(this);
}
void constructVao()
{
GeneralVao(VAO, VBO, EBO, idef, vdef, (GLsizeiptr)sizeof(idef), (GLsizeiptr)sizeof(vdef));
}
GLsizei getIndicesStride()
{
return sizeof(idef) / sizeof(GLint);
}
virtual ~Block()
{
}
};
#endif
Vertex.glsl
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
uniform mat4 model;
uniform mat4 camMatrix;
out vec3 ourColor;
void main()
{
gl_Position = camMatrix * model * vec4(aPos, 1.0);
ourColor = aColor;
}
Fragment.glsl
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
uniform vec4 colourTint;
void main()
{
FragColor.a = colourTint.a;
FragColor.rgb = ((FragColor.rgb - colourTint.rgb) / FragColor.rgb) * 100;
}
I found the issue.
Turns out it worked, just the cube was unexpectedly black along with the clearcolor.
unable to insert more than one element in vector; worked fine when I tested with an integer vector. tried the following:
push_back function
insert function
assign function
The issue is in the createObjects() function this error due to the way i have written the opengl code...?
Thank you very much
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <array>
#include <sstream>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <glfw3.h>
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
using namespace glm;
// Include AntTweakBar
#include <AntTweakBar.h>
#include <common/shader.hpp>
#include <common/controls.hpp>
#include <common/objloader.hpp>
#include <common/vboindexer.hpp>
typedef struct Vertex {
float XYZW[4];
float RGBA[4];
void SetCoords(float *coords) {
XYZW[0] = coords[0];
XYZW[1] = coords[1];
XYZW[2] = coords[2];
XYZW[3] = coords[3];
}
void SetColor(float *color) {
RGBA[0] = color[0];
RGBA[1] = color[1];
RGBA[2] = color[2];
RGBA[3] = color[3];
}
};
// ATTN: USE POINT STRUCTS FOR EASIER COMPUTATIONS
typedef struct point {
float x, y, z;
point(const float x = 0, const float y = 0, const float z = 0) : x(x), y(y), z(z) {};
point(float *coords) : x(coords[0]), y(coords[1]), z(coords[2]) {};
point operator -(const point& a)const {
return point(x - a.x, y - a.y, z - a.z);
}
point operator +(const point& a)const {
return point(x + a.x, y + a.y, z + a.z);
}
point operator *(const float& a)const {
return point(x*a, y*a, z*a);
}
point operator /(const float& a)const {
return point(x / a, y / a, z / a);
}
float* toArray() {
float array[] = { x, y, z, 1.0f };
return array;
}
};
// function prototypes
int initWindow(void);
void initOpenGL(void);
void createVAOs(Vertex[], unsigned short[], size_t, size_t, int);
void createObjects(void);
void pickVertex(void);
void moveVertex(void);
void drawScene(void);
void cleanup(void);
static void mouseCallback(GLFWwindow*, int, int, int);
static void keyCallback(GLFWwindow*, int, int, int, int);
// GLOBAL VARIABLES
GLFWwindow* window;
const GLuint window_width = 1024, window_height = 768;
glm::mat4 gProjectionMatrix;
glm::mat4 gViewMatrix;
GLuint gPickedIndex;
std::string gMessage;
GLuint programID;
GLuint pickingProgramID;
GLuint kthLevel = 0;
// ATTN: INCREASE THIS NUMBER AS YOU CREATE NEW OBJECTS
const GLuint NumObjects = 3; // number of different "objects" to be drawn
GLuint VertexArrayId[NumObjects] = { 0, 1, 2 };
GLuint VertexBufferId[NumObjects] = { 0, 1, 2 };
GLuint IndexBufferId[NumObjects] = { 0, 1, 2 };
size_t NumVert[NumObjects] = { 0, 1, 2 };
GLuint MatrixID;
GLuint ViewMatrixID;
GLuint ModelMatrixID;
GLuint PickingMatrixID;
GLuint pickingColorArrayID;
GLuint pickingColorID;
GLuint LightID;
// Define objects
Vertex Vertices[] =
{
{ { 1.0f, 1.0f, 0.0f, 1.0f },{ 0.0f, 0.0f, 0.0f, 1.0f } }, // 0
{ { 0.0f, 1.4f, 0.0f, 1.0f },{ 0.0f, 0.0f, 1.0f, 1.0f } }, // 1
{ { -1.0f, 1.0f, 0.0f, 1.0f },{ 0.0f, 1.0f, 0.0f, 1.0f } }, // 2
{ { -1.4f, 0.0f, 0.0f, 1.0f },{ 0.0f, 1.0f, 1.0f, 1.0f } }, // 3
{ { -1.0f, -1.0f, 0.0f, 1.0f },{ 1.0f, 0.0f, 0.0f, 1.0f } }, // 4
{ { 0.0f, -1.4f, 0.0f, 1.0f },{ 1.0f, 0.0f, 1.0f, 1.0f } },// 5
{ { 1.0f, -1.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 0.0f, 1.0f } }, // 6
{ { 1.4f, 0.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } },// 7
};
Vertex OriginalVertices[] =
{
{ { 1.0f, 1.0f, 0.0f, 1.0f },{ 0.0f, 0.0f, 0.0f, 1.0f } }, // 0
{ { 0.0f, 1.4f, 0.0f, 1.0f },{ 0.0f, 0.0f, 1.0f, 1.0f } }, // 1
{ { -1.0f, 1.0f, 0.0f, 1.0f },{ 0.0f, 1.0f, 0.0f, 1.0f } }, // 2
{ { -1.4f, 0.0f, 0.0f, 1.0f },{ 0.0f, 1.0f, 1.0f, 1.0f } }, // 3
{ { -1.0f, -1.0f, 0.0f, 1.0f },{ 1.0f, 0.0f, 0.0f, 1.0f } }, // 4
{ { 0.0f, -1.4f, 0.0f, 1.0f },{ 1.0f, 0.0f, 1.0f, 1.0f } },// 5
{ { 1.0f, -1.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 0.0f, 1.0f } }, // 6
{ { 1.4f, 0.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } },// 7
};
Vertex LineVertices[] =
{
{ { 1.0f, 1.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } }, // 0
{ { 0.0f, 1.4f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } }, // 1
{ { -1.0f, 1.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } }, // 2
{ { -1.4f, 0.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } }, // 3
{ { -1.0f, -1.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } }, // 4
{ { 0.0f, -1.4f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } },// 5
{ { 1.0f, -1.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } }, // 6
{ { 1.4f, 0.0f, 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f, 1.0f } },// 7
};
Vertex *kVertices;
Vertex *kPlusOneVertices;
unsigned short *kIndices;
unsigned short *kPlusOneIndices;
//Vertex VTwo[32];
//Vertex VThree[64];
//unsigned short IOne[];
//unsigned short ITwo[];
//unsigned short IThree[];
std::vector<Vertex>TaskTwoVerticesN;
std::vector<unsigned short>TaskTwoIndicesN;
std::vector<Vertex>TaskTwoVerticesNPlusOne;
std::vector<unsigned short>TaskTwoIndicesNPlusOne;
unsigned short Indices[] = {
0, 1, 2, 3, 4, 5, 6, 7
};
unsigned short LineIndices[] = {
0, 1, 2, 3, 4, 5, 6, 7
};
const size_t IndexCount = sizeof(Indices) / sizeof(unsigned short);
// ATTN: DON'T FORGET TO INCREASE THE ARRAY SIZE IN THE PICKING VERTEX SHADER WHEN YOU ADD MORE PICKING COLORS
float pickingColor[IndexCount] = { 0 / 255.0f, 1 / 255.0f, 2 / 255.0f, 3 / 255.0f, 4 / 255.0f, 5 / 255.0f, 6 / 255.0f, 7 / 255.0f };
// ATTN: ADD YOU PER-OBJECT GLOBAL ARRAY DEFINITIONS HERE
**void createObjects(void)
{
// ATTN: DERIVE YOUR NEW OBJECTS HERE:
// each has one vertices {posCurrent;color} and one indices array (no picking needed here)
if (kthLevel > 4 || kthLevel == 0) {
kthLevel = 0;
TaskTwoVerticesN.clear();
for (int i = 0;i < 8;i++) {
TaskTwoVerticesN.push_back(Vertex());
printf("pushed");
TaskTwoVerticesN[i].XYZW[0] = Vertices[i].XYZW[0];
TaskTwoVerticesN[i].XYZW[1] = Vertices[i].XYZW[1];
TaskTwoVerticesN[i].XYZW[2] = Vertices[i].XYZW[2];
TaskTwoVerticesN[i].XYZW[3] = Vertices[i].XYZW[3];
TaskTwoVerticesN[i].RGBA[0] = Vertices[i].RGBA[0];
TaskTwoVerticesN[i].RGBA[1] = Vertices[i].RGBA[1];
TaskTwoVerticesN[i].RGBA[2] = Vertices[i].RGBA[2];
TaskTwoVerticesN[i].RGBA[3] = Vertices[i].RGBA[3];
}
TaskTwoVerticesN.insert(TaskTwoVerticesN.begin(), Vertices, Vertices + 8);
TaskTwoIndicesN.clear();
TaskTwoIndicesN.insert(TaskTwoIndicesN.begin(), Indices, Indices + (sizeof(Indices) / sizeof(Indices[0])));
printf("\n size of vertices %d\n ", sizeof(TaskTwoVerticesN) / sizeof(TaskTwoVerticesN[0]));
//TaskTwoVerticesNPlusOne = TaskTwoVerticesN;
//TaskTwoIndicesNPlusOne = TaskTwoIndicesN;
kVertices = &TaskTwoVerticesN[0];
kIndices = &TaskTwoIndicesN[0];
//kPlusOneVertices = &TaskTwoVerticesNPlusOne[0];
//kPlusOneIndices = &TaskTwoIndicesNPlusOne[0];
}
else {
GLint numberOfPoints = sizeof(TaskTwoVerticesN) / sizeof(TaskTwoVerticesN[0]);
GLint newPointsLength = (8 * 2 ^ kthLevel);
GLint oldPointsLength = newPointsLength / 2;
printf("\n%d\n", newPointsLength);
Vertex newVertexOne, newVertexTwo;
newVertexOne.RGBA[0] = 0.0f;
newVertexOne.RGBA[1] = 1.0f;
newVertexOne.RGBA[2] = 0.0f;
newVertexOne.RGBA[3] = 1.0f;
newVertexOne.XYZW[2] = 0.0f;
newVertexOne.XYZW[3] = 1.0f;
newVertexTwo = newVertexOne;
for (GLint i = 0; i < oldPointsLength; i++)
{
GLint posMinusTwo = abs(oldPointsLength + i - 2) % oldPointsLength;
GLint posMinusOne = abs(oldPointsLength + i - 1) % oldPointsLength;
GLint posCurrent = abs(i) % oldPointsLength;
GLint posPlusOne = abs(oldPointsLength + i + 1) % oldPointsLength;
GLint newPosOne = abs(2 * i) % newPointsLength;
GLint newPosTwo = abs((2 * i) + 1) % newPointsLength;
float xMinusTwo = TaskTwoVerticesN[posMinusTwo].XYZW[0];
float xMinusOne = TaskTwoVerticesN[posMinusOne].XYZW[0];
float xCurrent = TaskTwoVerticesN[posCurrent].XYZW[0];
float xPlusOne = TaskTwoVerticesN[posPlusOne].XYZW[0];
float yMinusTwo = TaskTwoVerticesN[posMinusTwo].XYZW[1];
float yMinusOne = TaskTwoVerticesN[posMinusOne].XYZW[1];
float yCurrent = TaskTwoVerticesN[posCurrent].XYZW[1];
float yPlusOne = TaskTwoVerticesN[posPlusOne].XYZW[1];
newVertexOne.XYZW[0] = (xMinusTwo + (10 * xMinusOne) + (5 * xCurrent)) / 16;
newVertexOne.XYZW[1] = (yMinusTwo + (10 * yMinusOne) + (5 * yCurrent)) / 16;
TaskTwoVerticesNPlusOne.insert(TaskTwoVerticesNPlusOne.begin() + newPosOne, newVertexOne);
TaskTwoIndicesNPlusOne.insert(TaskTwoIndicesNPlusOne.begin() + newPosOne, newPosOne);
printf("\nIn createObjects");
newVertexTwo.XYZW[0] = (xMinusOne + (10 * xCurrent) + (5 * xPlusOne)) / 16;
newVertexTwo.XYZW[1] = (yMinusOne + (10 * yCurrent) + (5 * yPlusOne)) / 16;
TaskTwoVerticesNPlusOne.insert(TaskTwoVerticesNPlusOne.begin() + newPosTwo, newVertexTwo);
TaskTwoIndicesNPlusOne.insert(TaskTwoIndicesNPlusOne.begin() + newPosTwo, newPosTwo);
}
TaskTwoVerticesN.clear();
TaskTwoVerticesN = TaskTwoVerticesNPlusOne;
TaskTwoIndicesN = TaskTwoIndicesNPlusOne;// is this possible?
//TaskTwoVerticesN.assign(TaskTwoIndicesNPlusOne.begin(), TaskTwoIndicesNPlusOne.end());
kVertices = &TaskTwoVerticesN[0];
kIndices = &TaskTwoIndicesN[0];
kPlusOneVertices = &TaskTwoVerticesNPlusOne[0];
kPlusOneIndices = &TaskTwoIndicesNPlusOne[0];
}
printf("\n%d", kthLevel);
kthLevel++;
}**
void drawScene(void)
{
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Re-clear the screen for real rendering
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
{
glm::mat4 ModelMatrix = glm::mat4(1.0); // TranslationMatrix * RotationMatrix;
glm::mat4 MVP = gProjectionMatrix * gViewMatrix * ModelMatrix;
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &gViewMatrix[0][0]);
glm::vec3 lightPos = glm::vec3(4, 4, 4);
glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);
glEnable(GL_PROGRAM_POINT_SIZE);
glBindVertexArray(VertexArrayId[0]); // draw Vertices
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferId[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertices), Vertices); // update buffer data
//glDrawElements(GL_LINE_LOOP, NumVert[0], GL_UNSIGNED_SHORT, (void*)0);
glDrawElements(GL_POINTS, NumVert[0], GL_UNSIGNED_SHORT, (void*)0);
// ATTN: OTHER BINDING AND DRAWING COMMANDS GO HERE, one set per object:
//glBindVertexArray(VertexArrayId[<x>]); etc etc
glBindVertexArray(0);
glBindVertexArray(VertexArrayId[1]); // draw Vertices
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferId[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(LineVertices), LineVertices); // update buffer data
glDrawElements(GL_LINE_STRIP, NumVert[1], GL_UNSIGNED_SHORT, (void*)0);
glBindVertexArray(1);
glBindVertexArray(VertexArrayId[2]); // draw Vertices
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferId[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(kPlusOneIndices), kPlusOneVertices); // update buffer data
glDrawElements(GL_LINE_STRIP, NumVert[2], GL_UNSIGNED_SHORT, (void*)0);
glBindVertexArray(2);
}
glUseProgram(0);
// Draw GUI
TwDraw();
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
void pickVertex(void)
{
// Clear the screen in white
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(pickingProgramID);
{
glm::mat4 ModelMatrix = glm::mat4(1.0); // TranslationMatrix * RotationMatrix;
glm::mat4 MVP = gProjectionMatrix * gViewMatrix * ModelMatrix;
// Send our transformation to the currently bound shader, in the "MVP" uniform
glUniformMatrix4fv(PickingMatrixID, 1, GL_FALSE, &MVP[0][0]);
glUniform1fv(pickingColorArrayID, NumVert[0], pickingColor); // here we pass in the picking marker array
// Draw the ponts
glEnable(GL_PROGRAM_POINT_SIZE);
glBindVertexArray(VertexArrayId[0]);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferId[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertices), Vertices); // update buffer data
glDrawElements(GL_POINTS, NumVert[0], GL_UNSIGNED_SHORT, (void*)0);
glBindVertexArray(0);
}
glUseProgram(0);
// Wait until all the pending drawing commands are really done.
// Ultra-mega-over slow !
// There are usually a long time between glDrawElements() and
// all the fragments completely rasterized.
glFlush();
glFinish();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Read the pixel at the center of the screen.
// You can also use glfwGetMousePos().
// Ultra-mega-over slow too, even for 1 pixel,
// because the framebuffer is on the GPU.
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
unsigned char data[4];
glReadPixels(xpos, window_height - ypos, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data); // OpenGL renders with (0,0) on bottom, mouse reports with (0,0) on top
// Convert the color back to an integer ID
gPickedIndex = int(data[0]);
// Uncomment these lines to see the picking shader in effect
//glfwSwapBuffers(window);
//continue; // skips the normal rendering
}
// fill this function in!
void moveVertex(void)
{
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
unsigned char data[4];
glReadPixels(xpos, 768 - ypos, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data); // OpenGL renders with (0,0) on bottom, mouse reports with (0,0) on top
glm::mat4 ModelMatrix = glm::mat4(1.0);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glm::vec4 vp = glm::vec4(viewport[0], viewport[1], viewport[2], viewport[3]);
// retrieve your cursor position
// get your world coordinates
// move points
if (gPickedIndex == 255) { // Full white, must be the background !
gMessage = "background";
}
else {
std::ostringstream oss;
oss << "point " << gPickedIndex;
gMessage = oss.str();
}
if ((glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT)) == GLFW_PRESS) {
printf("\n pressed");
Vertices[gPickedIndex].RGBA[0] = 0.5f;
Vertices[gPickedIndex].RGBA[1] = 0.5f;
Vertices[gPickedIndex].RGBA[2] = 0.5f;
Vertices[gPickedIndex].RGBA[3] = 1.0f;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glm::vec3 vertex = glm::unProject(glm::vec3(xpos, 768 - ypos, 0.0), ModelMatrix, gProjectionMatrix, vp);
Vertices[gPickedIndex].XYZW[0] = -vertex[0];
Vertices[gPickedIndex].XYZW[1] = vertex[1];
LineVertices[gPickedIndex].XYZW[0] = -vertex[0];
LineVertices[gPickedIndex].XYZW[1] = vertex[1];
}
else {
printf("released");
Vertices[gPickedIndex].RGBA[0] = OriginalVertices[gPickedIndex].RGBA[0];
Vertices[gPickedIndex].RGBA[1] = OriginalVertices[gPickedIndex].RGBA[1];
Vertices[gPickedIndex].RGBA[2] = OriginalVertices[gPickedIndex].RGBA[2];
Vertices[gPickedIndex].RGBA[3] = OriginalVertices[gPickedIndex].RGBA[3];
}
}
int initWindow(void)
{
// Initialise GLFW
if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
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);
// Open a window and create its OpenGL context
window = glfwCreateWindow(window_width, window_height, "Lastname,FirstName(ufid)", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
// Initialize the GUI
TwInit(TW_OPENGL_CORE, NULL);
TwWindowSize(window_width, window_height);
TwBar * GUI = TwNewBar("Picking");
TwSetParam(GUI, NULL, "refresh", TW_PARAM_CSTRING, 1, "0.1");
TwAddVarRW(GUI, "Last picked object", TW_TYPE_STDSTRING, &gMessage, NULL);
// Set up inputs
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_FALSE);
glfwSetCursorPos(window, window_width / 2, window_height / 2);
glfwSetMouseButtonCallback(window, mouseCallback);
glfwSetKeyCallback(window, keyCallback);
return 0;
}
void initOpenGL(void)
{
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
// Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE);
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
//glm::mat4 ProjectionMatrix = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
// Or, for an ortho camera :
gProjectionMatrix = glm::ortho(-4.0f, 4.0f, -3.0f, 3.0f, 0.0f, 100.0f); // In world coordinates
// Camera matrix
gViewMatrix = glm::lookAt(
glm::vec3(0, 0, -5), // Camera is at (4,3,3), in World Space
glm::vec3(0, 0, 0), // and looks at the origin
glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down)
);
// Create and compile our GLSL program from the shaders
programID = LoadShaders("StandardShading.vertexshader", "StandardShading.fragmentshader");
pickingProgramID = LoadShaders("Picking.vertexshader", "Picking.fragmentshader");
// Get a handle for our "MVP" uniform
MatrixID = glGetUniformLocation(programID, "MVP");
ViewMatrixID = glGetUniformLocation(programID, "V");
ModelMatrixID = glGetUniformLocation(programID, "M");
PickingMatrixID = glGetUniformLocation(pickingProgramID, "MVP");
// Get a handle for our "pickingColorID" uniform
pickingColorArrayID = glGetUniformLocation(pickingProgramID, "PickingColorArray");
pickingColorID = glGetUniformLocation(pickingProgramID, "PickingColor");
// Get a handle for our "LightPosition" uniform
LightID = glGetUniformLocation(programID, "LightPosition_worldspace");
createVAOs(Vertices, Indices, sizeof(Vertices), sizeof(Indices), 0);
createVAOs(LineVertices, LineIndices, sizeof(LineVertices), sizeof(LineIndices), 1);
createVAOs(kPlusOneVertices, kPlusOneIndices, sizeof(kPlusOneVertices), sizeof(kPlusOneIndices), 2);
printf("\nVAO");
createObjects();
// ATTN: create VAOs for each of the newly created objects here:
// createVAOs(<fill this appropriately>);
}
void createVAOs(Vertex Vertices[], unsigned short Indices[], size_t BufferSize, size_t IdxBufferSize, int ObjectId) {
NumVert[ObjectId] = IdxBufferSize / (sizeof GLubyte);
GLenum ErrorCheckValue = glGetError();
size_t VertexSize = sizeof(Vertices[0]);
size_t RgbOffset = sizeof(Vertices[0].XYZW);
// Create Vertex Array Object
glGenVertexArrays(1, &VertexArrayId[ObjectId]);
glBindVertexArray(VertexArrayId[ObjectId]);
// Create Buffer for vertex data
glGenBuffers(1, &VertexBufferId[ObjectId]);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferId[ObjectId]);
glBufferData(GL_ARRAY_BUFFER, BufferSize, Vertices, GL_STATIC_DRAW);
// Create Buffer for indices
glGenBuffers(1, &IndexBufferId[ObjectId]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBufferId[ObjectId]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, IdxBufferSize, Indices, GL_STATIC_DRAW);
// Assign vertex attributes
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, VertexSize, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, VertexSize, (GLvoid*)RgbOffset);
glEnableVertexAttribArray(0); // position
glEnableVertexAttribArray(1); // color
// Disable our Vertex Buffer Object
glBindVertexArray(0);
ErrorCheckValue = glGetError();
if (ErrorCheckValue != GL_NO_ERROR)
{
fprintf(
stderr,
"ERROR: Could not create a VBO: %s \n",
gluErrorString(ErrorCheckValue)
);
}
}
void cleanup(void)
{
// Cleanup VBO and shader
for (int i = 0; i < NumObjects; i++) {
glDeleteBuffers(1, &VertexBufferId[i]);
glDeleteBuffers(1, &IndexBufferId[i]);
glDeleteVertexArrays(1, &VertexArrayId[i]);
}
glDeleteProgram(programID);
glDeleteProgram(pickingProgramID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
}
static void mouseCallback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
pickVertex();
}
}
static void keyCallback(GLFWwindow* window, int button, int scancode, int action, int mods) {
if (button == GLFW_KEY_1 && action == GLFW_PRESS) {
createObjects();
//printf("\n1 pressed");
}
}
int main(void)
{
// initialize window
int errorCode = initWindow();
if (errorCode != 0)
return errorCode;
// initialize OpenGL pipeline
initOpenGL();
// For speed computation
double lastTime = glfwGetTime();
int nbFrames = 0;
do {
// Measure speed
double currentTime = glfwGetTime();
nbFrames++;
if (currentTime - lastTime >= 1.0) { // If last prinf() was more than 1sec ago
// printf and reset
printf("%f ms/frame\n", 1000.0 / double(nbFrames));
nbFrames = 0;
lastTime += 1.0;
}
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, 1);
// DRAGGING: move current (picked) vertex with cursor
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT))
moveVertex();
// DRAWING SCENE
glfwSetKeyCallback(window, keyCallback);
//createObjects(); // re-evaluate curves in case vertices have been moved
drawScene();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
cleanup();
return 0;
}
have you tried using arrays like this
bool MAP::InsertVertex(long obj, GLdouble x, GLdouble y, GLdouble z,GLfloat r
,GLfloat g, GLfloat b, GLfloat a,GLfloat nx, GLfloat ny
,GLfloat nz, GLfloat fogdepth)
{
MAP_VERTEX new_vertex;
long rgb = GenerateVertexColor(obj);
if(obj>header.max_objects||obj<0)
return (false);
new_vertex.xyz[0] =x;
new_vertex.xyz[1] =y;
new_vertex.xyz[2] =z;
new_vertex.rgba[0] =r;
new_vertex.rgba[1] =g;
new_vertex.rgba[2] =b;
new_vertex.rgba[3] =a;
new_vertex.normal[0] =nx;
new_vertex.normal[1] =ny;
new_vertex.normal[2] =nz;
new_vertex.fogdepth =fogdepth;
new_vertex.select_rgb[0] = GetRValue(rgb);
new_vertex.select_rgb[1] = GetGValue(rgb);
new_vertex.select_rgb[2] = GetBValue(rgb);
if(object[obj].max_vertices==0) object[obj].vertex = new MAP_VERTEX
[object[obj].max_vertices+1];
else{
//Backing up the vertices that are already there
MAP_VERTEX *temp = new MAP_VERTEX[object[obj].max_vertices+1];
for(long i=0;i<object[obj].max_vertices;i++)
temp[i] = object[obj].vertex[i];
//Deleting the old vertices that were allocated earlier
delete [] object[obj].vertex;
//Now allocating new memory for vertex with an extra buffer
object[obj].vertex = new MAP_VERTEX[object[obj].max_vertices+2];
for(long i=0;i<object[obj].max_vertices;i++)
object[obj].vertex[i] =temp[i];
delete [] temp;
temp = NULL;
}
//Insert a new Vertex
object[obj].vertex[object[obj].max_vertices] = new_vertex;
object[obj].max_vertices++;
return (true);
}
I've been having a problem lately with openGL. In my program that has worked fine before, I try to draw a group of polygons to the screen but the program throws an error and for the life of me I can't find the cause of it. I've literally changed nothing from my code, it just started throwing errors one day after coming back to it after a month. The error is:
Unhandled exception at 0x69F2883E (nvoglv32.dll) in openGLtest.exe:
0xC0000005: Access violation reading location 0x00000000.
I have reproduced the error with the code below. Some more strange behavior I've noticed is that if I change the call to glDrawArrays to something like:
glDrawArrays(GL_TRIANGLES, 3, numV);
or
glDrawArrays(GL_TRIANGLES, 0, 258);
then the program doesn't throw the error though obviously it doesn't render properly, rendering only half of the rectangle, or rendering the rectangle plus some garbage input.
It's very strange, if it renders more than 255 points it works fine but any less and it throws the error.
#include <SDL.h>
#include <GL/glew.h>
#include <math.h>
#include <vector>
struct Vector2f{
public:
float x, y;
Vector2f() {}
Vector2f(float _x, float _y) { x = _x; y = _y; }
};
struct Vector3f {
public:
float x, y, z;
Vector3f() { x = 0.0, y = 0.0, z = 0.0; }
Vector3f(float _x, float _y, float _z) { x = _x; y = _y; z = _z; }
};
struct Vertex {
Vector3f m_pos;
Vector2f m_tex;
Vector3f m_normal;
Vertex() {}
Vertex(Vector3f pos, Vector2f tex) {
m_pos = pos;
m_tex = tex;
m_normal = Vector3f(0.0f, 0.0f, 0.0f);
}
Vertex(Vector3f pos, Vector2f tex, Vector3f norm) {
m_pos = pos;
m_tex = tex;
m_normal = norm;
}
};
SDL_Window* Window_Display = NULL;
SDL_GLContext glcontext;
GLuint VBO;
int width = 800;
int height = 600;
float ratio = (float)width / (float)height;
int numV;
std::vector<Vertex> _VBO;
bool initWindow() {
//draw a square
_VBO.push_back(Vertex(Vector3f(-0.8f, -0.8f, 0.0f), Vector2f(0.0f, 0.0f), Vector3f(0.0f, 0.0f, 0.0f)));
_VBO.push_back(Vertex(Vector3f(0.8f, -0.8f, 0.0f), Vector2f(0.0f, 0.0f), Vector3f(0.0f, 0.0f, 0.0f)));
_VBO.push_back(Vertex(Vector3f(0.8f, 0.8f, 0.0f), Vector2f(0.0f, 0.0f), Vector3f(0.0f, 0.0f, 0.0f)));
_VBO.push_back(Vertex(Vector3f(-0.8f, -0.8f, 0.0f), Vector2f(0.0f, 0.0f), Vector3f(0.0f, 0.0f, 0.0f)));
_VBO.push_back(Vertex(Vector3f(-0.8f, 0.8f, 0.0f), Vector2f(0.0f, 0.0f), Vector3f(0.0f, 0.0f, 0.0f)));
_VBO.push_back(Vertex(Vector3f(0.8f, 0.8f, 0.0f), Vector2f(0.0f, 0.0f), Vector3f(0.0f, 0.0f, 0.0f)));
numV = 6;
if (SDL_Init(SDL_INIT_VIDEO) < 0) return false;
if ((Window_Display = SDL_CreateWindow("OpenGL Drawing Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL)) == NULL) return false;
glcontext = SDL_GL_CreateContext(Window_Display);
glewInit();
return true;
}
bool drawScene() {
glEnableClientState(GL_VERTEX_ARRAY);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective
glLoadIdentity(); //Reset the drawing perspective
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, numV * sizeof(Vertex), &_VBO[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)20);
glDrawArrays(GL_TRIANGLES, 0, numV); //Unhandled exception at 0x69F2883E (nvoglv32.dll) in openGLtest.exe: 0xC0000005: Access violation reading location 0x00000000.
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
SDL_GL_SwapWindow(Window_Display); //Send the 3D scene to the screen
glDisableClientState(GL_VERTEX_ARRAY);
return true;
}
int main(int argc, char* args[]) {
if (initWindow()) {
while (drawScene()) {}
}
return 0;
}