I'm having a problem with my OpenGL application. When I don't have DEPTH_TEST enabled it draws fine (except for the wrong draw order), but if I enable it everything starts to flicker. OpenGL doesn't give any errors. I also didn't forget the glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);. I'm pretty clueless to what causes my problem. Any help would be appreciated.
main.cpp
#include <iostream>
#include <SDL2\SDL.h>
#include <GL\glew.h>
#include <glm\glm.hpp>
#include <glm\gtc\matrix_transform.hpp>
#include <fstream>
#include <string>
#include "vertexdata.h"
#define WIDTH 800
#define HEIGHT 600
std::string filetobuf(const char*);
int main(int, char**) {
// Init the window with an OpenGL context
SDL_Window *window;
SDL_Init(SDL_INIT_EVERYTHING);
window = SDL_CreateWindow("SDL window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, SDL_WINDOW_OPENGL);
SDL_GLContext context = SDL_GL_CreateContext(window);
glewInit();
// Create the shaders
std::string vertexsourceString = filetobuf("tutorial2.vert");
std::string fragmentsourceString = filetobuf("tutorial2.frag");
const char* vertexsource = vertexsourceString.c_str();
const char* fragmentsource = fragmentsourceString.c_str();
GLuint vertexshader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexshader, 1, (const GLchar**)&vertexsource, 0);
glCompileShader(vertexshader);
GLuint fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentshader, 1, (const GLchar**)&fragmentsource, 0);
glCompileShader(fragmentshader);
GLuint shaderprogram = glCreateProgram();
glAttachShader(shaderprogram, vertexshader);
glAttachShader(shaderprogram, fragmentshader);
glBindAttribLocation(shaderprogram, 0, "in_Position");
glBindAttribLocation(shaderprogram, 1, "in_Color");
glLinkProgram(shaderprogram);
glUseProgram(shaderprogram);
// Setup rectangles
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo[3];
glGenBuffers(3, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDICES_SIZE, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glBufferData(GL_ARRAY_BUFFER, COLOR_BUFFER_SIZE, colors, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
GLint projectionMatrixLocation = glGetUniformLocation(shaderprogram, "projectionMatrix");
glm::mat4 projectionMatrix = glm::perspective(70.0f, (float)WIDTH / (float)HEIGHT, 0.0f, 100.0f);
glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]);
GLint modelMatrixLocation = glGetUniformLocation(shaderprogram, "modelMatrix");
glClearColor(0, 0, 1, 1);
glEnable(GL_DEPTH_TEST);
bool running = true;
while (running) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
running = false;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 modelMatrix(1);
modelMatrix = glm::translate(modelMatrix, glm::vec3(0, 0, -5));
modelMatrix = glm::rotate(modelMatrix, SDL_GetTicks() / 500.0f, glm::vec3(0, 1, 0));
glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]);
glDrawElements(GL_TRIANGLES, INDICES_SIZE, GL_UNSIGNED_BYTE, 0);
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
std::string filetobuf(const char* path)
{
if (path == nullptr) {
std::cout << "No file specified!" << std::endl;
return 0;
}
std::ifstream file(path);
if (!file.is_open()) {
std::cout << "File not found! '" << path << "'" << std::endl;
return 0;
}
std::string source;
std::string line;
while (file.good()) {
std::getline(file, line);
source += line + "\n";
}
file.close();
return source;
}
vertexdata.h
#pragma once
#include <GL\GL.h>
#define INDICES_SIZE 12
#define COLOR_VECTOR_SIZE 3
#define VERTEX_VECTOR_SIZE 3
#define VERTEX_COUNT 8
#define COLOR_BUFFER_SIZE COLOR_VECTOR_SIZE * VERTEX_COUNT * sizeof(GLfloat)
#define VERTEX_BUFFER_SIZE VERTEX_VECTOR_SIZE * VERTEX_COUNT * sizeof(GLfloat)
static GLubyte indices[] = {
0, 1, 2,
2, 3, 0,
4, 5, 6,
6, 7, 4,
};
static GLfloat colors[] = {
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
};
static GLfloat vertices[] = {
1, 1, 1,
1, -1, 1,
-1, -1, 1,
-1, 1, 1,
1, 1, -1,
1, -1, -1,
-1, -1, -1,
-1, 1, -1,
};
Note: I removed the error checking from the main.cpp file to decrease the file size.
You can't set near plane to zero. Put something reasonable, like 0.1f instead.
glm::mat4 projectionMatrix = glm::perspective(70.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
Related
I'm trying to draw two lines which's vertices are:
glm::vec2(100, 100),
glm::vec2(300, 100),
glm::vec2(100, 100),
glm::vec2(100, 300)
The other line seems to not overlap with the other one like seen in the picture:
Instead the other line starts from the left of this line. How could this be resolved so that it would be overlapping the other line?
Vertex shader (test.vs):
#version 120
attribute vec2 position;
attribute vec4 in_color;
varying vec4 color;
uniform mat4 projection;
uniform mat4 view;
void main() {
color = in_color;
gl_Position = projection * view * vec4(position, 0, 1);
}
Fragment shader (test.fs):
#version 120
varying vec4 color;
void main()
{
gl_FragColor = color;
}
Source code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <glm/gtx/transform.hpp>
void checkCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << infoLog << '\n';
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << infoLog << '\n';
}
}
}
int main( void )
{
const glm::vec2 window_size(640, 480);
GLFWwindow *window;
if (!glfwInit())
{
return -1;
}
window = glfwCreateWindow(window_size.x, window_size.y, "window", 0, 0);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
std::cout << "glew not ok" << '\n';
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable( GL_BLEND );
glViewport( 0.0f, 0.0f, window_size.x, window_size.y);
std::ifstream fvertex;
std::ifstream ffragment;
std::stringstream vss, fss;
fvertex.open("test.vs");
ffragment.open("test.fs");
vss << fvertex.rdbuf();
fss << ffragment.rdbuf();
fvertex.close();
ffragment.close();
std::string vs;
std::string fs;
vs = vss.str();
fs = fss.str();
unsigned int vertex, fragment;
const char* vsc = vs.c_str();
const char* fsc = fs.c_str();
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vsc, 0);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fsc, 0);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
uint32_t id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
glLinkProgram(id);
checkCompileErrors(id, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
glm::vec2 vertices[] =
{
glm::vec2(100, 100),
glm::vec2(300, 100),
glm::vec2(100, 100),
glm::vec2(100, 300)
};
glm::vec4 colors[] = {
glm::vec4(1, 0, 0, 0.6),
glm::vec4(1, 0, 0, 0.6),
glm::vec4(0, 1, 0, 0.4),
glm::vec4(0, 1, 0, 0.4)
};
uint32_t vao = 0, position_vbo = 0, color_vbo = 0;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &position_vbo);
glGenBuffers(1, &color_vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, position_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
int location = glGetAttribLocation(id, "position");
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, color_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
location = glGetAttribLocation(id, "in_color");
glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glm::mat4 projection(1);
projection = glm::ortho(window_size.x * 0.5, window_size.x + window_size.x * 0.5, window_size.y + window_size.y * 0.5, window_size.y * 0.5, 0.1, 1000.0);
glm::mat4 view(1);
view = glm::translate(view, glm::vec3(window_size.x * 0.5, window_size.y * 0.5, -700.0f));
view = view * glm::lookAtLH(glm::vec3(0, 0, 0), glm::vec3(0, 0, 1), glm::vec3(0, 1, 0));
glUseProgram(id);
glUniformMatrix4fv(glGetUniformLocation(id, "projection"), 1, GL_FALSE, (float*)&projection[0][0]);
glUniformMatrix4fv(glGetUniformLocation(id, "view"), 1, GL_FALSE, (float*)&view[0][0]);
glBindVertexArray(vao);
glDrawArrays(GL_LINES, 0, 4);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
An OpenGL project can't display any object anymore. I tried to remake everything from scratch but it still doesn't works.
Main Code
#include <vector>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <imgui_impl_glfw_gl3.h>
#include "Loader.h"
void on_error(int error, const char* description)
{
std::cout << "GLFW error " << error << " : \"" << description << "\"" << std::endl;
}
int main()
{
//Init glfw
glfwSetErrorCallback(on_error);
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//Init window
auto window = glfwCreateWindow(1920, 1080, "gl_Crane", NULL, NULL);
if (!window) { glfwTerminate(); return -1; }
glfwMakeContextCurrent(window);
//Init glew
glewExperimental = true;
if (glewInit() != GLEW_OK) { glfwTerminate(); return -1; }
//Some opengl options
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEBUG_OUTPUT);
glDepthFunc(GL_LESS);
//glEnable(GL_CULL_FACE);
//matrices
std::vector<glm::vec3> vertices = {
{-.2f, -.2f, 0}, {0, .2f, 0}, {.2f, -.2f, 0}
};
std::vector<glm::vec3> colors = {
{1, 0, 0}, {0, 1, 0}, {0, 0, 1}
};
std::vector<GLushort> indexes = {
0, 1, 2
};
//vertexArray
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
//vertexbuffer
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);
//colorbuffer
GLuint color_buffer;
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * colors.size(), colors.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);
//indexbuffer
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indexes.size(), indexes.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
//Init shader
auto shader_program = new ShaderProgram;
shader_program->initFromFiles("../Crane/simple.vert", "../Crane/simple.frag");
//shader_program->addUniform("MVP");
ImGui_ImplGlfwGL3_Init(window, true);
glfwSwapInterval(1);
while (!glfwWindowShouldClose(window))
{
ImGui_ImplGlfwGL3_NewFrame();
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
//maj viewport
int display_w, display_h;
glfwGetFramebufferSize(window, &display_h, &display_w);
glViewport(0, 0, display_w, display_h);
//clear screen
glClearColor(.2f, .2f, .2f, 0);
glClear(GL_COLOR_BUFFER_BIT);
//draw stuff
shader_program->use();
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
//auto mvp = glm::mat4(1);
//glUniformMatrix4fv(shader_program->uniform("MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
shader_program->disable();
ImGui::Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader_program->disable();
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
}
Fragment shader
#version 430
in vec3 fColors;
out vec4 fragColors;
void main()
{
fragColors = vec4(fColors, 1.0);
}
Vertex shader
#version 430
layout (location = 0) in vec4 vertexPosition;
layout (location = 1) in vec3 vertexColor;
out vec3 fColors;
void main()
{
fColors = vertexColor;
gl_Position = vertexPosition;
}
Additionally, I use the shader loader from here :
r3dux shader loader
In your program the Depth Test (glEnable(GL_DEPTH_TEST)).
The depth of a fragment is stored in a separate buffer. This buffer has to be cleared too, at the begin of every frame, as you do it with the color buffer. See glClear:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Of course, if you would disable the depth test, then you would "see" the triangle, too.
In the code below, I don't understand why some faces have their normals reversed.
The triangles looks ordered in the anti-clockwise direction, but some faces remain black.
When I modify the fragment shader with color = -vnormal; the two black faces are rendered correctly, but not the others, obviously.
Thanks for any help given
// minimalist but fonctional code using glew, glfw, glm
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shaders.h"
GLuint myVAO;
void createCube() {
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
const GLfloat cube_vertices[] = {
1, 1, 1, -1, 1, 1, -1,-1, 1, // v0-v1-v2 (front)
-1,-1, 1, 1,-1, 1, 1, 1, 1, // v2-v3-v0
1, 1, 1, 1,-1, 1, 1,-1,-1, // v0-v3-v4 (right)
1,-1,-1, 1, 1,-1, 1, 1, 1, // v4-v5-v0
1, 1, 1, 1, 1,-1, -1, 1,-1, // v0-v5-v6 (top)
-1, 1,-1, -1, 1, 1, 1, 1, 1, // v6-v1-v0
-1, 1, 1, -1, 1,-1, -1,-1,-1, // v1-v6-v7 (left)
-1,-1,-1, -1,-1, 1, -1, 1, 1, // v7-v2-v1
-1,-1,-1, 1,-1,-1, 1,-1, 1, // v7-v4-v3 (bottom)
1,-1, 1, -1,-1, 1, -1,-1,-1, // v3-v2-v7
1,-1,-1, -1,-1,-1, -1, 1,-1, // v4-v7-v6 (back)
-1, 1,-1, 1, 1,-1, 1,-1,-1 }; // v6-v5-v4
// normal array
const GLfloat cube_normalsI[] = {
0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2 (front)
0, 0, 1, 0, 0, 1, 0, 0, 1, // v2-v3-v0
1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4 (right)
1, 0, 0, 1, 0, 0, 1, 0, 0, // v4-v5-v0
0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6 (top)
0, 1, 0, 0, 1, 0, 0, 1, 0, // v6-v1-v0
-1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7 (left)
-1, 0, 0, -1, 0, 0, -1, 0, 0, // v7-v2-v1
0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3 (bottom)
0,-1, 0, 0,-1, 0, 0,-1, 0, // v3-v2-v7
0, 0,-1, 0, 0,-1, 0, 0,-1, // v4-v7-v6 (back)
0, 0,-1, 0, 0,-1, 0, 0,-1 }; // v6-v5-v4
// Upload per-vertex positions
GLuint positionVBO = 0;
glGenBuffers(1, &positionVBO);
glBindBuffer(GL_ARRAY_BUFFER, positionVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices) * sizeof(GLfloat), cube_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Upload per-vertex normals
GLuint normalVBO = 0;
glGenBuffers(1, &normalVBO);
glBindBuffer(GL_ARRAY_BUFFER, normalVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normalsI) * sizeof(GLfloat), cube_normalsI, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Hook up vertex/normals buffers to a "vertex array object" (VAO)
glGenVertexArrays(1, &myVAO);
glBindVertexArray(myVAO);
// Attach position buffer as attribute 0
glBindBuffer(GL_ARRAY_BUFFER, positionVBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Attach normal buffer as attribute 1
glBindBuffer(GL_ARRAY_BUFFER, normalVBO);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
int main(int argc, char** argv) {
glfwInit();
GLFWwindow* window = glfwCreateWindow(768, 768, "", NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE); // same problem with glEnable(GL_FRONT_AND_BACK);
glClearColor(0.8f, 0.7f, 0.5f, 1.0f);
unsigned int program = shaders::CreateShader("simple.vert", "simple.frag");
createCube();
while (glfwWindowShouldClose(window) == GL_FALSE) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0));
glm::mat4 view = glm::lookAt(glm::vec3(-2.0, -2.0, 0.0), glm::vec3(0.0, 0.0, -4.0), glm::vec3(0.0, 1.0, 0.0));
glm::mat4 projection = glm::perspective(45.0f, 1.0f, 0.1f, 10.0f);
glm::mat4 mvp = projection * view * model;
glUseProgram(program);
GLuint imvp = glGetUniformLocation(program, "mvp");
glUniformMatrix4fv(imvp, 1, false, glm::value_ptr(mvp));
glBindVertexArray(myVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapBuffers(window);
}
}
The vertex shader:
#version 330 core
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec3 in_normal;
uniform mat4 mvp;
out vec3 vnormal;
void main() {
vnormal = in_normal;
gl_Position = mvp * vec4(in_position,1);
}
The fragment shader:
#version 330 core
in vec3 vnormal;
out vec3 color;
void main() {
color= vnormal;
}
Output colors get clamped to the 0.0-1.0 range.
So your negative normals like -1, 0, 0 end up as RGB(0,0,0) in the color buffer.
I have a simple D application using DerelictGL3 and DerelictSDL2. I am trying to render a red triangle using vertex buffer objects however whenever I run glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, float.sizeof * 2, null);, glGetError() returns 1282 (Invalid Operation). The code is as follows...
app.d
import std.string;
import std.conv;
import std.stdio;
import std.file;
import std.c.stdlib;
import derelict.opengl3.gl3;
import derelict.sdl2.sdl;
void main() {
DerelictSDL2.load();
DerelictGL3.load();
assert(SDL_Init(SDL_INIT_VIDEO) >= 0);
auto vertex_shader = (cast(string) read("shaders/minimal.vert")).toStringz;
auto fragment_shader = (cast(string) read("shaders/minimal.frag")).toStringz;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
auto final_param = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
auto window = SDL_CreateWindow("Triangle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, final_param);
assert(window);
SDL_GL_CreateContext(window);
DerelictGL3.reload();
GLfloat[] vertices = [1, 1, 1, -1, -1, 1, -0.8, -1, 1];
uint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.length * float.sizeof, vertices.ptr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
auto program = glCreateProgram();
auto vshader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshader, 1, &vertex_shader, null);
glCompileShader(vshader);
glAttachShader(program, vshader);
auto fshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fshader, 1, &fragment_shader, null);
glCompileShader(fshader);
glAttachShader(program, fshader);
glLinkProgram(program);
glUseProgram(program);
auto position = glGetAttribLocation(program, "position");
auto close = false;
check();
while(!close) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) close = true;
}
glClearColor(1, 0.4, 0.4, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(position);
check("before"); // Does not return error.
glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, float.sizeof * 2, null); // <- Causing Invalid Operation GL error.
check("after"); // Returns error.
glDrawArrays(GL_TRIANGLES, 0, 3);
SDL_GL_SwapWindow(window);
}
}
void check(string msg="") {
auto error = glGetError();
assert(error == 0, msg ~ ":" ~ to!string(error));
}
shaders/minimal.vert
#version 120
attribute vec2 position;
void main(void) {
gl_Position = vec4(position, 0, 1);
}
shaders/minimal.frag
#version 120
void main(void) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
When ignoring the error, a red rectangle is rendered in the top right corner of the screen.
You're missing a VAO which is required in OpenGL 3.2. You can create it before other buffers like this:
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
What might help is enabling OpenGL debug logging, you can do it like this: https://github.com/d-gamedev-team/gfm/blob/master/opengl/gfm/opengl/opengl.d#L419
Some drivers like the NVIDIA one provide extensive warning when something go wrong, the problem might not be where you think it is.
I'm going insane because I can't make a simple set of triangles appear in my screen.
I'm using OpenGL3 (without the deprecated fixed pipeline) using the derelict bindings for the D programming language.
Can you spot the error in the following program? It compiles just fine and doesn't throw any OpenGL/GLSL error. It just shows a blank screen with the clear color I set.
import std.string;
import std.conv;
import derelict.opengl3.gl3;
import derelict.sdl2.sdl2;
immutable string minimalVertexShader = `
#version 120
attribute vec2 position;
void main(void)
{
gl_Position = vec4(position, 0, 1);
}
`;
immutable string minimalFragmentShader = `
#version 120
void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
void main() {
DerelictSDL2.load();
DerelictGL3.load();
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
throw new Exception("Failed to initialize SDL: " ~ to!string(SDL_GetError()));
}
// Set OpenGL version
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
// Set OpenGL attributes
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
auto sdlwindow = SDL_CreateWindow("D App",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if (!sdlwindow)
throw new Exception("Failed to create a SDL window: " ~ to!string(SDL_GetError()));
SDL_GL_CreateContext(sdlwindow);
DerelictGL3.reload();
float[] vertices = [ -1, -1, 1, -1, -1, 1, 1, 1];
ushort[] indices = [0, 1, 2, 3];
uint vbo, ibo;
// Create VBO
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.sizeof, vertices.ptr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Create IBO
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.sizeof, indices.ptr, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Program
auto program = glCreateProgram();
// Vertex Shader
auto vsh = glCreateShader(GL_VERTEX_SHADER);
auto vshSrc = minimalVertexShader.toStringz;
glShaderSource(vsh, 1, &vshSrc, null);
glCompileShader(vsh);
glAttachShader(program, vsh);
// Fragment Shader
auto fsh = glCreateShader(GL_FRAGMENT_SHADER);
auto fshSrc = minimalFragmentShader.toStringz;
glShaderSource(fsh, 1, &fshSrc, null);
glCompileShader(fsh);
glAttachShader(program, fsh);
glLinkProgram(program);
glUseProgram(program);
auto position = glGetAttribLocation(program, "position");
auto run = true;
while (run) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
run = false;
default:
break;
}
}
glClearColor(1, 0.9, 0.8, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(position);
glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, vertices.sizeof, null);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, null);
glDisableVertexAttribArray(position);
SDL_GL_SwapWindow(sdlwindow);
}
}
On this line:
glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, vertices.sizeof, null);
are you sure that you want vertices.sizeof, which has a value of 16? In D, a dynamic array is a struct with two members (ptr and length). You probably want either float.sizeof or float.sizeof * 2.
And the same goes for your BufferData calls.