draw sphere in OpenGL 4.0 - c++

my OpenGL version is 4.0. I would like to draw a sphere through latitude and longitude. I use this method:
x=ρsinϕcosθ
y=ρsinϕsinθ
z=ρcosϕ
This is a part of my code:
glm::vec3 buffer[1000];
glm::vec3 outer;
buffercount = 1000;
float section = 10.0f;
GLfloat alpha, beta;
int index = 0;
for (alpha = 0.0 ; alpha <= PI; alpha += PI/section)
{
for (beta = 0.0 ; beta <= 2* PI; beta += PI/section)
{
outer.x = radius*cos(beta)*sin(alpha);
outer.y = radius*sin(beta)*sin(alpha);
outer.z = radius*cos(alpha);
buffer[index] = outer;
index = index +1;
}
}
GLuint sphereVBO, sphereVAO;
glGenVertexArrays(1, &sphereVAO);
glGenBuffers(1,&sphereVBO);
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER,sphereVBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(glm::vec3) *buffercount ,&buffer[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
...
while (!glfwWindowShouldClose(window))
{
...
...
for (GLuint i = 0; i < buffercount; i++)
{
...
...
glm::mat4 model;
model = glm::translate(model, buffer[i]);
GLfloat angle = 10.0f * i;
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
glUniformMatrix4fv(modelMat, 1, GL_FALSE, glm::value_ptr(model));
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 900);
glfwSwapBuffers(window);
}
if section = 5, the performance is like this:
if section = 20. the performance is like this:
I think that I might have logic problem in my code. I am struggle in this problem...
-----update-----
I edited my code, It doesn't have any error, but I got a blank screen. I guess that something wrong in my vertex shader. I might pass wrong variables to vertex sheder. Please help me.
gluperspective is deprecated in my OpenGL 4.1
I switch to :
float aspect=float(4.0f)/float(3.0f);
glm::mat4 projection_matrix = glm::perspective(60.0f/aspect,aspect,0.1f,100.0f);
It shows that this error: constant expression evaluates to -1 which cannot be narrowed to type 'GLuint'(aka 'unsigned int')
GLuint sphere_vbo[4]={-1,-1,-1,-1};
GLuint sphere_vao[4]={-1,-1,-1,-1};
I'm not sure how to revise it...I switch to:
GLuint sphere_vbo[4]={1,1,1,1};
GLuint sphere_vao[4]={1,1,1,1};
I put Spektre's code in spherer.h file
This is a part of my main.cpp file:
...
...
Shader shader("basic.vert", "basic.frag");
sphere_init();
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.Use();
GLuint MatrixID = glGetUniformLocation(shader.Program, "MVP");
GLfloat radius = 10.0f;
GLfloat camX = sin(glfwGetTime()) * radius;
GLfloat camZ = cos(glfwGetTime()) * radius;
// view matrix
glm::mat4 view;
view = glm::lookAt(glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
glm::mat4 view_matrix = view;
// projection matrix
float aspect=float(4.0f)/float(3.0f);
glm::mat4 projection_matrix = glm::perspective(60.0f/aspect,aspect,0.1f,100.0f);
// model matrix
glm::mat4 model_matrix = glm::mat4(1.0f);// identity
//ModelViewProjection
glm::mat4 model_view_projection = projection_matrix * view_matrix * model_matrix;
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &model_view_projection[0][0]);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-10.0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
sphere_draw();
glFlush();
glfwSwapBuffers(window);
}
sphere_exit();
glfwTerminate();
return 0;
}
This is my vertex shader file:
#version 410 core
uniform mat4 MVP;
layout(location = 0) in vec3 vertexPosition_modelspace;
out vec4 vertexColor;
void main()
{
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
vertexColor = vec4(0, 1, 0, 1.0);
}
I added error-check function get_log in my shader.h file.
...
...
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
get_log(vertex);
...
...
void get_log(GLuint shader){
GLint isCompiled = 0;
GLchar infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
printf("----error--- \n");
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "| ERROR::::" << &infoLog << "\n| -- ------------------ --------------------------------- -- |" << std::endl;
glDeleteShader(shader); // Don't leak the shader.
}else{
printf("---no error --- \n");
}
}
I tested both fragment shader and vertex shader, it both showed ---no error---

As I mentioned in the comments you need to add indices to your mesh VAO/VBO. Not sure why GL_QUADS is not implemented on your machine that makes no sense as it is basic primitive so to make this easy to handle I use only GL_TRIANGLES which is far from ideal but what to heck ... Try this:
//---------------------------------------------------------------------------
const int na=36; // vertex grid size
const int nb=18;
const int na3=na*3; // line in grid size
const int nn=nb*na3; // whole grid size
GLfloat sphere_pos[nn]; // vertex
GLfloat sphere_nor[nn]; // normal
//GLfloat sphere_col[nn]; // color
GLuint sphere_ix [na*(nb-1)*6]; // indices
GLuint sphere_vbo[4]={-1,-1,-1,-1};
GLuint sphere_vao[4]={-1,-1,-1,-1};
void sphere_init()
{
// generate the sphere data
GLfloat x,y,z,a,b,da,db,r=3.5;
int ia,ib,ix,iy;
da=2.0*M_PI/GLfloat(na);
db= M_PI/GLfloat(nb-1);
// [Generate sphere point data]
// spherical angles a,b covering whole sphere surface
for (ix=0,b=-0.5*M_PI,ib=0;ib<nb;ib++,b+=db)
for (a=0.0,ia=0;ia<na;ia++,a+=da,ix+=3)
{
// unit sphere
x=cos(b)*cos(a);
y=cos(b)*sin(a);
z=sin(b);
sphere_pos[ix+0]=x*r;
sphere_pos[ix+1]=y*r;
sphere_pos[ix+2]=z*r;
sphere_nor[ix+0]=x;
sphere_nor[ix+1]=y;
sphere_nor[ix+2]=z;
}
// [Generate GL_TRIANGLE indices]
for (ix=0,iy=0,ib=1;ib<nb;ib++)
{
for (ia=1;ia<na;ia++,iy++)
{
// first half of QUAD
sphere_ix[ix]=iy; ix++;
sphere_ix[ix]=iy+1; ix++;
sphere_ix[ix]=iy+na; ix++;
// second half of QUAD
sphere_ix[ix]=iy+na; ix++;
sphere_ix[ix]=iy+1; ix++;
sphere_ix[ix]=iy+na+1; ix++;
}
// first half of QUAD
sphere_ix[ix]=iy; ix++;
sphere_ix[ix]=iy+1-na; ix++;
sphere_ix[ix]=iy+na; ix++;
// second half of QUAD
sphere_ix[ix]=iy+na; ix++;
sphere_ix[ix]=iy-na+1; ix++;
sphere_ix[ix]=iy+1; ix++;
iy++;
}
// [VAO/VBO stuff]
GLuint i;
glGenVertexArrays(4,sphere_vao);
glGenBuffers(4,sphere_vbo);
glBindVertexArray(sphere_vao[0]);
i=0; // vertex
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_pos),sphere_pos,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
i=1; // indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(sphere_ix),sphere_ix,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,4,GL_UNSIGNED_INT,GL_FALSE,0,0);
i=2; // normal
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_nor),sphere_nor,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
/*
i=3; // color
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_col),sphere_col,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
*/
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
}
void sphere_exit()
{
glDeleteVertexArrays(4,sphere_vao);
glDeleteBuffers(4,sphere_vbo);
}
void sphere_draw()
{
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glBindVertexArray(sphere_vao[0]);
// glDrawArrays(GL_POINTS,0,sizeof(sphere_pos)/sizeof(GLfloat)); // POINTS ... no indices for debug
glDrawElements(GL_TRIANGLES,sizeof(sphere_ix)/sizeof(GLuint),GL_UNSIGNED_INT,0); // indices (choose just one line not both !!!)
glBindVertexArray(0);
}
void gl_draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float aspect=float(xs)/float(ys);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0/aspect,aspect,0.1,100.0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-10.0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
sphere_draw();
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
Usage is simple after OpenGL context is created and extensions loaded call sphere_init() before closing app call sphere_exit() (while OpenGL context is still running) and when you want to render call sphere_draw(). I make an gl_draw() example with some settings and here the preview of it:
The point is to create 2D grid of points covering whole surface of sphere (via spherical long,lat a,b angles) and then just create triangles covering whole grid...

Related

GLSL compiler can't find cameraPosition definition?

I am trying to build a code that uses OpenGL and shaders that adds texture to a square pyramid. After I added the functions to add the texture, ran the code but instead of rendering, I get a console window giving me the following error:
INFO: OpenGL Version: 4.4.0 NVIDIA 512.15
ERROR::SHADER::VERTEX::COMPILATION_FAILED
0(2) : error C1503: undefined variable "cameraPosition"
0(2) : error C1503: undefined variable "cameraPosition"
0(2) : error C1503: undefined variable "cameraPosition"
0(2) : error C1035: assignment of incompatible types
I have tried copying and pasting the cameraPosition variable from the bottom of my code to one of my main functions that has the gl_Position variable. But that did not solve the problem. Do I need to change the vec3 to vec4 somewhere or do I need to copy and paste the cameraPostion variable and definition somewhere else? Here is my code:
#include <iostream> // cout, cerr
#include <cstdlib> // EXIT_FAILURE
#include <GL/glew.h> // GLEW library
#include <GLFW/glfw3.h> // GLFW library
// GLM Math Header inclusions
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <SOIL2.h> // SOIL2 library
using namespace std; // Standard namespace
/*Shader program Macro*/
#ifndef GLSL
#define GLSL(Version, Source) "#version " #Version " core \n" #Source
#endif
// Input Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
// Declare View Matrix
glm::mat4 viewMatrix;
// Initialize FOV
GLfloat fov = 45.f;
// Define Camera Attributes
glm::vec3 cameraPosition = glm::vec3(0.f, 0.f, 3.f);
glm::vec3 target = glm::vec3(0.f, 0.f, 0.f);
glm::vec3 cameraDirection = glm::normalize(cameraPosition - target);
glm::vec3 worldUp = glm::vec3(0.f, 1.f, 0.f);
glm::vec3 cameraRight = glm::normalize(glm::cross(worldUp, cameraDirection));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraDirection, cameraRight));
glm::vec3 cameraFront = glm::normalize(glm::vec3(0.f, 0.f, -1.f));
// Declare target prototype
glm::vec3 getTarget();
// Camera transformation prototype
void TransformCamera();
// Boolean for keys and mouse buttons
bool keys[1024], mouseButtons[3];
// Boolean to check camera transformations
bool isPanning = false, isOrbiting = false;
// Radius, Pitch, and Yaw
GLfloat radius = 3.f, rawYaw = 0.f, rawPitch = 0.f, degYaw, degPitch;
GLfloat deltaTime = 0.f, lastFrame = 0.f;
GLfloat lastX = 400, lastY = 300, xChange, yChange;
bool firstMouseMove = true; // Detect inititial mouse movement
void initCamera();
// Unnamed namespace
namespace
{
const char* const WINDOW_TITLE = "Basic Camera Movement"; // Macro for window title
// Variables for window width and height
int WINDOW_WIDTH = 800;
int WINDOW_HEIGHT = 600;
// Stores the GL data relative to a given mesh
struct GLMesh
{
GLuint vao; // Handle for the vertex array object
GLuint vbos[2]; // Handles for the vertex buffer objects
GLuint nIndices; // Number of indices of the mesh
};
// Main GLFW window
GLFWwindow* gWindow = nullptr;
// Triangle mesh data
GLMesh gMesh;
// Shader program
GLuint gProgramId;
}
/* User-defined Function prototypes to:
* initialize the program, set the window size,
* redraw graphics on the window when resized,
* and render graphics on the screen
*/
bool UInitialize(int, char* [], GLFWwindow** window);
void UResizeWindow(GLFWwindow* window, int width, int height);
void UProcessInput(GLFWwindow* window);
void UCreateMesh(GLMesh& mesh);
void UDestroyMesh(GLMesh& mesh);
void URender();
bool UCreateShaderProgram(const char* vtxShaderSource, const char* fragShaderSource, GLuint& programId);
void UDestroyShaderProgram(GLuint programId);
/* Vertex Shader Source Code*/
const GLchar* vertexShaderSource = GLSL(440,
layout(location = 0) in vec3 position; // Vertex data from Vertex Attrib Pointer 0
layout(location = 1) in vec3 color; // Color data from Vertex Attrib Pointer 1
layout(location = 2) in vec2 texture; // Texture data from Vertex Attrib Pointer 2
out vec3 vertexColor; // variable to transfer color data to the fragment shader
out vec3 vertexTexture;
//Global variables for the transform matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform sampler2D myTexture; // Sampler
void main()
{
gl_Position = projection * view * model * vec4(cameraPosition.x, cameraPosition.y, cameraPosition.z, 1.0f); // transforms vertices to clip coordinates
vertexColor = color; // references incoming color data
vertexTexture = texture;
}
);
/* Fragment Shader Source Code*/
const GLchar* fragmentShaderSource = GLSL(440,
in vec3 vertexColor; // Variable to hold incoming color data from vertex shader
out vec3 fragmentColor;
out vec3 fragmentTexture;
void main()
{
fragmentColor = texture(myTexture, textTexture);
fragmentTexture = vec2(vertexTexture);
}
);
int main(int argc, char* argv[])
{
if (!UInitialize(argc, argv, &gWindow))
return EXIT_FAILURE;
// Create the mesh
UCreateMesh(gMesh); // Calls the function to create the Vertex Buffer Object
// Create the shader program
if (!UCreateShaderProgram(vertexShaderSource, fragmentShaderSource, gProgramId))
return EXIT_FAILURE;
// Sets the background color of the window to black (it will be implicitely used by glClear)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set input call back functions
glfwSetKeyCallback(gWindow, key_callback);
glfwSetCursorPosCallback(gWindow, cursor_position_callback);
glfwSetMouseButtonCallback(gWindow, mouse_button_callback);
glfwSetScrollCallback(gWindow, scroll_callback);
// render loop
// -----------
while (!glfwWindowShouldClose(gWindow))
{
// Set delta time
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Resize window and graphics simultaneously
glfwGetFramebufferSize(gWindow, &WINDOW_WIDTH, &WINDOW_HEIGHT);
// input
// -----
UProcessInput(gWindow);
// Render this frame
URender();
glfwPollEvents();
// Poll camera transformations
TransformCamera();
}
// Release mesh data
UDestroyMesh(gMesh);
// Release shader program
UDestroyShaderProgram(gProgramId);
exit(EXIT_SUCCESS); // Terminates the program successfully
}
// Initialize GLFW, GLEW, and create a window
bool UInitialize(int argc, char* argv[], GLFWwindow** window)
{
// GLFW: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// GLFW: window creation
// ---------------------
* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, NULL, NULL);
if (*window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return false;
}
glfwMakeContextCurrent(*window);
glfwSetFramebufferSizeCallback(*window, UResizeWindow);
// GLEW: initialize
// ----------------
// Note: if using GLEW version 1.13 or earlier
glewExperimental = GL_TRUE;
GLenum GlewInitResult = glewInit();
if (GLEW_OK != GlewInitResult)
{
std::cerr << glewGetErrorString(GlewInitResult) << std::endl;
return false;
}
// Displays GPU OpenGL version
cout << "INFO: OpenGL Version: " << glGetString(GL_VERSION) << endl;
return true;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
void UProcessInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPosition += cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPosition -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPosition -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraPosition += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
cameraPosition -= cameraSpeed * cameraUp;
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
cameraPosition += cameraSpeed * cameraUp;
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
void UResizeWindow(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
// Functioned called to render a frame
void URender()
{
// Enable z-depth
glEnable(GL_DEPTH_TEST);
// Wireframe mode
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Clear the frame and z buffers
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 1. Scales the object by 2
glm::mat4 scale = glm::scale(glm::vec3(1.0f, 1.0f, 1.0f));
// 2. Rotates shape by 15 degrees in the x axis
glm::mat4 rotation = glm::rotate(45.0f, glm::vec3(1.0, 1.0f, 1.0f));
// 3. Place object at the origin
glm::mat4 translation = glm::translate(glm::vec3(0.0f, 0.0f, 0.0f));
// Model matrix: transformations are applied right-to-left order
glm::mat4 model = translation * rotation * scale;
// Transforms the camera: move the camera back (z axis)
glm::mat4 view = glm::lookAt(cameraPosition, getTarget(), worldUp);
// Creates a perspective projection
glm::mat4 projection = glm::perspective(fov, (GLfloat)WINDOW_WIDTH / (GLfloat)WINDOW_HEIGHT, 0.1f, 100.0f);
// Set the shader to be used
glUseProgram(gProgramId);
// Retrieves and passes transform matrices to the Shader program
GLint modelLoc = glGetUniformLocation(gProgramId, "model");
GLint viewLoc = glGetUniformLocation(gProgramId, "view");
GLint projLoc = glGetUniformLocation(gProgramId, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
GLuint crateTexture = {1};
glBindTexture(GL_TEXTURE_2D, crateTexture);
// Activate the VBOs contained within the mesh's VAO
glBindVertexArray(gMesh.vao);
// Draws the triangles
glDrawElements(GL_TRIANGLES, gMesh.nIndices, GL_UNSIGNED_SHORT, NULL); // Draws the triangle
// Deactivate the Vertex Array Object
glBindVertexArray(0);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
glfwSwapBuffers(gWindow); // Flips the the back buffer with the front buffer every frame.
}
// Implements the UCreateMesh function
void UCreateMesh(GLMesh& mesh)
{
// Position and Color data
GLfloat verts[] = {
0.0f, 1.0f, 0.0f, // Top Center Vertex 0
1.0f, 0.0f, 0.0f, 1.0f, // Red
0.5f, 1.0f, // UV
-1.0f, -1.0f, 1.0f, // Bottom Left Vertex 1
0.0f, 1.0f, 0.0f, 1.0f, // Green
0.0f, 0.0f, // UV
1.0f, -1.0f, 1.0f, // Bottom Right Vertex 2
0.0f, 0.0f, 1.0f, 1.0f, // Blue
1.0f, 0.0f, // UV
1.0f, -1.0f, -1.0f, // Bottom Back Right Vertex 3
1.0f, 0.0f, 1.0f, 1.0f, // Magenta
0.0f, 0.0f, // UV
-1.0f, -1.0f, -1.0f, // Bottom Back Left Vertex 4
1.0f, 1.0f, 0.0f, 1.0f, // Yellow
1.0f, 0.0f // UV
};
// Index data to share position data
GLushort indices[] = {
// Sides
0, 1, 2, // Triangle 1
0 ,2, 3, // Triangle 2
0, 3, 1, // Triangle 3
0, 3, 4, // Triangle 4
// Base
1, 2, 3, // Triangle 5
1, 4, 3 // Triangle 6
};
const GLuint floatsPerVertex = 3;
const GLuint floatsPerColor = 4;
const GLuint floatsPerTexture = 2;
glGenVertexArrays(1, &mesh.vao); // we can also generate multiple VAOs or buffers at the same time
glBindVertexArray(mesh.vao);
// Create 2 buffers: first one for the vertex data; second one for the indices
glGenBuffers(2, mesh.vbos);
glBindBuffer(GL_ARRAY_BUFFER, mesh.vbos[0]); // Activates the buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); // Sends vertex or coordinate data to the GPU
mesh.nIndices = sizeof(indices) / sizeof(indices[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vbos[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Strides between vertex coordinates is 6 (x, y, z, r, g, b, a). A tightly packed stride is 0.
GLint stride = sizeof(float) * (floatsPerVertex + floatsPerColor);// The number of floats before each
// Create Vertex Attribute Pointers
glVertexAttribPointer(0, floatsPerVertex, GL_FLOAT, GL_FALSE, stride, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, floatsPerColor, GL_FLOAT, GL_FALSE, stride, (char*)(sizeof(float) * floatsPerVertex));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, floatsPerTexture, GL_FLOAT, GL_FALSE, stride, (char*)(sizeof(float) * floatsPerTexture));
glEnableVertexAttribArray(2);
// Load textures
int crateTexWidth, crateTexHeight, gridTexWidth, gridTexHeight;
unsigned char* crateImage = SOIL_load_image("crate.png", &crateTexWidth, &crateTexHeight, 0, SOIL_LOAD_RGB);
unsigned char* gridImage = SOIL_load_image("crate.png", &gridTexWidth, &gridTexHeight, 0, SOIL_LOAD_RGB);
// Generate Textures
GLuint crateTexture = {1};
glGenTextures(1, &crateTexture);
glBindTexture(GL_TEXTURE_2D, crateTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, crateTexWidth, crateTexHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, crateImage);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(crateImage);
glBindTexture(GL_TEXTURE_2D, 0);
// Generate Textures
GLuint gridTexture;
glGenTextures(1, &gridTexture);
glBindTexture(GL_TEXTURE_2D, gridTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, gridTexWidth, gridTexHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, gridImage);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(gridImage);
glBindTexture(GL_TEXTURE_2D, 0);
}
void UDestroyMesh(GLMesh& mesh)
{
glDeleteVertexArrays(1, &mesh.vao);
glDeleteBuffers(2, mesh.vbos);
}
// Implements the UCreateShaders function
bool UCreateShaderProgram(const char* vtxShaderSource, const char* fragShaderSource, GLuint& programId)
{
// Compilation and linkage error reporting
int success = 0;
char infoLog[512];
// Create a Shader program object.
programId = glCreateProgram();
// Create the vertex and fragment shader objects
GLuint vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
// Retrive the shader source
glShaderSource(vertexShaderId, 1, &vtxShaderSource, NULL);
glShaderSource(fragmentShaderId, 1, &fragShaderSource, NULL);
// Compile the vertex shader, and print compilation errors (if any)
glCompileShader(vertexShaderId); // compile the vertex shader
// check for shader compile errors
glGetShaderiv(vertexShaderId, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShaderId, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
return false;
}
glCompileShader(fragmentShaderId); // compile the fragment shader
// check for shader compile errors
glGetShaderiv(fragmentShaderId, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShaderId, sizeof(infoLog), NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
return false;
}
// Attached compiled shaders to the shader program
glAttachShader(programId, vertexShaderId);
glAttachShader(programId, fragmentShaderId);
glLinkProgram(programId); // links the shader program
// check for linking errors
glGetProgramiv(programId, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(programId, sizeof(infoLog), NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
return false;
}
glUseProgram(programId); // Uses the shader program
return true;
}
void UDestroyShaderProgram(GLuint programId)
{
glDeleteProgram(programId);
}
// Define Input Callback functions
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
// Display ASCII Keycode
//cout << "ASCII: " << key << endl;
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
keys[key] = false;
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
/*
// Display scroll offset
if (yoffset > 0)
cout << "Scroll Up: ";
if (yoffset < 0)
cout << "Scroll Down: ";
cout << yoffset << endl;
*/
// Clamp FOV
if (fov >= 1.f && fov <= 45.f)
fov -= yoffset * 0.01f;
//Default FOV
if (fov < 1.f)
fov = 1.f;
if (fov > 45.f)
fov = 45.f;
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
// Display mouse x and y coordinates
// cout << "Mouse X: " << xpos << endl;
// cout << "Mouse Y: " << ypos << endl;
if (firstMouseMove) {
lastX = xpos;
lastY = ypos;
firstMouseMove = false;
}
// Calculate cursor offset
xChange = xpos - lastX;
yChange = lastY - ypos;
lastX = xpos;
lastY = ypos;
// Pan camera
if (isPanning) {
if (cameraPosition.z < 0.f)
cameraFront.z = 1.f;
else
cameraFront.z = -1.f;
GLfloat cameraSpeed = xChange * deltaTime;
cameraPosition += cameraSpeed * cameraRight;
cameraSpeed = yChange * deltaTime;
cameraPosition += cameraSpeed * cameraUp;
}
// Orbit camera
if (isOrbiting) {
rawYaw += xChange;
rawPitch += yChange;
// Convert Yaw and Pitch to degrees
degYaw = glm::radians(rawYaw);
// degPitch = glm::radians(rawPitch)
degPitch = glm::clamp(glm::radians(rawPitch), -glm::pi<float>() / 2.f + .1f, glm::pi<float>() / 2.f - .1f);
// Azimuth Altitude formula
cameraPosition.x = target.x + radius * cosf(degPitch) * sin(degYaw);
cameraPosition.y = target.y + radius * sinf(degPitch);
cameraPosition.z = target.z + radius * cosf(degPitch) * cosf(degYaw);
}
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
/*
// Detect mouse button clicks
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
cout << "LMB clicked!" << endl;
if (button == GLFW_MOUSE_BUTTON_MIDDLE && action == GLFW_PRESS)
cout << "MMB clicked!" << endl;
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
cout << "RMB clicked!" << endl;
*/
if (action == GLFW_PRESS)
mouseButtons[button] = true;
else if (action == GLFW_RELEASE)
mouseButtons[button] = false;
}
// Define getTarget function
glm::vec3 getTarget() {
if (isPanning)
target = cameraPosition + cameraFront;
return target;
}
// Define TransformCamera function
void TransformCamera() {
// Pan camera
if (keys[GLFW_KEY_LEFT_ALT] && mouseButtons[GLFW_MOUSE_BUTTON_MIDDLE])
isPanning = true;
else
isPanning = false;
// Orbit camera
if ((mouseButtons[GLFW_MOUSE_BUTTON_LEFT]))
isOrbiting = true;
else
isOrbiting = false;
// Reset camera
if (keys[GLFW_KEY_F])
initCamera();
}
void initCamera() {
cameraPosition = glm::vec3(0.f, 0.f, 3.f);
target = glm::vec3(0.f, 0.f, 0.f);
cameraDirection = glm::normalize(cameraPosition - target);
worldUp = glm::vec3(0.f, 1.f, 0.f);
cameraRight = glm::normalize(glm::cross(worldUp, cameraDirection));
cameraUp = glm::normalize(glm::cross(cameraDirection, cameraRight));
cameraFront = glm::normalize(glm::vec3(0.f, 0.f, -1.f));
}
You never actually bother to declare/define a cameraPosition (presumably) uniform in your vertex shader or set its value via an appropriate glUniform*() call.
...not that you'd really want to since then every vertex would end up being set to the same position and you'd end up with a dot somewhere (maybe) on screen.
Rather,
gl_Position = projection * view * model * vec4(cameraPosition.x, cameraPosition.y, cameraPosition.z, 1.0f);
should probably be:
gl_Position = projection * view * model * vec4(position, 1.0);
...so all your fancy geometry in verts actually has some chance of being sensibly displayed.

Instantiation order changing draw in OpenGL using VAO

I trying to use VAOs, VBOs and IBOs to draw a bunch of sphere over a plane. Before using these, everything was drawn as expected. After I started to use those, things got weird. I can't post my whole code here because I have 5 classes (but if necessary I can provide a link to my code), so I'll try to post what I think it's useful.
With this class I can draw a sphere:
SphereShaderProgram::SphereShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : ProgramManager(vertexShaderPath, fragmentShaderPath)
{
_sphereH = 20;
_sphereW = 20;
_vbo = 0;
_vao = 0;
_ibo = 0;
CreateProgram();
BuildSphere();
BuildVAO();
}
SphereShaderProgram::~SphereShaderProgram()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
glDeleteBuffers(1, &_ibo);
}
void SphereShaderProgram::DrawSphere(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;
Bind(); //glUseProgram
glBindVertexArray(_vao);
LoadVariables();
glDrawElements(GL_TRIANGLES, _sphereIndexes.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
UnBind();
}
int SphereShaderProgram::Get1DIndex(int line, int column)
{
return line * (int) _sphereH + column;
}
void SphereShaderProgram::BuildSphere()
{
for (int l = 0; l < _sphereH - 1; l++)
{
for (int c = 0; c < _sphereW - 1; c++)
{
int v1_1 = Get1DIndex(l, c);
int v2_1 = Get1DIndex(l + 1, c + 1);
int v3_1 = Get1DIndex(l + 1, c);
int v1_2 = Get1DIndex(l, c);
int v2_2 = Get1DIndex(l, c + 1);
int v3_2 = Get1DIndex(l + 1, c + 1);
_sphereIndexes.push_back(v1_1);
_sphereIndexes.push_back(v2_1);
_sphereIndexes.push_back(v3_1);
_sphereIndexes.push_back(v1_2);
_sphereIndexes.push_back(v2_2);
_sphereIndexes.push_back(v3_2);
}
}
for (int l = 0; l < _sphereH; l++)
{
for (int c = 0; c < _sphereW; c++)
{
float theta = ((float) l / (_sphereH - 1)) * (float) PI;
float phi = ((float) c / (_sphereW - 1)) * 2 * (float) PI;
float x = sin(theta) * cos(phi);
float z = sin(theta) * sin(phi);
float y = cos(theta);
_sphereCoordinates.push_back(x);
_sphereCoordinates.push_back(y);
_sphereCoordinates.push_back(z);
}
}
}
void SphereShaderProgram::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);
// Generate and bind the index buffer object
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _sphereIndexes.size() * sizeof(unsigned int), &_sphereIndexes[0], GL_STATIC_DRAW);
glBindVertexArray(0);
}
void SphereShaderProgram::LoadUniformVariables()
{
glm::mat4 MVP = _ModelViewProjection;
glm::mat4 MV = _ModelView;
glm::mat3 N = glm::transpose(glm::inverse(glm::mat3(MV)));
glm::vec4 AC = glm::vec4(0.2, 0.2, 0.2, 1.0);
glm::vec4 DC = glm::vec4(0.7, 0.0, 0.0, 1.0);
glm::vec4 SC = glm::vec4(0.1, 0.1, 0.1, 1.0);
glm::vec3 LP = glm::vec3(1.0, 6.0, 4.0);
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvpMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(MVP));
GLuint ModelView_location = glGetUniformLocation(GetProgramID(), "mvMatrix");
glUniformMatrix4fv(ModelView_location, 1, GL_FALSE, glm::value_ptr(MV));
GLuint Normal_location = glGetUniformLocation(GetProgramID(), "normalMatrix");
glUniformMatrix3fv(Normal_location, 1, GL_FALSE, glm::value_ptr(N));
// Lighting
GLuint AmbientColor_location = glGetUniformLocation(GetProgramID(), "ambientColor");
glUniform4fv(AmbientColor_location, 1, glm::value_ptr(AC));
GLuint DiffuseColor_location = glGetUniformLocation(GetProgramID(), "diffuseColor");
glUniform4fv(DiffuseColor_location, 1, glm::value_ptr(DC));
GLuint SpecularColor_location = glGetUniformLocation(GetProgramID(), "specularColor");
glUniform4fv(SpecularColor_location, 1, glm::value_ptr(SC));
GLuint LightPosition_location = glGetUniformLocation(GetProgramID(), "vLightPosition");
glUniform3fv(LightPosition_location, 1, glm::value_ptr(LP));
}
void SphereShaderProgram::LoadAtributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);
glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
void SphereShaderProgram::LoadVariables()
{
LoadUniformVariables();
LoadAtributeVariables();
}
And with that, a plane:
PlaneShaderProgram::PlaneShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : ProgramManager(vertexShaderPath, fragmentShaderPath)
{
CreateProgram();
_vbo = 0;
_vao = 0;
_ibo = 0;
BuildPlane();
BuildVAO();
}
PlaneShaderProgram::~PlaneShaderProgram()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
glDeleteBuffers(1, &_ibo);
}
void PlaneShaderProgram::DrawPlane(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;
Bind();
glBindVertexArray(_vao);
LoadVariables();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
UnBind();
}
void PlaneShaderProgram::BuildPlane()
{
_coordinates[0] = -1.0f;
_coordinates[1] = 0.0f;
_coordinates[2] = -1.0f;
_coordinates[3] = -1.0f;
_coordinates[4] = 0.0f;
_coordinates[5] = 1.0f;
_coordinates[6] = 1.0f;
_coordinates[7] = 0.0f;
_coordinates[8] = 1.0f;
_coordinates[9] = 1.0f;
_coordinates[10] = 0.0f;
_coordinates[11] = -1.0f;
_indexes[0] = 0;
_indexes[1] = 1;
_indexes[2] = 2;
_indexes[3] = 0;
_indexes[4] = 2;
_indexes[5] = 3;
}
void PlaneShaderProgram::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), _coordinates, GL_STATIC_DRAW);
// Generate and bind the index buffer object
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(GLuint), _indexes, GL_STATIC_DRAW);
glBindVertexArray(0);
}
void PlaneShaderProgram::LoadUniformVariables()
{
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvpMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(_ModelViewProjection));
}
void PlaneShaderProgram::LoadAtributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);
glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
void PlaneShaderProgram::LoadVariables()
{
LoadUniformVariables();
LoadAtributeVariables();
}
This, on the other hand, is my main:
int main(void)
{
// Set the error callback
glfwSetErrorCallback(ErrorCallback);
// Initialize GLFW
if (!glfwInit())
{
printf("Error initializing GLFW!\n");
exit(EXIT_FAILURE);
}
// Set the GLFW window creation hints - these are optional
glfwWindowHint(GLFW_SAMPLES, 4);
// Create a window and create its OpenGL context
GLFWwindow* window = glfwCreateWindow(width, height, "OpenGL 4 Base", NULL, NULL);
// If the window couldn't be created
if (!window)
{
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// Sets the context of the specified window on the calling thread
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true;
GLenum glewError = glewInit();
if (glewError != GLEW_OK)
{
printf("Error initializing GLEW! %s\n", glewGetErrorString(glewError));
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, KeyCallback);
glfwSetWindowSizeCallback(window, WindowSizeCallback);
glfwSetScrollCallback(window, ScrollCallback);
// Set the view matrix
glm::mat4 ModelView = glm::lookAt(glm::vec3(0.0f, 7.0f, 15.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Init matrix stack
glm_ModelViewMatrix.push(ModelView);
PlaneShaderProgram PlaneShaderProgram("FloorVertexShader.txt", "FloorFragShader.txt");
SphereShaderProgram SphereShaderProgram("ADSPerVertexVertexShader.txt", "ADSPerVertexFragShader.txt");
//SphereShaderProgram SphereShaderProgram = SphereShaderProgram("ADSPerPixelVertexShader.txt", "ADSPerPixelFragShader.txt");
// Set a background color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// 3D objects
glEnable(GL_DEPTH_TEST);
float d = 2.0f;
float p0 = -10.0f + d / 2;
// Main Loop
while (!glfwWindowShouldClose(window))
{
// Clear color buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Clone current modelview matrix, which can now be modified
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
//------- ModelView Transformations
// Zoom in/out
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(0.0, 0.0, zoom));
// Rotation
glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), beta, glm::vec3(1.0, 0.0, 0.0));
glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), alpha, glm::vec3(0.0, 0.0, 1.0));
//------- Draw the plane
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(7.0f, 1.0f, 7.0f));
PlaneShaderProgram.DrawPlane(Projection, glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();
//------- Draw spheres
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(0.5f, 0.5f, 0.5f));
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(p0 + i * d, 1.0f, p0 + j * d));
SphereShaderProgram.DrawSphere(Projection, glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();
}
}
}
glm_ModelViewMatrix.pop();
// Swap buffers
glfwSwapBuffers(window);
// Get and organize events, like keyboard and mouse input, window resizing, etc...
glfwPollEvents();
}
// Close OpenGL window and terminate GLFW
glfwDestroyWindow(window);
// Finalize and clean up GLFW
glfwTerminate();
exit(EXIT_SUCCESS);
}
Instantiating the plane and then the sphere program, I get the following result (no plane at all):
Changing the order, that is the result:
I'm trying to find a clue about what I'm missing, because I don't have any idea about what is wrong. Before using VAOs (just using glVertexAttribPointer and glDrawElements), everything was drawn correctly.
Thank you in advance.
The problem is with the placement of the glVertexAttribPointer() call. You're calling it in the LoadAtributeVariables() method, which in turn is called from the Draw*() method.
This should really be part of the VAO setup, for a couple of reasons:
It's inefficient to make the call on every redraw. This call sets up state that is part of the VAO state. That's the whole idea of using VAOs in the first place. You can set up all this state once during setup, and then only need to bind the VAO again before the draw call, which sets up all the state again with a single call.
In your case, the VBO is not bound at the time you make the call. glVertexAttribPointer() sets up the attribute to pull data from the currently bound VBO, i.e. the buffer bound as GL_ARRAY_BUFFER.
The first problem is only a performance issue. The second is the reason why your code does not work, since you do not have the correct VBO bound when glVertexAttribPointer() is called.
To fix this, you only need to move the LoadAtributeVariables() call into BuildVAO(), at this location:
// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);
LoadAtributeVariables();
and remove it from where it currently is, so that it is not called before each draw call anymore.

OpenGL shape only draws when initial position is (0, 0, 0)

I have a cube that I am loading from an OBJ file. When I make its position (0, 0, 0) everything works fine. The cube renders, and my function that gives it a velocity moves the cube across the screen. However if I change the position of the cube to something other than (0, 0, 0) before entering my while loop where I render and calculate velocity changes, the cube never renders. This is the first time I have tried to reload my vertices every time I render a frame, and I am assuming I messed up something there - but I've looked over other code and can't figure out what.
Here is my main function:
int main()
{
#ifdef TESTING
testing();
exit(0);
#endif
setupAndInitializeWindow(768, 480, "Final Project");
TriangleTriangleCollision collisionDetector;
Asset cube1("cube.obj", "vertexShader.txt", "fragmentShader.txt");
cube1.position = glm::vec3(0.0, 2.0, 0.0);
cube1.velocity = glm::vec3(0.0, -0.004, 0.0);
MVP = projection * view * model;
do{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
moveAsset(cube1);
renderAsset(cube1);
glfwSwapBuffers(window);
glfwPollEvents();
} while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
glfwTerminate();
return 0;
}
my moveAsset function:
void moveAsset(Asset &asset)
{
double currentTime = glfwGetTime();
asset.position.x += (asset.velocity.x * (currentTime - asset.lastTime));
asset.position.y += (asset.velocity.y * (currentTime - asset.lastTime));
asset.position.z += (asset.velocity.z * (currentTime - asset.lastTime));
for (glm::vec3 &vertex : asset.vertices)
{
glm::vec4 transformedVector = glm::translate(glm::mat4(1.0f), asset.position) * glm::vec4(vertex.x, vertex.y, vertex.z, 1);
vertex = glm::vec3(transformedVector.x, transformedVector.y, transformedVector.z);
}
asset.lastTime = glfwGetTime();
}
void renderAsset(Asset asset)
{
glUseProgram(asset.programID);
GLuint MatrixID = glGetUniformLocation(asset.programID, "MVP");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, asset.vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, asset.vertices.size() * sizeof(glm::vec3), &asset.vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, asset.vertices.size());
glDisableVertexAttribArray(0);
}
my model, view and projection matrices are defined as:
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::lookAt(glm::vec3(5, 5, 10),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0));
glm::mat4 projection = glm::perspective(45.0f, (float) _windowWidth / _windowHeight, 0.1f, 100.0f);
and finally, my Asset struct:
struct Asset
{
Asset() { }
Asset(std::string assetOBJFile, std::string vertexShader, std::string fragmentShader)
{
glGenVertexArrays(1, &vertexArrayID);
glBindVertexArray(vertexArrayID);
programID = LoadShaders(vertexShader.c_str(), fragmentShader.c_str());
// Read our .obj file
std::vector<glm::vec2> uvs;
std::vector<glm::vec3> normals;
loadOBJ(assetOBJFile.c_str(), vertices, uvs, normals);
// Load it into a VBO
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
//velocity = glm::vec3(0.0, 1.0, 1.0);
velocity = glm::vec3(0.0, 0.0, 0.0);
position = glm::vec3(0.0, 0.0, 0.0);
lastTime = glfwGetTime();
}
GLuint vertexArrayID;
GLuint programID;
GLuint vertexbuffer;
std::vector<glm::vec3> faces;
std::vector<glm::vec3> vertices;
glm::vec3 velocity;
double lastTime;
glm::vec3 position;
};
It looks like you're adding the current asset.position to your vertex positions on every iteration, replacing the previous positions. From the moveAsset() function:
for (glm::vec3 &vertex : asset.vertices)
{
glm::vec4 transformedVector = glm::translate(glm::mat4(1.0f), asset.position) *
glm::vec4(vertex.x, vertex.y, vertex.z, 1);
vertex = glm::vec3(transformedVector.x, transformedVector.y, transformedVector.z);
}
Neglecting the velocity for a moment, and assuming that you have an original vertex at (0, 0, 0), you would move it to asset.position on the first iteration. Then add asset.position again on the second iteration, which places it at 2 * asset.position. Then on the third iteration, add asset.position to this current position again, resulting in 3 * asset.position. So after n steps, the vertices will be around n * asset.position. Even if your object might be visible initially, it would move out of the visible range before you can blink.
To get your original strategy working, the most straightforward approach is to have two lists of vertices. One list contains your original object coordinates, which you never change. Then before you draw, you build a second list of vertices, calculated as the sum of the original vertices plus the current asset.position, and use that second list for rendering.
The whole thing is... not very OpenGL. There's really no need to modify the vertex coordinates on the CPU. You can make the translation part of the transformation applied in your vertex shader. You already have a model matrix in place. You can simply put the translation by asset.position into the model matrix, and recalculate the MVP matrix. You already have the glUniformMatix4fv() call to pass the new matrix to the shader program in your renderAsset() function.

glUseProgram affecting more than just the VAO

I have successfully created a VAO which produces a triangle which can then be rotated with the mouse (with help from shaders).
My problem comes when I try to draw something else using the standard 'glBegin()' and 'glEnd()' functions. It draws successfully, but now, when I try to rotate the triangle the new drawing also rotates.
I know the problem is somehow fixed using the glUseProgram() function, but I'm not entirely sure why or where it should be added.
Here is my code (I've added it all but the main area of focus should be the display() and init() functions:
#include <GL/glew/glew.h>
#include <GL/freeglut.h>
#include <CoreStructures\CoreStructures.h>
#include <iostream>
#include "texture_loader.h"
#include "shader_setup.h"
using namespace std;
using namespace CoreStructures;
float theta = 0.0f;
bool mDown = false;
int mouse_x, mouse_y;
GLuint myShaderProgram;
GLuint locT; // location of "T" uniform variable in myShaderProgram
GLuint locR; // location of "R" uniform variable in myShaderProgram
GLuint sunPosVBO, sunColourVBO, sunIndicesVBO, sunVAO;
// Packed vertex arrays for the star object
// 1) Position Array - Store vertices as (x,y) pairs
static GLfloat sunVertices [] = {
-0.1f, 0.7f,
0.1f, 0.7f,
0.0f, 0.55f
};
// 2) Colour Array - Store RGB values as unsigned bytes
static GLubyte sunColors [] = {
255, 0, 0, 255,
255, 255, 0, 255,
0, 255, 0, 255
};
// 4) Index Array - Store indices to star vertices - this determines the order the vertices are to be processed
static GLubyte sunVertexIndices [] = {0, 1, 2};
void setupSunVAO(void) {
glGenVertexArrays(1, &sunVAO);
glBindVertexArray(sunVAO);
// copy star vertex position data to VBO
glGenBuffers(1, &sunPosVBO);
glBindBuffer(GL_ARRAY_BUFFER, sunPosVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(sunVertices), sunVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
// copy star vertex colour data to VBO
glGenBuffers(1, &sunColourVBO);
glBindBuffer(GL_ARRAY_BUFFER, sunColourVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(sunColors), sunColors, GL_STATIC_DRAW);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, (const GLvoid*)0);
// enable position, colour buffer inputs
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// setup star vertex index array
glGenBuffers(1, &sunIndicesVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sunIndicesVBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sunVertexIndices), sunVertexIndices, GL_STATIC_DRAW);
glBindVertexArray(0);
}
void report_version(void) {
int majorVersion, minorVersion;
glGetIntegerv(GL_MAJOR_VERSION, &majorVersion);
glGetIntegerv(GL_MINOR_VERSION, &minorVersion);
cout << "OpenGL version " << majorVersion << "." << minorVersion << "\n\n";
}
void init(void) {
// initialise glew library
GLenum err = glewInit();
// ensure glew was initialised successfully before proceeding
if (err==GLEW_OK)
cout << "GLEW initialised okay\n";
else
cout << "GLEW could not be initialised\n";
report_version();
glClearColor(0.0, 0.0, 0.0, 0.0);
//
// setup "sun" VBO and VAO object
//
setupSunVAO();
//
// load shader program
//
myShaderProgram = setupShaders(string("Resources\\Shaders\\basic_vertex_shader.txt"), string("Resources\\Shaders\\basic_fragment_shader.txt"));
// get the index / location of the uniform variables "T" and "R" in shader program "myShaderProgram"
locT = glGetUniformLocation(myShaderProgram, "T");
locR = glGetUniformLocation(myShaderProgram, "R");
// "plug-in" shader into GPU pipeline
glUseProgram(myShaderProgram); // we're in the driving seat!!!!! Our shaders now intercept and process our vertices as part of the GPU rendering pipeline (as shown in the lecture notes)
}
// Example rendering functions - draw objects in local, or modelling coordinates
void drawSun(void) {
glBindVertexArray(sunVAO);
glDrawElements(GL_TRIANGLE_STRIP, 3, GL_UNSIGNED_BYTE, (GLvoid*)0);
}
void drawShape()
{
glColor3f(0.0f, 0.6f, 0.2f);
glBegin(GL_POLYGON);
glVertex2f(-1.0f, -1.0f); // Left
glVertex2f(-1.0f, -0.1f);
glVertex2f(-0.9f, -0.05f);
glVertex2f(-0.55f, -0.045f);
glVertex2f(-0.49f, -0.06f);
glVertex2f(-0.4f, -0.055f);
glVertex2f(-0.2f, -0.052f);
glVertex2f(0.0f, -0.02f); // Middle
glVertex2f(0.3f, -0.085f);
glVertex2f(0.5f, -0.08f);
glVertex2f(0.8f, -0.088f);
glVertex2f(1.0f, -0.1f);
glVertex2f(1.0f, -1.0f); // Right
glEnd();
}
//
//
void drawScene()
{
drawSun();
drawShape();
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Setup translation matrix and store in T. Pass this over the the shader with the function glUniformMatrix4fv
GUMatrix4 T = GUMatrix4::translationMatrix(0.01f, 0.01f, 0.0f);
glUniformMatrix4fv(locT, 1, GL_FALSE, (GLfloat*)&T);
// Setup rotation matrix and store in R. Pass this over the the shader with the function glUniformMatrix4fv
GUMatrix4 R = GUMatrix4::rotationMatrix(0.0f, 0.0f, theta);
glUniformMatrix4fv(locR, 1, GL_FALSE, (GLfloat*)&R);
// Draw the scene (the above transformations will be applied to each vertex in the vertex shader)
drawScene();
glutSwapBuffers();
}
void mouseButtonDown(int button_id, int state, int x, int y) {
if (button_id==GLUT_LEFT_BUTTON) {
if (state==GLUT_DOWN) {
mouse_x = x;
mouse_y = y;
mDown = true;
} else if (state == GLUT_UP) {
mDown = false;
}
}
}
void mouseMove(int x, int y) {
if (mDown) {
int dx = x - mouse_x;
int dy = y - mouse_y;
float delta_theta = (float)dy * (3.142f * 0.01f);
theta += delta_theta;
mouse_x = x;
mouse_y = y;
glutPostRedisplay();
}
}
void keyDown(unsigned char key, int x, int y) {
if (key=='r') {
theta = 0.0f;
glutPostRedisplay();
}
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
initCOM();
glutInitContextVersion(3, 3);
glutInitContextProfile (GLUT_COMPATIBILITY_PROFILE);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(800, 800);
glutInitWindowPosition(0, 0);
glutCreateWindow("Combining Transforms");
glutDisplayFunc(display);
glutKeyboardFunc(keyDown);
glutMouseFunc(mouseButtonDown);
glutMotionFunc(mouseMove);
init();
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
glutMainLoop();
shutdownCOM();
return 0;
}
EDIT
I have an array of x,y vertices and am trying to draw them alongside the above code. For some reason this seems to take vertex data from the sunVAO.
Is there some kind of cache that needs to be cleared? I've searched google and I can't seem to find anyone else who has conflicting VAO and vertex arrays.
(Also, I have checked my code and the vertex data supplied in the array of vertices is correct, they're just not displayed correctly.)
Code:
static GLfloat bottomMarkerVertices[] = {
-0.045f, -0.75f,
0.045f, -0.75f,
-0.07f, -1.0f,
0.07f, -1.0f
};
glVertexPointer(2, GL_FLOAT, 0, bottomMarkerVertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
note: vertex arrays have been enabled.
Assuming you're defining your coordinates in normalized device space (suggested by the apparent absence of a projection matrix), the rendering loop needs to look a little like this:
void drawScene()
{
//update shader parameters for the sun shader if necessary
drawSun();
glUseProgram(0);
// at this point, the PROJECTION and MODELVIEW matrices are both the identity
// so the shape is expected to be in NDCs and is not to be transformed
// at all
drawShape();
glUseProgram(progForSun);
}
Note that I don't advise to mix legacy and modern OpenGL like that. The results of vertex processing triggered by drawShape() are only defined because you're using a compatibility profile context.
The two elements of your scene move together because they are both using the same transformation matrices, specificed by these lines:
// Setup translation matrix and store in T. Pass this over the the shader with the function glUniformMatrix4fv
GUMatrix4 T = GUMatrix4::translationMatrix(0.01f, 0.01f, 0.0f);
glUniformMatrix4fv(locT, 1, GL_FALSE, (GLfloat*)&T);
// Setup rotation matrix and store in R. Pass this over the the shader with the function glUniformMatrix4fv
GUMatrix4 R = GUMatrix4::rotationMatrix(0.0f, 0.0f, theta);
glUniformMatrix4fv(locR, 1, GL_FALSE, (GLfloat*)&R);
If you want drawShape() not to move with the mouse, you need to reset locR with a fixed theta value before you call it.
drawSun();
GUMatrix4 R = GUMatrix4::rotationMatrix(0.0f, 0.0f, 0.0f);
glUniformMatrix4fv(locR, 1, GL_FALSE, (GLfloat*)&R);
drawShape();

OpenGL 3.1 lighting messed up, using phong shading

After many painful hours of attempting to figure out why my lighting is messed up I am still at a loss.
The OpenGL normals are correct (backface culling does not cause any of my triangles to disappear)
I calculate my normals in order to interpolate for lighting, all the triangles on the same faces also have the same normals.
If any one has any thoughts that would be appreciated.
I am definitely new to OpenGL, so that is a bit obvious in my code.
here are my shaders:
vertex shader
#version 330 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 vertexColor;
in vec3 vNormal;
out vec3 fragmentColor; // Output data ; will be interpolated for each fragment.
uniform mat4 MVP;
uniform mat4 transformMatrix;
uniform vec4 LightPosition;
// output values that will be interpretated per-fragment
out vec3 fN;
out vec3 fE;
out vec3 fL;
void main()
{
fN = vNormal;
fE = Position.xyz;
fL = LightPosition.xyz;
if( LightPosition.w != 0.0 ) {
fL = LightPosition.xyz - Position.xyz;
}
// Output position of the vertex, in clip space : MVP * position
vec4 v = vec4(Position,1); // Transform in homoneneous 4D vector
gl_Position = MVP * v;
//gl_Position = MVP * v;
// The color of each vertex will be interpolated
// to produce the color of each fragment
//fragmentColor = vertexColor; // take out at some point
}
and the fragmentShader, using phong shading
#version 330
//out vec3 color;
// per-fragment interpolated values from the vertex shader
in vec3 fN;
in vec3 fL;
in vec3 fE;
out vec4 fColor;
uniform vec4 AmbientProduct, DiffuseProduct, SpecularProduct;
uniform mat4 ModelView;
uniform vec4 LightPosition;
uniform float Shininess;
in vec3 fragmentColor; // Interpolated values from the vertex shaders
void main()
{
// Normalize the input lighting vectors
vec3 N = normalize(fN);
vec3 E = normalize(fE);
vec3 L = normalize(fL);
vec3 H = normalize( L + E );
vec4 ambient = AmbientProduct;
float Kd = max(dot(L, N), 0.0);
vec4 diffuse = Kd*DiffuseProduct;
float Ks = pow(max(dot(N, H), 0.0), Shininess);
vec4 specular = Ks*SpecularProduct;
// discard the specular highlight if the light's behind the vertex
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
fColor = ambient + diffuse + specular;
fColor.a = 1.0;
//color = vec3(1,0,0);
// Output color = color specified in the vertex shader,
// interpolated between all 3 surrounding vertices
//color = fragmentColor;
}
void setMatrices()
{
GLfloat FoV = 45; // the zoom of the camera
glm::vec3 cameraPosition(4,3,3), // the position of your camera, in world space // change to see what happends
cameraTarget(0,0,0), // where you want to look at, in world space
upVector(0,-1,0);
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(FoV, 3.0f / 3.0f, 0.001f, 100.0f); // ratio needs to change here when the screen size/ratio changes
// Camera matrix
glm::mat4 View = glm::lookAt(
cameraPosition, // Camera is at (4,3,3), in World Space
cameraTarget, // and looks at the origin
upVector // Head is up (set to 0,-1,0 to look upside-down)
);
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 Model = glm::mat4(1.0f); // Changes for each model !
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 MVP = Projection * View * Model * transformMatrix; //matrix multiplication is the other way around
// Get a handle for our "MVP" uniform.
// Only at initialisation time.
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
// For each model you render, since the MVP will be different (at least the M part)
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
RotationID = glGetUniformLocation(programID,"transformMatrix");
//lighting
cubeNormal = glGetAttribLocation( programID, "vNormal" );
}
void setBuffers()
{
// Get a vertex array object
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glUseProgram(programID);
// cube buffer objects
glGenBuffers(1, &CubeVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer
glBindBuffer(GL_ARRAY_BUFFER, CubeVertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(CubeBufferData), CubeBufferData, GL_STATIC_DRAW); // Give our vertices to OpenGL.
// cube normal objects
glGenBuffers(1, &CubeNormalbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer
glBindBuffer(GL_ARRAY_BUFFER, CubeNormalbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(CubeNormalBufferData), CubeNormalBufferData, GL_STATIC_DRAW); // Give our vertices to OpenGL.
//octahedron buffer objects
glGenBuffers(1, &OctaVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer
glBindBuffer(GL_ARRAY_BUFFER, OctaVertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(octahedronBufData), octahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL.
//tetrahedron buffer objects
glGenBuffers(1, &TetraVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer
glBindBuffer(GL_ARRAY_BUFFER, TetraVertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(tetrahedronBufData), tetrahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL.
//dodecahedron buffer objects
glGenBuffers(1, &DodecaVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer
glBindBuffer(GL_ARRAY_BUFFER, DodecaVertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(dodecahedronBufData), dodecahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL.
//icosahedron buffer objects
glGenBuffers(1, &icosaVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer
glBindBuffer(GL_ARRAY_BUFFER, icosaVertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(icosahedronBufData), icosahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL.
//sphere buffer objects
glGenBuffers(1, &sphereVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer
glBindBuffer(GL_ARRAY_BUFFER, sphereVertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(sphereBufData), sphereBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL.
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
// lighting stuff
// Initialize shader lighting parameters
point4 light_position= { 0.0, 20.0, -10.0, 0.0 };
color4 light_ambient ={ 0.2, 0.2, 0.2, 1.0 };
color4 light_diffuse ={ 1.0, 1.0, 1.0, 1.0 };
color4 light_specular ={ 1.0, 1.0, 1.0, 1.0 };
color4 material_ambient ={ 1.0, 0.0, 1.0, 1.0 };
color4 material_diffuse ={ 1.0, 0.8, 0.0, 1.0 };
color4 material_specular ={ 1.0, 0.8, 0.0, 1.0 };
float material_shininess = 20.0;
color4 ambient_product;
color4 diffuse_product;
color4 specular_product;
int i;
for (i = 0; i < 3; i++) {
ambient_product[i] = light_ambient[i] * material_ambient[i];
diffuse_product[i] = light_diffuse[i] * material_diffuse[i];
specular_product[i] = light_specular[i] * material_specular[i];
}
//printColor("diffuse", diffuse_product);
//printColor("specular", specular_product);
glUniform4fv( glGetUniformLocation(programID, "AmbientProduct"),
1, ambient_product );
glUniform4fv( glGetUniformLocation(programID, "DiffuseProduct"),
1, diffuse_product );
glUniform4fv( glGetUniformLocation(programID, "SpecularProduct"),
1, specular_product );
glUniform4fv( glGetUniformLocation(programID, "LightPosition"),
1, light_position );
glUniform1f( glGetUniformLocation(programID, "Shininess"),
material_shininess );
}
and some more....
void display()
{
setMatrices(); // initilize Matrices
// Use our shader
//glUseProgram(programID);
glClearColor(0.0f, 0.0f, 0.3f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(0); // 1rst attribute buffer : vertices
// enum platosShapes{tet, cube, octah, dodec, icos};
switch(shapeInUse)
{
case tet:
{
glBindBuffer(GL_ARRAY_BUFFER, TetraVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 4*3); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case cube:
{
//GLuint cubeNormal = glGetAttribLocation( programID, "vNormal" );
glEnableVertexAttribArray( cubeNormal );
glVertexAttribPointer( cubeNormal, 3, GL_FLOAT, GL_FALSE, 0,
(const GLvoid *) (sizeof(CubeNormalBufferData)) );
//glDisableVertexAttribArray( cubeNormal );
glBindBuffer(GL_ARRAY_BUFFER, CubeVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 12*3); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case octah:
{
glBindBuffer(GL_ARRAY_BUFFER, OctaVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 8*3); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case dodec:
{
glBindBuffer(GL_ARRAY_BUFFER, DodecaVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLE_FAN, 0, 5 * 6); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
glDrawArrays(GL_TRIANGLE_FAN, (5 * 6) + 1, 30);
//glutSolidDodecahedron();
//glDrawArrays(GL_TRIANGLE_STRIP,0,5*12);
}
break;
case icos:
{
glBindBuffer(GL_ARRAY_BUFFER, icosaVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 3*20); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case sphere:
{
glBindBuffer(GL_ARRAY_BUFFER, sphereVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
//glDrawElements(GL_TRIANGLES, cnt2, GL_UNSIGNED_INT, 0)
glDrawArrays(GL_TRIANGLE_FAN, 0, 100);
}
}
glDisableVertexAttribArray(0);
glFlush();
}
and some more........
void calculateNormals(GLfloat bufData[], GLfloat normBufData[], int size) // probalby works
{
int count = 0;
GLfloat temp[9];
for(int i = 0; i < size; i++)
{
temp[count] = bufData[i];
count++;
if((i+1) % 9 == 0)
{
count = 0;
//for(int i = 0; i < 9; i++)
//{
// cout << temp[i] << "!,";
// if((i + 1) % 3 == 0)
// cout << "\n";
//}
calculateCross(temp, normBufData);
}
}
printNormals(normBufData, size);
}
void calculateCross(GLfloat bufData[], GLfloat normBufData[]) // probably works
{
static int counter = 0; // need to reset in bettween new buffers
glm::vec3 C1;
glm::vec3 C2;
glm::vec3 normal;
//cout << bufData[0] << "," << bufData[1] << "," << bufData[2] << " buf 1 \n";
//cout << bufData[3] << "," << bufData[4] << "," << bufData[5] << " buf 2 \n";
//cout << bufData[6] << "," << bufData[7] << "," << bufData[8] << " buf 3 \n\n";
//C1.x = bufData[3] - bufData[0];
//C1.y = bufData[4] - bufData[1];
//C1.z = bufData[5] - bufData[2];
//C2.x = bufData[6] - bufData[0];
//C2.y = bufData[7] - bufData[1];
//C2.z = bufData[8] - bufData[2];
C1.x = bufData[0] - bufData[3];
C1.y = bufData[1] - bufData[4];
C1.z = bufData[2] - bufData[5];
C2.x = bufData[0] - bufData[6];
C2.y = bufData[1] - bufData[7];
C2.z = bufData[2] - bufData[8];
//C2.x = bufData[6] - bufData[0];
//C2.y = bufData[7] - bufData[1];
//C2.z = bufData[8] - bufData[2];
//cout << C1.x << " 1x \n";
//cout << C1.y << " 1y \n";
//cout << C1.z << " 1z \n";
//cout << C2.x << " 2x \n";
//cout << C2.y << " 2y \n";
//cout << C2.z << " 2z \n";
normal = glm::cross(C1, C2);
//cout << "\nNORMAL : " << normal.x << "," << normal.y << "," << normal.z << " counter = " << counter << "\n";
for(int j = 0; j < 3; j++)
{
for(int i = 0; i < 3; i++)
{
normBufData[counter] = normal.x;
normBufData[counter + 1] = normal.y;
normBufData[counter + 2] = normal.z;
}
counter+=3;
}
}
and main.....
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(700, 700); // Window Size
glutCreateWindow("Michael - Lab 3");
glutDisplayFunc(display);
glutTimerFunc(10, timeFucn, 10);
glutIdleFunc(Idle);
glutKeyboardFunc(keyboard);
glewExperimental = GL_TRUE;
glewInit();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST); // Enable depth test
glDepthFunc(GL_LESS); // Accept fragment if it closer to the camera than the former one
GenerateSphere(); // this function generates points for the sphere
programID = LoadShader( "VertexShader.glsl", "FragmentShader.glsl" ); // Create and compile our GLSL program from the shaders
setBuffers(); // initilize buffers
calculateNormals(CubeBufferData,CubeNormalBufferData,108); // calculate norms
//printNormals(CubeNormalBufferData);
glutMainLoop();
}
You forgot to bind the buffer object with normals before calling glVertexAttribPointer( cubeNormal, 3,....);. Therefore, the actual data for normals is taken from the color buffer, which causes weirdest Phong evaluation result.
BTW, nice coding style :)
Phong and Gouraud shadings are not applicable to objects with all planar surfaces, e.g. a cube.