Drawing points using openGL/SDL - c++

i'm trying to track my hands then for each x,y i will draw a point on openGL window .
that's my code :
#include "GraphicsEffects.h"
#include "Errors.h"
GraphicsEffects::GraphicsEffects():
_vboID(0)
{}
void GraphicsEffects::init(){
SDL_Init(SDL_INIT_EVERYTHING);
_window = SDL_CreateWindow("2D Painting", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED , 600, 600, SDL_WINDOW_OPENGL);
if(_window == nullptr){
fatalError("SDL window could not be created! "); }
SDL_GLContext glContext = SDL_GL_CreateContext(_window);
if(glContext == nullptr) {
fatalError("SDL_GL context could not be created!");
}
GLenum error = glewInit();
if(error != GLEW_OK){
fatalError("Could not initialize glew!");
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
if(_vboID == 0){
glGenBuffers(1, &_vboID);
}
_colorProgram.compileShaders("Shaders/color.vert", "Shaders/color.frag");
_colorProgram.addAttribute("vertexPosition");
_colorProgram.linkShaders();
}
void GraphicsEffects::draw(int x, int y){
int pointData[2];
pointData[0] = x;
pointData[1] = y;
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
_colorProgram.use();
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
glBufferData(GL_ARRAY_BUFFER, sizeof(pointData), pointData, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, 0);
glDrawArrays(GL_POINT, 0, 1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
_colorProgram.unuse();
SDL_GL_SwapWindow(_window);
}
For Shaders/color.vert : "vertex shader file"
#version 130
in vec2 vertexPosition;
void main() {
gl_Position.xy = vertexPosition;
gl_Position.z = 0;
gl_Position.w = 1.0;
}
for Shader/color.frag: "fragment shader"
#version 130
out vec4 color ;
void main() {
color = vec4(1.0, 1.0, 0.0, 1.0);
}
i expected i will get points with my (x,y) movements but nothing appears on the window !

This line
glDrawArrays(GL_POINT, 0, 1);
will generate an GL_INVALID_ENUM error and do nothing else. The correct value is GL_POINTS, not GL_POINT.
You should really add error checking, at least for development builds. If possible, have a look at the debug output functionality of newer OpenGL versions.

Related

glpointsize() Fails to Shrink a Point

I'm trying to write a simple opengl program that cyclically grows and shrinks a single point at the center of the screen using glPointSize() and a variable pointSize. Printing the value of pointSize and stepping through the code with a debugger appears to show that pointSize updates correctly on each iteration. The rendering of the point also appears to be correct when pointSize is increasing, but when pointSize is decreasing the point is still rendered at its maximum size on the screen, and keeps rendering that way no matter how much pointSize grows or shrinks in value - and I cannot figure out why.
#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <iostream>
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint createShaderProgram() {
const char *vshaderSource =
"#version 430 \n"
"void main(void) \n"
"{ gl_Position = vec4(0.0, 0.0, 0.0, 1.0); }";
const char *fshaderSource =
"#version 430 \n"
"out vec4 color; \n"
"void main(void) \n"
"{ color = vec4(0.0, 0.0, 1.0, 1.0); }";
GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
GLuint vfprogram = glCreateProgram();
glShaderSource(vShader, 1, &vshaderSource, NULL);
glShaderSource(fShader, 1, &fshaderSource, NULL);
glCompileShader(vShader);
glCompileShader(fShader);
glAttachShader(vfprogram, vShader);
glAttachShader(vfprogram, fShader);
glLinkProgram(vfprogram);
return vfprogram;
}
void init() {
renderingProgram = createShaderProgram();
glGenVertexArrays(numVAOs, vao);
glBindVertexArray(vao[0]);
}
GLfloat pointSize = 100.0f;
GLfloat increment = 1.0f;
void display() {
glUseProgram(renderingProgram);
if (pointSize > 200 || pointSize < 2) increment *= -1.0f;
pointSize += increment;
glPointSize(pointSize);
glDrawArrays(GL_POINTS, 0, 1);
}
int main(void) {
if (!glfwInit()) exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(600, 600, "Test", nullptr, nullptr);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) exit(EXIT_FAILURE);
glfwSwapInterval(1);
init();
while (!glfwWindowShouldClose(window)) {
display();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
Your code does not clear the screen with glClear. Therefore, when the point grows, you can see it. When it shrinks, it's simply drawn 'inside' the bigger dot, without you noticing it. You could catch that if you changed the color of the dot as it changes the size.
Simply clear the color buffer at the beginning of the frame:
void display() {
// default clear color is black, but you can change it:
//glClearColor(1,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(renderingProgram);
...

OpenGL -- glGenVertexArrays, "thread 1: exc_bad_access (code =1, address=0x0)"

I am writing a openGL program(C++) which draws a ground with two 3D objects above it. The programming tool I use is Xcode version 8.0(8A218a)(OSX 10.11.6).
my code(main.cpp):
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include <fstream>
using namespace std;
using glm::vec3;
using glm::mat4;
GLint programID;
//initialize all OpenGL objects
GLuint groundVAO, groundVBO, groundEBO; //ground
bool checkStatus( //OK
GLuint objectID,
PFNGLGETSHADERIVPROC objectPropertyGetterFunc,
PFNGLGETSHADERINFOLOGPROC getInfoLogFunc,
GLenum statusType)
{
GLint status;
objectPropertyGetterFunc(objectID, statusType, &status);
if (status != GL_TRUE)
{
GLint infoLogLength;
objectPropertyGetterFunc(objectID, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* buffer = new GLchar[infoLogLength];
GLsizei bufferSize;
getInfoLogFunc(objectID, infoLogLength, &bufferSize, buffer);
cout << buffer << endl;
delete[] buffer;
return false;
}
return true;
}
bool checkShaderStatus(GLuint shaderID) //OK
{
return checkStatus(shaderID, glGetShaderiv, glGetShaderInfoLog, GL_COMPILE_STATUS);
}
bool checkProgramStatus(GLuint programID) //OK
{
return checkStatus(programID, glGetProgramiv, glGetProgramInfoLog, GL_LINK_STATUS);
}
string readShaderCode(const char* fileName) //OK
{
ifstream meInput(fileName);
if (!meInput.good())
{
cout << "File failed to load..." << fileName;
exit(1);
}
return std::string(
std::istreambuf_iterator<char>(meInput),
std::istreambuf_iterator<char>()
);
}
void installShaders() //OK
{
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* adapter[1];
//adapter[0] = vertexShaderCode;
string temp = readShaderCode("VertexShaderCode.glsl");
adapter[0] = temp.c_str();
glShaderSource(vertexShaderID, 1, adapter, 0);
//adapter[0] = fragmentShaderCode;
temp = readShaderCode("FragmentShaderCode.glsl");
adapter[0] = temp.c_str();
glShaderSource(fragmentShaderID, 1, adapter, 0);
glCompileShader(vertexShaderID);
glCompileShader(fragmentShaderID);
if (!checkShaderStatus(vertexShaderID) ||
!checkShaderStatus(fragmentShaderID))
return;
programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
if (!checkProgramStatus(programID))
return;
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
glUseProgram(programID);
}
void keyboard(unsigned char key, int x, int y)
{
//TODO:
}
void sendDataToOpenGL()
{
//TODO:
//create solid objects here and bind to VAO & VBO
//Ground, vertices info
const GLfloat Ground[]
{
-5.0f, +0.0f, -5.0f, //0
+0.498f, +0.898, +0.0f, //grass color
+5.0f, +0.0f, -5.0f, //1
+0.498f, +0.898, +0.0f,
+5.0f, +0.0f, +5.0f, //2
+0.498f, +0.898, +0.0f,
-5.0f, +0.0f, +5.0f
};
GLushort groundIndex[] = {1,2,3, 1,0,3};
//Pass ground to vertexShader
//VAO
glGenVertexArrays(1, &groundVAO);
glBindVertexArray(groundVAO);
//VBO
glGenBuffers(1, &groundVBO);
glBindBuffer(GL_ARRAY_BUFFER, groundVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Ground), Ground, GL_STATIC_DRAW);
//EBO
glGenBuffers(1, &groundEBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, groundEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(groundIndex), groundIndex, GL_STATIC_DRAW);
//connectToVertexShader
glEnableVertexAttribArray(0); //position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, 0);
glEnableVertexAttribArray(1); //color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (char*)(sizeof(float)*3));
}
void paintGL(void)
{
//TODO:
//render your objects and control the transformation here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//translate model
glm::mat4 modelTransformMatrix = glm::translate(glm::mat4(), vec3(+0.0f, +0.0f, -3.0f));
//perspective view
glm::mat4 projectionMatrix = glm::perspective(+40.0f, +1.0f, +1.0f, +60.0f);
//ultimate matrix
glm::mat4 ultimateMatrix;
//register location on the graphics cards
GLint ultimateMatrixUniformLocation = glGetUniformLocation(programID, "ultimateMatrix");
/*GLint modelTransformMatrixUniformLocation = glGetUniformLocation(programID, "modelTransformMatrix");
GLint projectionMatrixUniformLocation = glGetUniformLocation(programID, "projectionMatrix");*/
//drawing the ground
/*glUniformMatrix4fv(modelTransformMatrixUniformLocation, 1, GL_FALSE, &modelTransformMatrix[0][0]);
glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, &projectionMatrix[0][0]);*/
glBindVertexArray(groundVAO);
ultimateMatrix = projectionMatrix * modelTransformMatrix;
glUniformMatrix4fv(ultimateMatrixUniformLocation, 1, GL_FALSE, &ultimateMatrix[0][0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glFlush();
glutPostRedisplay();
}
void initializedGL(void) //run only once
{
glewInit();
glEnable(GL_DEPTH_TEST);
sendDataToOpenGL();
installShaders();
}
int main(int argc, char *argv[])
{
/*Initialization*/
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutCreateWindow("Try");
glutInitWindowSize(700, 700);
//const GLubyte* glversion = glGetString(GL_VERSION);
/*Register different CALLBACK function for GLUT to response
with different events, e.g. window sizing, mouse click or
keyboard stroke */
initializedGL();
//glewExperimental = GL_TRUE;
glutDisplayFunc(paintGL);
glutKeyboardFunc(keyboard);
/*Enter the GLUT event processing loop which never returns.
it will call different registered CALLBACK according
to different events. */
//printf("OpenGL ver: %s\n", glversion);
glutMainLoop();
return 0;
}
VertexShaderCode.glsl:
#version 430 // GLSL version your computer supports
in layout(location=0) vec3 position;
in layout(location=1) vec3 vertexColor;
uniform mat4 ultimateMatrix;
out vec3 theColor;
void main()
{
vec4 v = vec4(position, 1.0);
gl_Position = ultimateMatrix * v;
theColor = vertexColor;
}
FragmentShaderCode.glsl:
#version 430 //GLSL version your computer supports
out vec4 theColor2;
in vec3 theColor;
void main()
{
theColor2 = vec4(theColor, 1.0);
}
Functions: checkStatus, checkShaderStatus, checkProgramStatus, readShaderCode, installShaders should be all fine.
void keyboard() can be ignored since I havent implemented it yet(just for keyboard control).
I implemented the object "Ground" in sendDataToOpenGL(). But when I compiled and ran the program, "thread 1: exc_bad_access (code =1, address=0x0)" occured in the line of VAO:
And the pop-out window is just a white screen instead of a green grass(3d).
I have tried a method which was provided in other stackoverflow post: using glewExperimental = GL_TRUE;. I didnt see any errors by using that, but the popout screen vanished immediately just after it appeared. It seems that it couldnt help the problem.
Can someone give me a help? Thank you!
glGenVertexArrays is available in since OpenGL version 3.0. If vertex array objects are supported can be checked by glewGetExtension("GL_ARB_vertex_array_object").
Glew can enable additional extensions by glewExperimental = GL_TRUE;. See the GLEW documantation which says:
GLEW obtains information on the supported extensions from the graphics driver. Experimental or pre-release drivers, however, might not report every available extension through the standard mechanism, in which case GLEW will report it unsupported. To circumvent this situation, the glewExperimental global switch can be turned on by setting it to GL_TRUE before calling glewInit(), which ensures that all extensions with valid entry points will be exposed.
Add this to your code:
glewExperimental = GL_TRUE;
glewInit();

Vertex shader not compiling due to a non-Ascii character?

So I started using OpenGL with glew and GLFW to create a game engine, and I almost immediately ran into a problem when starting working with shaders:
They are not being used or have no effect whatsoever if they are being used.
I have been checking my code with plenty of other examples, and they all match up, nothing looks out of place, and I am starting to run out of ideas and patience (I have been trying to figure out why for nearly a month now) with this.
My main core code is here:
#include "headers/Default.hpp"
//Window width and height variables
int windowWidth = 800;
int windowHeight = 600;
float Aspect = (float)windowWidth / (float)windowHeight;
//Buffer width and buffer height
int bufferWidth;
int bufferHeight;
double deltaTime;
double currentTime;
double newTime;
void CalculateDelta()
{
newTime = glfwGetTime();
deltaTime = newTime - currentTime;
currentTime = newTime;
}
//A call back function to get the window size
void UpdateWindowSize(GLFWwindow* window, int width, int height)
{
windowWidth = width;
windowHeight = height;
Aspect = (float)windowWidth / (float)windowHeight;
}
void UpdateFrameBufferSize(GLFWwindow* window, int width, int height)
{
bufferWidth = width;
bufferHeight = height;
}
//Starts on startup and creates an window context and starts the rendering loop
int main()
{
//Creates an engine startup log to keep
CreateStartupLog();
if (!glewInit())
{
WriteStartupLog("ERROR: GLEW failed to start\n");
return 1;
}
else
{
WriteStartupLog("INFO: GLEW initiated!\n");
}
//If glfw is not initiated for whatever reason we return an error
if (!glfwInit())
{
WriteStartupLog("ERROR: GLFW failed to start\n");
return 1;
}
else
{
WriteStartupLog("INFO: GLFW initiated!\n");
}
////////////////////////////////////////////////////////////////
// Window Section //
////////////////////////////////////////////////////////////////
//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
//Gets the primary monitor of the PC and tells OpenGL to use that monitor
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* videoMode = glfwGetVideoMode(monitor);
//Creates a GLFW window context that we can work with
GLFWwindow* gameWindow = glfwCreateWindow(windowWidth/*videoMode->width*/, windowHeight/*videoMode->height*/, "FireTech Engine", NULL/*monitor*/, NULL);
//If the game window is not able to be created, prints an error and terminates the program
if (!gameWindow)
{
WriteStartupLog("ERROR: GLFW could not create a window\n");
glfwTerminate();
return 1;
}
else
{
WriteStartupLog("INFO: GLFW created a window!\n\n");
}
//Makes the current context
glfwMakeContextCurrent(gameWindow);
//Sets the window callback function for size
glfwSetWindowSizeCallback(gameWindow, UpdateWindowSize);
glfwSetFramebufferSizeCallback(gameWindow, UpdateFrameBufferSize);
//Initiate GLEW
glewExperimental = GL_TRUE;
glewInit();
////////////////////////////////////////////////////////////////
// Functions to set up various systems of the game engine //
////////////////////////////////////////////////////////////////
//Calls function to create a log file for the game engine
CreateEngineLog();
//Calls the function to compile the default shaders
CompileDefaultShader();
//Calls the function to get and print out hardware and OpenGL version
//PrintHardwareInfo();
////////////////////////////////////////////////////////////////
// Game Code //
////////////////////////////////////////////////////////////////
Sprite testSprite;
//Rendering loop
while (!glfwWindowShouldClose(gameWindow))
{
CalculateDelta();
glClearColor(0.3, 0.6, 1.0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Viewport and ortho settings
glViewport(0, 0, windowWidth, windowHeight);
glOrtho(-1, 1, -1 / Aspect, 1 / Aspect, 0, 1);
//Draw a sprite
if (GLFW_PRESS == glfwGetKey(gameWindow, GLFW_KEY_F2))
{
testSprite.DebugDraw();
}
else
{
testSprite.Draw();
}
//Draws the stuff we just rendered
glfwSwapBuffers(gameWindow);
glLoadIdentity();
//Polls different events, like input for example
glfwPollEvents();
if (GLFW_PRESS == glfwGetKey(gameWindow, GLFW_KEY_F1))
{
int fps = GetFPS();
printf("FPS: ");
printf("%d\n", fps);
printf("Frequency: ");
printf("%f\n", 1/double(fps));
}
if (GLFW_PRESS == glfwGetKey(gameWindow, GLFW_KEY_ESCAPE))
{
glfwSetWindowShouldClose(gameWindow, 1);
}
}
glfwTerminate();
WriteEngineLog("PROGRAM EXITED: Window closed");
return 0;
}
Here is the shader.cpp code:
#include "../headers/Default.hpp"
string ReadShaderFile(char* path)
{
ifstream shaderFile;
shaderFile.open(path, std::ifstream::in);
string output;
if (shaderFile.is_open())
{
printf("Opened shader file located at: \"%s\"\n", path);
while (!shaderFile.eof())
{
output += shaderFile.get();
}
printf("Successfully read shader file located at: \"%s\"\n", path);
}
else
{
WriteEngineLog("ERROR: Could not read shader file!\n");
}
shaderFile.close();
return output;
}
Shader::Shader()
{
WriteEngineLog("WARNING: There was no path to any GLSL Shader files\n");
}
Shader::Shader(char* VertexShaderPathIn, char* FragmentShaderPathIn)
{
string vertexShaderString = ReadShaderFile(VertexShaderPathIn);
string fragmentShaderString = ReadShaderFile(FragmentShaderPathIn);
//Prints out the string to show the shader's code
printf("\n%s\n", vertexShaderString.c_str());
printf("\n%s\n", fragmentShaderString.c_str());
//Creates the GLchars needed to input the shader code
const GLchar* vertex_shader = vertexShaderString.c_str();
const GLchar* fragment_shader = fragmentShaderString.c_str();
//Creates a vertex shader and compiles it
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
WriteEngineLog("Blank vertex shader created\n");
glShaderSource(vertexShader, 1, &vertex_shader, NULL);
WriteEngineLog("Vertex shader given source\n");
glCompileShader(vertexShader);
//Compilation error checking begions here
GLint isVertexCompiled = 0;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isVertexCompiled);
if (isVertexCompiled == GL_FALSE)
{
//Gets the length of the log
GLint maxLength = 0;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
//Creates and writes the log to the errorLog
GLchar* errorLog = (GLchar*)malloc(maxLength);
glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &errorLog[0]);
//Writes to the engine log with the shader error
WriteEngineLog("ERROR: Vertex shader failed to compile!\n");
printf("%s\n", (char*)errorLog);
//Frees the errorLog allocation
free(errorLog);
//Deletes the shader so it doesn't leak
glDeleteShader(vertexShader);
WriteEngineLog("ERROR: Aborting shader creation.\n");
return;
}
//Writes in the engine log to report successful compilation
WriteEngineLog("Vertex shader successfully compiled!\n");
//Creates a fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
WriteEngineLog("Blank fragment shader created\n");
glShaderSource(fragmentShader, 1, &fragment_shader, NULL);
WriteEngineLog("Fragment shader given source\n");
glCompileShader(fragmentShader);
//Compilation error checking begions here
GLint isFragmentCompiled = 0;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isFragmentCompiled);
if (isFragmentCompiled == GL_FALSE)
{
//Gets the length of the log
GLint maxLength = 0;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
//Creates and writes the log to the errorLog
GLchar* errorLog = (GLchar*)malloc(maxLength);
glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &errorLog[0]);
WriteEngineLog("ERROR: Fragment shader failed to compile\n");
printf("%s\n", (char*)errorLog);
//Frees the errorLog allocation
free(errorLog);
//Deletes the shader so it doesn't leak
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
WriteEngineLog("ERROR: Aborting shader creation.\n");
return;
}
//Writes in the engine log to report successful compilation
WriteEngineLog("Fragment shader successfully compiled!\n");
//Creates the final shader product
this->Program = glCreateProgram();
WriteEngineLog("Blank shader created\n");
glAttachShader(this->Program, vertexShader);
WriteEngineLog("Attatched Vertex shader to the shader\n");
glAttachShader(this->Program, fragmentShader);
WriteEngineLog("Attatched Fragment shader to the shader\n");
glLinkProgram(this->Program);
/*GLint isLinked = 0;
glGetProgramiv(this->Program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
//Gets the lngth of the shader info log
GLint maxLength = 0;
glGetProgramInfolog(ShaderOut, GL_INFO_LOG_LENGTH, &maxLength);
//Gets and puts the actual log into a GLchar
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(ShaderOut, maxLength, &maxLength, &infoLog[0]);
//Deletes programs and shaders so they don't leak
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
WriteEngineLog((string)infoLog);
return;
}*/
WriteEngineLog("Shader linked!\n\n");
WriteEngineLog("INFO: Shader created!\n");
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Shader::Use()
{
glUseProgram(this->Program);
}
Here is the quad.cpp code:
#include "../headers/Default.hpp"
Quad::Quad()
{
position.x = 0;
position.y = 0;
scale.x = 1;
scale.y = 1;
VertexArray = CreateVertexArray();
}
//Quad constructor with one arg
Quad::Quad(Vector2 Position)
{
position = Position;
VertexArray = CreateVertexArray();
}
//Quad constructor with two args
Quad::Quad(Vector2 Position, Vector2 Scale)
{
position = Position;
scale = Scale;
VertexArray = CreateVertexArray();
}
GLuint Quad::CreateVertexArray()
{
GLfloat Vertices[] =
{
//VERTICES //COLORS //TEXCOORDS
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, //1.0f, 1.0f, //Top Right Vertice
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, //1.0f, 0.0f, //Top Left Vertice
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f//, 0.0f, 0.0f //Bottom Left Vertice
};
GLuint vbo, vao;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
//Copy vertices into the buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
//Attribute Pointers
//Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
//Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
//Unbinds the VAO
glBindVertexArray(0);
return vao;
}
//Quad debug drawing function
void Quad::DebugDraw()
{
//Use the default shader
DefaultShader.Use();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBindVertexArray(VertexArray);
// draw points 0-3 from the currently bound VAO with current in-use shader
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); //CAUSING A CRASH AT THE MOMENT
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//Unbinds the VAO
glBindVertexArray(0);
}
Here is the sprite.cpp code:
#include "../headers/Default.hpp"
Sprite::Sprite()
{
position.x = 0;
position.y = 0;
}
Sprite::Sprite(Texture tex)
{
defaultTexture = tex;
currentTexture = tex;
}
Sprite::Sprite(Texture tex, Vector2 pos)
{
defaultTexture = tex;
currentTexture = tex;
position = pos;
}
Sprite::Sprite(Texture tex, Vector2 pos, Vector2 Scale)
{
defaultTexture = tex;
currentTexture = tex;
position = pos;
scale = Scale;
}
void Sprite::Draw()
{
//Binds the default shader again
glBindVertexArray(VertexArray);
//Use the default shader
DefaultShader.Use();
// draw points 0-3 from the currently bound VAO with current in-use shader
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
Here is my vertex shader and fragment shader code (In order):
//Vertex Shader
#version 330 core
layout (location = 0) in vec3 position; // The position variable has attribute position 0
layout (location = 1) in vec3 color;
out vec3 ourColor;
void main()
{
gl_Position = vec4(position, 1.0f); // See how we directly give a vec3 to vec4's constructor
ourColor = color;
}
//Fragment shader
#version 330 core
in vec3 ourColor;
out vec4 color;
void main()
{
color = ourColor;
}
And I'm getting a warning that my shader did not compile... error is that there is a non ascii character at line ZERO of the vertex shader.
I had exactly the same error. This is almost certainly due to Unicode Byte Order Marks, or similar unprinted characters generated by text editors.
These are common in the first characters of a unicode file, but can occur anywhere.
You can programmatically strip these from your shader source strings before compiling, but this could be costly if you are compiling many shaders. See the above link for the data to strip if you go this route.
An alternative is simply to keep the files in ANSI/ASCII format. I am sure most text editors have the facility to set/convert formats, but I will give Notepad++ as an example since it's what I use to edit GLSL:
Open the GLSL file.
Encoding -> Convert to ANSI. (Note that merely hitting "Encode in ANSI" will not strip the characters)
Save the file.
The above should also strip other characters prone to confusing GLSL parsers (and C/C++ in general).
You could inform the user(/developer) the files are in an incorrect format on load in debug builds.

OpenGL 4.1: Triangle Flashes and Disappears Immediately after Being Drawn

I want to render a green triangle.
OpenGL Version: 4.1
Shading Language Version: 4.10
Problem
The code below, when executed, shows a green triangle that flashes for an instant and disappears.
I saw this post: A red rectangle drawn on 2D texture disappears right after being drawn, who has a similar issue of disappearing triangles, but his was because he called Swap Buffer multiple times, but I only have one instance of glutSwapBuffers() in the displayFunc().
C++ Code:
#include <iostream>
#include "OpenGLMatrix.h"
#include "BasicPipelineProgram.h"
using namespace std;
int windowWidth = 1280;
int windowHeight = 720;
char windowTitle[512] = "Simple Green Triangle";
// global variables
OpenGLMatrix *matrix;
GLuint buffer;
BasicPipelineProgram *pipelineProgram;
GLint program;
GLuint vao;
// objects to render
int numVertices = 3;
float positions[9] =
{ -1, -1, -1,
1, -1, -1,
-1, 1, -1 }; // 3 vertices of triangle to render
float colors[12] =
{ 0, 1, 0, 1,
0, 1, 0, 1,
0, 1, 0, 1 }; // all vertices green with alpha = 1
void bindProgram() {
// upload model view matrix to shader
float m[16];
matrix->SetMatrixMode(OpenGLMatrix::ModelView);
matrix->GetMatrix(m);
pipelineProgram->SetModelViewMatrix(m);
// upload projection matrix to shader
float p[16];
matrix->SetMatrixMode(OpenGLMatrix::Projection);
matrix->GetMatrix(p);
pipelineProgram->SetProjectionMatrix(p);
}
void displayFunc() {
// computing modelview matrix
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
matrix->LoadIdentity();
// camera at (0,0,1), looking in -z direction, up vector y
matrix->LookAt(0, 0, 1, 0, 0, -1, 0, 1, 0);
bindProgram();
// use the VAO
pipelineProgram->Bind();
glBindVertexArray(vao);
GLint first = 0;
GLsizei count = numVertices;
glDrawArrays(GL_TRIANGLES, first, count);
glBindVertexArray(0);
glutSwapBuffers();
}
void idleFunc() {
// make the screen update
glutPostRedisplay();
}
void reshapeFunc(int w, int h) {
GLfloat aspect = (GLfloat) w / (GLfloat) h;
glViewport(0, 0, w, h);
// setup perspective matrix
matrix->SetMatrixMode(OpenGLMatrix::Projection);
matrix->LoadIdentity();
matrix->Perspective(60.0, aspect, 0.01, 1000.0);
matrix->SetMatrixMode(OpenGLMatrix::ModelView);
}
void initPipelineProgram() {
// initialize shader pipeline program
pipelineProgram = new BasicPipelineProgram();
pipelineProgram->Init();
pipelineProgram->Bind();
program = pipelineProgram->GetProgramHandle();
// VAO (vertex array objects) to contain the VBOs
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// get location index of the "position" shader variable
GLuint loc = glGetAttribLocation(program, "position");
glEnableVertexAttribArray(loc);
const void *offset = (const void*) 0;
GLsizei stride = 0;
GLboolean normalized = GL_FALSE;
glVertexAttribPointer(loc, 3, GL_FLOAT, normalized, stride, offset);
// get location index of the "color" shader variable
loc = glGetAttribLocation(program, "color");
glEnableVertexAttribArray(loc);
offset = (const void*) sizeOfPositions;
stride = 0;
normalized = GL_FALSE;
glVertexAttribPointer(loc, 4, GL_FLOAT, normalized, stride, offset);
glBindVertexArray(0);
}
void initVBO() {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeOfPositions + sizeOfColors, NULL, GL_STATIC_DRAW);
// upload position data
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeOfPositions, positions);
// upload color data
glBufferSubData(GL_ARRAY_BUFFER, sizeOfPositions, sizeOfColors, colors);
}
void initScene(int argc, char *argv[])
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
matrix = new OpenGLMatrix();
initVBO();
initPipelineProgram();
}
int main(int argc, char *argv[])
{
cout << "Initializing GLUT..." << endl;
glutInit(&argc,argv);
cout << "Initializing OpenGL..." << endl;
#ifdef __APPLE__
glutInitDisplayMode(GLUT_3_2_CORE_PROFILE | GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STENCIL);
#else
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STENCIL);
#endif
glutInitWindowSize(windowWidth, windowHeight);
glutInitWindowPosition(0, 0);
glutCreateWindow(windowTitle);
// glut callback functions
glutDisplayFunc(displayFunc);
glutIdleFunc(idleFunc);
glutReshapeFunc(reshapeFunc);
initScene(argc, argv);
glutMainLoop();
}
In the code, OpenGLMatrix *matrix and BasicPipelineProgram *pipelineProgram are classes defined elsewhere, and whose code, unless requested, I don't think we need to worry about. "position" and "color" in initPipelineProgram() refer to variables in the GLSL shader specification:
#version 150
in vec3 position;
in vec4 color;
out vec4 col;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main()
{
// compute the transformed and projected vertex position (into gl_Position)
// compute the vertex color (into col)
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0f);
col = color;
}
I don't understand why the triangle flashes and then immediately disappears??
I'm a beginner in OpenGL and any help is greatly appreciated. Thank you!

OpenGL Mesh Wrong Position

I am trying to create a simple triangle mesh and after figuring out why I just got a blanc screen (for some reason the x64 configuration was giving me problems) I am facing a new issue:
The position of my vertices don't turn out to be how I want them. And I have no idea why.
What I should be getting is a triangle which looks about like this:
What I am getting though is this:
I use GLEW 1.10.0 for loading OpenGL, GLM 0.9.5.4 for OpenGL math stuff and SDL 2.0.3 for window stuff. Everything running on Windows 8.1 in Visual Studio 2013 Ultimate with the latest Nvidia graphics drivers.
Main.cpp:
#include "Display.h"
#include "Shader.h"
#include "Mesh.h"
using namespace std;
int main(int argc, char** argv)
{
Display display(1200, 800, "Hello World");
Vertex vertecies[] =
{
Vertex(vec3(-0.5, -0.5, 0)),
Vertex(vec3(0.5, -0.5, 0)),
Vertex(vec3(0, 0.5, 0))
};
Mesh mesh(vertecies, sizeof(vertecies) / sizeof(vertecies[0]));
Shader shader(".\\res\\BasicShader");
while (!display.IsClosed())
{
display.Clear(1.0f, 1.0f, 1.0f, 1.0f);
shader.Bind();
mesh.Draw();
display.Update();
}
return 0;
}
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh(Vertex* vertecies, unsigned int numVertecies)
{
m_drawCount = numVertecies;
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertecies[0]) * numVertecies, vertecies, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, m_pos));
glBindVertexArray(0);
}
Mesh::~Mesh()
{
glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glDeleteVertexArrays(1, &m_vertexArrayObject);
}
void Mesh::Draw()
{
glBindVertexArray(m_vertexArrayObject);
glDrawArrays(GL_TRIANGLES, 0, m_drawCount);
glBindVertexArray(0);
}
Display.cpp:
#include "Display.h"
Display::Display(int width, int height, string title)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
m_window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
m_glContext = SDL_GL_CreateContext(m_window);
m_isClosed = false;
GLenum status = glewInit();
if (status != GLEW_OK)
cerr << "Could not initialize GLEW!" << endl;
}
Display::~Display()
{
SDL_GL_DeleteContext(m_glContext);
SDL_DestroyWindow(m_window);
SDL_Quit();
}
void Display::Clear(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
}
bool Display::IsClosed()
{
return m_isClosed;
}
void Display::Update()
{
SDL_GL_SwapWindow(m_window);
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
m_isClosed = true;
}
}
Vertex Shader:
#version 420 core
layout(location = 0) in vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}
Fragment Shader:
#version 420 core
out vec4 frag;
void main()
{
frag = vec4(1.0, 0.0, 0.0, 1.0);
}
Vertex.h:
#pragma once
#include <glm\glm.hpp>
using namespace glm;
struct Vertex
{
public:
Vertex(const vec3& pos);
virtual ~Vertex();
vec3 m_pos;
};
Vertex.cpp:
#include "Vertex.h"
Vertex::Vertex(const vec3& pos)
{
m_pos = pos;
}
Vertex::~Vertex()
{
}
EDIT: Everything has now been fixed.
This is probably a data alignment issue where your Vertex class is being padded. OpenGL would then interpret the padding bytes as valid data.
You can verify this by printing the result of sizeof(Vertex) which would be 8 (you mention a 64 platform) if it is indeed padded.
This tells OpenGL that there are floats tightly packed in memory, without padding:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
A better way of setting the vertex pointer would be:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, m_pos));
This also enables you to easily add more attributes.