So I watched a little intro course on youtube to learn the basics of OpenGL and learnt things like making a triangle and a simple camera class, etc. I've wanted to try and work towards making a voxel engine so obviously the first thing that I thought to make was a simple cube that I could eventually replicate. My problem is though that when I go to render the vertices and triangles they seem to be in a mess that doesn't resemble what I hard coded in the cube class. I know that 0,0 is the centre of the screen; 1 in the x axis is the right; -1 is the left; 1 in the y axis is the top and -1 is the bottom. Yet when I send through my vertices and triangles to the vertex buffer it seems to be doing something completely different. It's most likely a really stupid mistake on my part.
Cube::Cube()
{
m_vertices[0] = Vertex(glm::vec3(-0.5, -0.5, 0));
m_vertices[1] = Vertex(glm::vec3(-0.5, 0.5, 0));
m_vertices[2] = Vertex(glm::vec3(0.5, 0.5, 0));
m_vertices[3] = Vertex(glm::vec3(0.5, -0.5, 0));
m_vertices[4] = Vertex(glm::vec3(-0.5, -0.5, 1));
m_vertices[5] = Vertex(glm::vec3(-0.5, 0.5, 1));
m_vertices[6] = Vertex(glm::vec3(0.5, 0.5, 1));
m_vertices[7] = Vertex(glm::vec3(0.5, -0.5, 1));
m_triangles[0] = Triangle(0, 1, 2); //Front
//m_triangles[1] = Triangle(0, 2, 3); //Front
//m_triangles[2] = Triangle(1, 5, 6); //Top
//m_triangles[3] = Triangle(1, 6, 2); //Top
//m_triangles[4] = Triangle(3, 5, 4); //Left
//m_triangles[5] = Triangle(3, 5, 4); //Left
//m_triangles[6] = Triangle(3, 2, 7); //Right
//m_triangles[7] = Triangle(3, 3, 7); //Right
//m_triangles[8] = Triangle(7, 6, 4); //Back
//m_triangles[9] = Triangle(5, 6, 7); //Back
//m_triangles[10] = Triangle(0, 4, 7); //Bottom
//m_triangles[11] = Triangle(0, 3, 7); //Bottom
}
void Cube::Render()
{
Draw(m_vertices, sizeof(m_vertices) / sizeof(m_vertices[0]), m_triangles, (sizeof(m_triangles) / sizeof(m_triangles[0])));
}
The draw function inherited from my mesh class
void Mesh::Draw(Vertex* vertices, unsigned int numVertices, Triangle* triangles, unsigned int numTriangles)
{
//Array of indices
std::vector<unsigned int> indices;
for (int i = 0; i < numTriangles; i++)
{
indices.push_back(triangles[i].GetTriangle()[0]);
indices.push_back(triangles[i].GetTriangle()[1]);
indices.push_back(triangles[i].GetTriangle()[2]);
}
//How many vertices to draw
m_drawCount = indices.size();
//Generate and bind vertex array
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
//Generate and bind buffers
glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
//Write vertex data to the buffer
glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(vertices[0]), &vertices[0], GL_STATIC_DRAW);
//Only one attribute for the vertex data
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vertexArrayBuffers[INDEX_VB]);
//Write vertex data to the buffer
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), &indices[0], GL_STATIC_DRAW);
//Unbind vertex array
glBindVertexArray(0);
glBindVertexArray(m_vertexArrayObject);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawElements(GL_TRIANGLES, m_drawCount, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
Vertex and Triangle structs in mesh.h
struct Vertex
{
public:
//Constructor
Vertex()
{
}
//Constructor
Vertex(const glm::vec3& pos)
{
//Set vertex position
this->m_pos = pos;
}
protected:
private:
//Vertex position
glm::vec3 m_pos;
};
struct Triangle
{
public:
//Constructor
Triangle()
{
}
//Constructor
Triangle(int point1, int point2, int point3)
{
SetTriangle(point1, point2, point3);
}
int* GetTriangle()
{
return m_points;
}
void SetTriangle(int point1, int point2, int point3)
{
m_points[0] = point1;
m_points[1] = point2;
m_points[2] = point3;
}
protected:
private:
int m_points[3];
};
Camera functions
Camera::Camera(const glm::vec3 pos, float fov, float aspect, float zNear, float zFar)
{
m_perspectiveMatrix = glm::perspective(fov, aspect, zNear, zFar);
m_pos = pos;
m_forward = glm::vec3(0, 0, 1);
m_up = glm::vec3(0, 1, 0);
}
glm::mat4 Camera::GetViewProjection() const
{
return m_perspectiveMatrix * glm::lookAt(m_pos, m_pos + m_forward, m_up);
}
Note that in the cube constructor I'm only creating one triangle which should be bottom left, top left, top right yet this is the result:
Another note is that my camera rotation seems to be off as well. Changing the y rotation actually rotates it on the x axis and the changing the x rotation rotates on the y axis.
Also if anyone had a better way of creating and rendering the cube I would be grateful. Once I can do that I'll most likely look into letsmakeavoxelengine tutorials.
Edit: It feels like the x and y axis are inverted. I could just invert all my functions to counter that but that's kind of a hacky way around it and it still doesn't fix the underlying issue which could cause more trouble later on.
Edit2: Transform.h
#pragma once
#include <glm\glm.hpp>
#include <glm\gtx\transform.hpp>
#include "Camera.h"
struct Transform
{
public:
//Constructor
Transform(const glm::vec3& pos = glm::vec3(), const glm::vec3& rot = glm::vec3(), const glm::vec3& scale = glm::vec3(1.0f, 1.0f, 1.0f))
{
this->m_pos = pos;
this->m_rot = rot;
this->m_scale = scale;
}
//Get the model matrix
inline glm::mat4 GetModelMatrix() const
{
//Create all the transform matrices
//Position matrix
glm::mat4 posMatrix = glm::translate(m_pos);
//Scale matrix
glm::mat4 scaleMatrix = glm::scale(m_scale);
//Rotation matrix X
glm::mat4 rotXMatrix = glm::rotate(m_rot.x, glm::vec3(1.0f, 0.0f, 0.0f));
//Rotation matrix Y
glm::mat4 rotYMatrix = glm::rotate(m_rot.y, glm::vec3(0.0f, 1.0f, 0.0f));
//Rotation matrix Z
glm::mat4 rotZMatrix = glm::rotate(m_rot.z, glm::vec3(0.0f, 0.0f, 1.0f));
//Combined rotation matrix
glm::mat4 rotMatrix = rotXMatrix * rotYMatrix * rotZMatrix;
return posMatrix * rotMatrix * scaleMatrix;
}
inline glm::mat4 GetMVP(const Camera& camera) const
{
glm::mat4 ViewProjection = camera.GetViewProjection();
glm::mat4 ModelMatrix = GetModelMatrix();
return ViewProjection * ModelMatrix;//camera.GetViewProjection() * GetModel();
}
//Get position
inline glm::vec3* GetPosition() { return &m_pos; }
//Get rotation
inline glm::vec3* GetRotation() { return &m_rot; }
//Get scale
inline glm::vec3* GetScale() { return &m_scale; }
//Set Position
inline void SetPosition(const glm::vec3& pos) { this->m_pos = pos; }
//Set Rotation
inline void SetRotation(const glm::vec3& rot) { this->m_rot = rot; }
//Set Scale
inline void SetScale(const glm::vec3& scale) { this->m_scale = scale; }
private:
//Transform position
glm::vec3 m_pos;
//Transform rotation
glm::vec3 m_rot;
//Transform scale
glm::vec3 m_scale;
};
Cube, Transform and Camera calls in main.cpp:
Cube cube;
Transform transform;
Camera camera(glm::vec3(0.0f, 0.0f, -3.0f), 70.0f, (float)display.GetWidth()/(float)display.GetHeight(), 0.01f, 100.0f);
Edit3: 100% inverted on X Axis. New cube.cpp code:
m_vertices[0] = Vertex(glm::vec3(-0.5, -0.5, 0)); //BottomLeftFront
m_vertices[1] = Vertex(glm::vec3(-0.5, 0.5, 0)); //TopLeftFront
m_vertices[2] = Vertex(glm::vec3(0.5, 0.5, 0)); //TopRightFront
m_vertices[3] = Vertex(glm::vec3(0.5, -0.5, 0)); //BottomRightFront
m_vertices[4] = Vertex(glm::vec3(-0.5, -0.5, 1)); //BottomLeftBack
m_vertices[5] = Vertex(glm::vec3(-0.5, 0.5, 1)); //TopLeftBack
m_vertices[6] = Vertex(glm::vec3(0.5, 0.5, 1)); //TopRightBack
m_vertices[7] = Vertex(glm::vec3(0.5, -0.5, 1)); //BottomRightBack
m_triangles[0] = Triangle(0, 1, 2); //Front
m_triangles[1] = Triangle(0, 2, 3); //Front
//m_triangles[2] = Triangle(1, 5, 6); //Top
//m_triangles[3] = Triangle(1, 6, 2); //Top
m_triangles[4] = Triangle(3, 5, 4); //Left //BottomLeftFront, TopRightBack, BottomRightBack
//m_triangles[5] = Triangle(3, 5, 4); //Left
//m_triangles[6] = Triangle(3, 2, 7); //Right
//m_triangles[7] = Triangle(3, 3, 7); //Right
//m_triangles[8] = Triangle(7, 6, 4); //Back
//m_triangles[9] = Triangle(5, 6, 7); //Back
//m_triangles[10] = Triangle(0, 4, 7); //Bottom
//m_triangles[11] = Triangle(0, 3, 7); //Bottom
I've put a comment next to the new triangle that tells you what the actual resulting triangle points were. The triangle that I set should have been BottomRightFront, TopLeftBack, BottomLeftBack according to the code. I'll also add a screenshot of what it looks like.
Your description of the X and Y axes sounds right, but the Z axis seems to be reversed. For example, in the code you posted there's a variable m_forward whose value is (0, 0, 1); that could be right, but I usually call that direction "backwards".
Conventionally, OpenGL programs use a right-handed coordinate system, so if X points right and Y points up then Z points out of the screen, towards the eye. If you keep that in mind and review your code, checking the sign of the Z component of each position and direction vector, you should find the mistake(s). Good luck!
Related
I have developed an opengl application where we draw strings of text using freetype and opengl.
I want to achieve rotation capability for the text that I put on OpenGL window.
For instance, "This is a text" string should be calculated and put into a buffer on a plain background and then refactored with a rotation value, so that the text will be visible as such below
I also have a text background that is just a regular texture with a buffer. I manually fill this background with a uint8_t buffer which can contain anything ranging from a single colour to an image buffer.
struct Background{
Color color;
Texture* bg_texture;
int x, y;
int w, h;
uint8_t* buffer;
explicit Background(int x, int y):x(x), y(y)
{
};
void create_bg_buffer();
~Background()
{
free(buffer);
}
};
void Background::create_bg_buffer()
{
int w = this->w;
int h = this->h;
if (posix_memalign((void**)&this->buffer, 128, w * h * 4) != 0)
{
VI_ERROR("ERROR::FREETYTPE: Couldn't allocate frame buffer ");
}
int c = 0;
for ( int i = 0; i < w; i++ )
{
for ( int j = 0; j < h; j++ )
{
this->buffer[ c + 0 ] = this->color.get_color_char(Utils::RED);
this->buffer[ c + 1 ] = this->color.get_color_char(Utils::GREEN);
this->buffer[ c + 2 ] = this->color.get_color_char(Utils::BLUE);
this->buffer[ c + 3 ] = 0xFF;
c += 4;
}
}
}
I want users to be able to rotate this text with it's background with a given angle. In on itself, rotating this is a tedious task. So I want to draw the text inside the backgrounds buffer itself, and then rotate it.
Please note that the way I rotate a background, for different reasons is not using an opengl function but rather taking the rectangle's middle point and rotating each point manually and passing those points to opengl with this code:
cpp
...
GLfloat vertices[32] = {
// positions // colors // texture coords
pos.TR_x, pos.TR_y, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top right
pos.BR_x, pos.BR_y, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // bottom right
pos.BL_x, pos.BL_y, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom left
pos.TL_x, pos.TL_y, 1.0f, 0.1f, 0.1f, 0.1f, 0.0f, 0.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
...
Every pos stands for a rotated position, with labels indicating positions such as TR stands for top-right.
We want to use a Framebuffer for the output buffer. Then we want to use this framebuffer to be used for actual OpenGL output.
How should we alter the render_text function so that it will use the framebuffer to prepare the string from each individual character.
void Text::render_text(float angle_rad, bool has_bg)
{
if(has_bg) background->bg_texture->render(background->w, background->h, background->buffer, 1);
int start_y = ty + background->h;
start_y = ( std::abs(start_y - SCR_HEIGHT) / 2);
int total_h_index = 0;
for(auto& line: lines)
{
line.y = start_y;
line.x = tx;
total_h_index += line.total_height + LINE_GAP;
calc_pos(line.x, line.y, line.total_width, line.total_height, total_h_index);
for (c = line.text.begin(); c != line.text.end(); c++)
{
Character ch = Characters[*c];
line.char_h.push_back(ch.Size.y);
line.chars_y.push_back( line.y - (ch.Size.y - ch.Bearing.y) );
}
}
// glEnable(GL_CULL_FACE);
// glDisable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader.use();
glUniform3f(glGetUniformLocation(shader.ID, "textColor"), color.r, color.g, color.b);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
GLfloat vertices[6][4] = {
{ 0.0, 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 0.0, 1.0 },
{ 1.0, 0.0, 1.0, 1.0 },
{ 0.0, 1.0, 0.0, 0.0 },
{ 1.0, 0.0, 1.0, 1.0 },
{ 1.0, 1.0, 1.0, 0.0 }
};
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLint transition_loc = glGetUniformLocation(shader.ID, "transparency");
glUniform1f(transition_loc, 1.0f);
for(auto& line: lines)
{
GLfloat char_x = 0.0f;
std::string str = line.text;
glm::mat4 transOriginM = glm::translate(glm::mat4(1.0f), glm::vec3(line.x, line.y, 0));
glm::mat4 rotateM = glm::rotate(glm::mat4(1.0f), glm::radians(-angle_rad), glm::vec3(0.0f, 0.0f, 1.0f));
int e = 0;
std::vector<glm::vec2> rotated_pos = calc_rotation(line.chars_x, line.chars_y, -angle_rad, line.total_width);
for (c = str.begin(); c != str.end(); c++)
{
Character ch = Characters[*c];
GLfloat w = ch.Size.x;
GLfloat h = ch.Size.y;
GLfloat xrel = rotated_pos[e].x ; // char_x
GLfloat yrel = rotated_pos[e].y;
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
e++; // Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
glm::mat4 transRelM = glm::translate(glm::mat4(1.0f), glm::vec3(xrel, yrel, 0));
glm::mat4 scaleM = glm::scale(glm::mat4(1.0f), glm::vec3(w, h, 1.0f));
// Keep the translation matrix that sets the position of the text before the rotation matrix
glm::mat4 modelM = transOriginM * transRelM * rotateM * scaleM;
GLint model_loc = glGetUniformLocation(shader.ID, "model");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(modelM));
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
As of now, "Adding a character or text" is completely independent from the background operation.
They are just positioned in a way, so it looks like it has a background.
Our aim is to use a single output buffer that will hold both background color and freetype text data.
Following is how we handle the texture and texture rotation mechanism :
#define _VERTICIZE_X(number, global) _VERTICIZE(number, global) - 1
#define _VERTICIZE_Y(number, global) _VERTICIZE(number, global) + 1
namespace OpenGL
{
Texture::Texture(int x, int y, int w, int h, int gw, int gh, float angle)
{
Utils::Point rotatedPoints[4] = {
{x, y},
{x + w, y},
{x, y + h},
{x + w, y + h},
};
Utils::RotateRectangle(rotatedPoints, angle);
pos.TL_x = _VERTICIZE_X(rotatedPoints[0].x, gw); pos.TL_y = -_VERTICIZE_Y(rotatedPoints[0].y, gh);
pos.TR_x = _VERTICIZE_X(rotatedPoints[1].x, gw); pos.TR_y = -_VERTICIZE_Y(rotatedPoints[1].y, gh);
pos.BL_x = _VERTICIZE_X(rotatedPoints[2].x, gw); pos.BL_y = -_VERTICIZE_Y(rotatedPoints[2].y, gh);
pos.BR_x = _VERTICIZE_X(rotatedPoints[3].x, gw); pos.BR_y = -_VERTICIZE_Y(rotatedPoints[3].y, gh);
}
int Texture::init(float alpha, std::string* filter, Utils::Color proj_filt)
{
shader = Shader("./src/opengl/shaders/texture_shaders/texture.vs", "./src/opengl/shaders/texture_shaders/texture.fs");
void RotateRectangle(Point (&points)[4], float angle) {
// Calculate the center point
Point center = { 0 };
for (int i = 0; i < 4; i++) {
center.x += points[i].x;
center.y += points[i].y;
}
center.x /= 4;
center.y /= 4;
// Rotate each point
float angleRadians = angle * M_PI / 180.0f;
float s = sin(angleRadians);
float c = cos(angleRadians);
for (int i = 0; i < 4; i++) {
// Subtract the center point to get a vector from the center to the point
Point vector = { points[i].x - center.x, points[i].y - center.y };
// Rotate the vector
float x = vector.x;
float y = vector.y;
vector.x = x * c - y * s;
vector.y = x * s + y * c;
// Add the center point back to the rotated vector to get the new point
points[i].x = vector.x + center.x;
points[i].y = vector.y + center.y;
}
}
How can we use a framebuffer so that all OpenGL and FreeType operation are going to be executed in a single output space, and following that depending our way we can rotate the whole text using this single output framebuffer ?
I have several planes(2 for example). I need to rotate each of them around share center and then translate it to different coordinates. For example, i have two planes
Mesh CreateMeshPlane(Vector3D bottomleft, size_t numvertices_x,
size_t numvertices_y, size_t max_x,
size_t max_y)
{
Just generation VBO for plane.
}
planeZY = CreateMeshPlane({0.0, 0.0, 0.0}, 100, 100, 2, 2);
planeZY1 = CreateMeshPlane({0.0, 0.0, 0.0}, 100, 100, 2, 2);
i need to rotate them around some origin, then i need to move them in some point.
What do i do?
planeZY.setupMesh();
planeZY.position = QVector3D(0.0, 0.0, 2.0);
planeZY.origin = QVector3D(1, 1, 1);
planeZY.rotation = QVector3D(0.0f, -90.0f, 0.0f);
planeZY.updateModelMatrix();
planeZY1.setupMesh();
planeZY.origin = QVector3D(1, 1, 1);
planeZY1.position = QVector3D(2.0, 0.0, 0.0);
planeZY1.rotation = QVector3D(0.0f, -90.0f, 0.0f);
planeZY1.updateModelMatrix();
void updateModelMatrix()
{
this->modelMatrix.setToIdentity();
this->modelMatrix.translate(this->origin);
this->modelMatrix.rotate(this->rotation.z(), QVector3D(0.f, 0.f, 1.f));
this->modelMatrix.rotate(this->rotation.y(), QVector3D(0.f, 1.f, 0.f));
this->modelMatrix.rotate(this->rotation.x(), QVector3D(1.f, 0.f, 0.f));
this->modelMatrix.translate(this->position - this->origin);
}
There is a problem, local axis changes their direction after rotation and my plane move in a wrong direction. How to rotate objects in opengl and move them along global axes?
Recently, I want to achieve interactive rotation operations as can be done in meshlab:
Basically, it achieves rotation of three degrees of freedom. I visualize these operations as following codes with the help of GLFW:
static void mouse_move_callback(GLFWwindow* window, double xpos, double ypos){
...
do{
//perform rotation operations only if keeping the right mouse key pressed
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_RELEASE) {
g_clr_right_mouse = true;
break;
}
/*clear mouse state once transferred from release state
to pressed state to prevent from a instant flicker*/
if(g_clr_right_mouse){
g_lastX = xpos;
g_lastY = ypos;
g_clr_right_mouse = false;
}
float xoffset = xpos - g_lastX; //let movement from down to top positive
float yoffset = g_lastY - ypos;
g_lastX = xpos;
g_lastY = ypos;
//do counterclockwise rotation around x-asis with movement in y direction
glm::mat4 r1 = glm::rotate(glm::mat4(), glm::radians(-yoffset * 0.5f), glm::vec3(1.0f,0.0f,0.0f));
//do counterclockwise rotation around y-asis with movement in x direction
glm::mat4 r2 = glm::rotate(glm::mat4(), glm::radians( xoffset * 0.5f), glm::vec3(0.0f,1.0f,0.0f));
glm::mat4 tmp = r2 * r1 * g_model;
for(int i=0; i<3; i++)
g_model[i] = tmp[i];
return ;
}while(false);
}
These codes are located here, and the whole project can be found here which can be downloaded and built. Finally, it performs as follows:
However, my implementation can only achieve rotation operations of 2 DOF, I add a keyboard callback to achieve rotation around the z axis:
void keyboard_callback(GLFWwindow* window, int key, int scancode, int action, int mod){
if(glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS){
glm::mat4 r3 = glm::rotate(glm::mat4(), glm::radians(3.0f), glm::vec3(0,0,1.0f));
glm::mat4 tmp = r3 * g_model;
for(int i=0; i<3; i++)
g_model[i] = tmp[i];
}else if(glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS){
glm::mat4 r3 = glm::rotate(glm::mat4(), glm::radians(-3.0f), glm::vec3(0,0,1.0f));
glm::mat4 tmp = r3 * g_model;
for(int i=0; i<3; i++)
g_model[i] = tmp[i];
}
}
So my question is how to decently achieve interactive rotation operations of 3 DOF only with mouse movement?
When dragging the mouse, the object must be rotated around an axis that is perpendicular to the direction of movement of the mouse. The pivot is the origin of the model.
Rotate the mouse movement vector by 90 ° in the XY plane of the view. Since this is a vector in view space, the vector must be transformed from view space into world space. The matrix that transforms a vector from view space to world space is the inverse matrix of the upper left 3x3 of the view matrix:
vec2 drag_start;
vec2 drag_end;
glm::mat3 to_world = glm::inverse(glm::mat3(view_matrix));
glm::vec2 drag_vec = glm::vec2(drag_end.x - drag_start.x, drag_start.y - drag_end.y);
glm::vec3 axis_vec = glm::normalize(to_world * glm::vec3(-drag_vec.y, drag_vec.x, 0));
Create a rotation matrix around the axis. The angle depends on the length of the vector (height is the height of the viewport in pixels):
GLfloat angle = glm::length(drag_vec) / height / 2 * M_PI;
drag_rotation = glm::rotate(glm::mat4(1.0f), angle, axis_vec);
Compute a rotation matrix while dragging the mouse. Concatenate the rotation matrix and the model matrix after the drag ends:
glm::mat4 view_matrix(1.0f);
glm::mat4 model_rotation(1.0f);
glm::mat4 drag_rotation(1.0f);
glm::vec2 drag_start(0.0f);
bool drag = false;
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button != GLFW_MOUSE_BUTTON_LEFT)
return;
if (action == GLFW_PRESS)
{
drag = true;
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
drag_start = glm::vec2(xpos, ypos);
}
else if (action == GLFW_RELEASE)
{
drag = false;
model_rotation = drag_rotation * model_rotation;
drag_rotation = glm::mat4(1.0f);
}
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
if (!drag)
return;
glm::mat3 to_world = glm::inverse(glm::mat3(view_matrix));
glm::vec2 drag_vec = glm::vec2(xpos - drag_start.x, drag_start.y - ypos);
glm::vec3 axis_vec = glm::normalize(to_world * glm::vec3(-drag_vec.y, drag_vec.x, 0));
GLfloat angle = glm::length(drag_vec) / height / 2 * M_PI;
drag_rotation = glm::rotate(glm::mat4(1.0f), angle, axis_vec);
}
The model matrix is the concatenation of drag_rotation and model_rotation:
glm::mat4 model = drag_rotation * model_rotation;
See also Orbit
Complete example:
#include <GL/glew.h>
#include <GL/gl.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <GLFW/glfw3.h>
#include <vector>
#include <string>
#include <stdexcept>
#include <iostream>
#define _USE_MATH_DEFINES
#include <cmath>
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
std::string sh_vert = R"(
#version 460 core
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec3 a_uvw;
out vec3 v_uvw;
layout (location = 0) uniform mat4 u_projection;
layout (location = 1) uniform mat4 u_view;
layout (location = 2) uniform mat4 u_model;
void main()
{
v_uvw = a_uvw;
gl_Position = u_projection * u_view * u_model * a_position;
}
)";
std::string sh_frag = R"(
#version 460 core
out vec4 frag_color;
in vec3 v_uvw;
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp(vec3(R, G, B), 0.0, 1.0);
}
void main()
{
frag_color = vec4(HUEtoRGB(v_uvw.z), 1.0);
}
)";
class ShaderProgram
{
public:
GLuint programObject;
static ShaderProgram newProgram(const std::string& vsh, const std::string& fsh);
private:
GLuint compileShader(const std::string& sourceCode, GLenum shaderType);
void linkProgram(std::vector<GLuint> shObjs);
void compileStatus(GLuint shader);
void linkStatus();
};
class VertexArrayObject
{
public:
GLuint vaoObject = 0;
GLsizei noOfVertices = 0;
GLsizei noOfIndices = 0;
static VertexArrayObject newCube();
static VertexArrayObject newCircles();
static VertexArrayObject newVAO(const std::vector<GLfloat>& varray, const std::vector<GLuint>& iarray);
};
int width = 800, height = 600;
glm::mat4 view_matrix(1.0f);
glm::mat4 model_rotation(1.0f);
glm::mat4 drag_rotation(1.0f);
glm::vec2 drag_start(0.0f);
bool drag = false;
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button != GLFW_MOUSE_BUTTON_LEFT)
return;
if (action == GLFW_PRESS)
{
drag = true;
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
drag_start = glm::vec2(xpos, ypos);
}
else if (action == GLFW_RELEASE)
{
drag = false;
model_rotation = drag_rotation * model_rotation;
drag_rotation = glm::mat4(1.0f);
}
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
if (!drag)
return;
glm::mat3 to_world = glm::inverse(glm::mat3(view_matrix));
glm::vec2 drag_vec = glm::vec2(xpos - drag_start.x, drag_start.y - ypos);
glm::vec3 axis_vec = glm::normalize(to_world * glm::vec3(-drag_vec.y, drag_vec.x, 0));
GLfloat angle = glm::length(drag_vec) / height / 2 * M_PI;
drag_rotation = glm::rotate(glm::mat4(1.0f), angle, axis_vec);
}
int main(void)
{
if (glfwInit() == GLFW_FALSE)
throw std::runtime_error( "error initializing glfw" );
glfwWindowHint(GLFW_SAMPLES, 8);
GLFWwindow * window = glfwCreateWindow(width, height, "OGL window", nullptr, nullptr);
if (window == nullptr)
{
glfwTerminate();
throw std::runtime_error( "error initializing window" );
}
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwMakeContextCurrent(window);
if ( glewInit() != GLEW_OK )
throw std::runtime_error( "error initializing glew" );
auto progam = ShaderProgram::newProgram(sh_vert, sh_frag);
auto cube = VertexArrayObject::newCube();
auto circles = VertexArrayObject::newCircles();
glUseProgram(progam.programObject);
glEnable( GL_DEPTH_TEST );
glClearColor(0.1f, 0.3f, 0.2f, 0.0f);
view_matrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 7.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(1, 1, GL_FALSE, glm::value_ptr(view_matrix));
while (!glfwWindowShouldClose(window))
{
glfwGetFramebufferSize(window, &width, &height);
float ascpect = (float)width / (float)height;
glm::mat4 project = glm::perspective(glm::radians(60.0f), ascpect, 0.1f, 20.0f);
glUniformMatrix4fv(0, 1, GL_FALSE, glm::value_ptr(project));
glm::mat4 model = drag_rotation * model_rotation;
glViewport(0, 0, width, height);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUniformMatrix4fv(2, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(cube.vaoObject);
glDrawElements(GL_TRIANGLES, cube.noOfIndices, GL_UNSIGNED_INT, nullptr);
glUniformMatrix4fv(2, 1, GL_FALSE, glm::value_ptr(glm::scale(model, glm::vec3(2.5f))));
glBindVertexArray(circles.vaoObject);
glDrawElements(GL_LINES, circles.noOfIndices, GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
ShaderProgram ShaderProgram::newProgram(const std::string& vsh, const std::string& fsh)
{
ShaderProgram program;
auto shObjs = std::vector<GLuint>
{
program.compileShader(vsh, GL_VERTEX_SHADER),
program.compileShader(fsh, GL_FRAGMENT_SHADER),
};
for (auto shObj : shObjs)
program.compileStatus(shObj);
program.linkProgram(shObjs);
for (auto shObj : shObjs)
glDeleteShader(shObj);
return program;
}
GLuint ShaderProgram::compileShader(const std::string& sourceCode, GLenum shaderType)
{
auto shaderObj = glCreateShader(shaderType);
const char* srcCodePtr = sourceCode.c_str();
glShaderSource(shaderObj, 1, &srcCodePtr, nullptr);
glCompileShader(shaderObj);
return shaderObj;
}
void ShaderProgram::linkProgram(std::vector<GLuint> shObjs)
{
programObject = glCreateProgram();
for (auto shObj : shObjs)
glAttachShader(programObject, shObj);
glLinkProgram(programObject);
linkStatus();
}
void ShaderProgram::compileStatus(GLuint shader)
{
GLint status = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetShaderInfoLog(shader, logLen, &written, log.data());
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
}
void ShaderProgram::linkStatus()
{
GLint status = GL_TRUE;
glGetProgramiv(programObject, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetProgramInfoLog(programObject, logLen, &written, log.data());
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
}
VertexArrayObject VertexArrayObject::newCube()
{
static const std::vector<GLfloat> vertices{ -1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1 };
static const std::vector<GLfloat> uv{ 0, 0, 1, 0, 1, 1, 0, 1 };
static const std::vector<size_t> faces{ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 };
std::vector<GLfloat> varray;
std::vector<GLuint> iarray;
for (auto si = 0; si < faces.size() / 4; si++)
{
for (auto qi = 0; qi < 4; qi++)
{
varray.insert(varray.end(), vertices.begin() + faces[si * 4 + qi] * 3, vertices.begin() + faces[si * 4 + qi] * 3 + 3);
std::vector<GLfloat> uvw{ 0, 0, (GLfloat)si * 4.0f / (GLfloat)faces.size() };
varray.insert(varray.end(), uvw.begin(), uvw.end());
}
std::vector<GLuint> indices{ 4u * si, 4u * si + 1, 4u * si + 2, 4u * si, 4u * si + 2, 4u * si + 3 };
iarray.insert(iarray.end(), indices.begin(), indices.end());
}
return newVAO(varray, iarray);
}
VertexArrayObject VertexArrayObject::newCircles()
{
const GLuint noC = 360;
std::vector<GLfloat> varray;
std::vector<GLuint> iarray;
for (int i = 0; i <= noC; i++)
{
GLfloat angle = static_cast<GLfloat>(i * 2 * M_PI / noC);
GLfloat c = cos(angle), s = sin(angle);
std::vector<GLfloat> va{ 0, c, s, 0, 0, 0, s, 0, c, 0, 0, 1.0f / 3.0f, c, s, 0, 0, 0, 2.0f / 3.0f };
varray.insert(varray.end(), va.begin(), va.end());
}
for (GLuint ci = 0; ci < 3; ci++)
{
for (GLuint i = 0; i <= noC; i++)
{
std::vector<GLuint> ia{ i * 3 + ci, ((i + 1) % noC) * 3 + ci };
iarray.insert(iarray.end(), ia.begin(), ia.end());
}
}
return newVAO(varray, iarray);
}
VertexArrayObject VertexArrayObject::newVAO(const std::vector<GLfloat>& varray, const std::vector<GLuint>& iarray)
{
VertexArrayObject vao;
vao.noOfIndices = static_cast<GLsizei>(iarray.size());
vao.noOfVertices = static_cast<GLsizei>(varray.size() / 6);
GLuint bufferObjects[2];
glGenBuffers(2, bufferObjects);;
glGenVertexArrays(1, &vao.vaoObject);
glBindVertexArray(vao.vaoObject);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[0]);
glBufferData(GL_ARRAY_BUFFER, varray.size() * sizeof(*varray.data()), varray.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(*varray.data()), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(*varray.data()), (void*)(3 * sizeof(*varray.data())));
if (vao.noOfIndices > 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iarray.size() * sizeof(*iarray.data()), iarray.data(), GL_STATIC_DRAW);
}
glBindVertexArray(0);
glDeleteBuffers(2, bufferObjects);
return vao;
}
You kinda need to draw the ball to make it intuitive.
On mouse down, you put an anchor on the ball directly under the mouse pointer. If the click is outside the ball, then you use the closest point on the ball.
As the mouse moves, you rotate the ball so that the anchor point follows the shortest path so that it remains directly under the mouse pointer. If the mouse pointer is off the ball, then the closest point on the ball is used.
Maybe this will help.
I'm trying to rotate my camera with the purpose of see an object rotating around my cam with a rotation Matrix that I develop the problem is that it doesn't works.
So I try with the glm::rotation matrix and put the values
m_View = glm::rotate(m_View, a * glm::radians(180.0f), glm::vec3(0.0f, 1.0f, 0.0f))
but it does not works either:
void CCam::setView()
{
Front = glm::normalize(Eye - At);
Right = glm::normalize(glm::cross(Up, Front));
up = glm::cross(Front, Right); // Up Verdadero
m_View = glm::lookAt(
Eye, // Camera Position
(Eye + Front), // Where the camera looks
up // This is another way to say camera is not rotated
);
newAt = glm::vec4(At, 1.0f);
//m_View = m_View * GLMatrixRotationY(a);
m_View = glm::rotate(m_View, a * glm::radians(180.0f), glm::vec3(0.0f, 1.0f, 0.0f));
}
glm::mat4 CCam::GLMatrixRotationX(float Angle)
{
matrizRotacionX = glm::mat4(
1, 0, 0, 0,
0, cos(Angle), -sin(Angle), 0,
0, sin(Angle), cos(Angle), 0,
0, 0, 0, 1
);
return matrizRotacionX;
}
I expect to see my mesh rotating around the camera but I only got the cam rotating around the mesh.
Im trying to rotate my cube using quaternion to matrix rotation based on arcball mouse movement. My cube is rendering, and it has movement/rotation, but it isnt simply just rotating around an axis, it is also moving in the direction of my mouse, so i think that either the data that im getting from my trackball is a bit off, or the way im transforming my quaternion into a rotation matrix is slightly off. trackball_ptov is where i translate mouse location to an arcball. mouseMotion() is where im creating the rotation matrix from the quaternion.
The entirety of my main:
#include "Angel.h"
#include <gl/glew.h>
#include <glut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
using namespace std;
#define bool int /* if system does not support bool type */
#define false 0
#define true 1
#define M_PI 3.14159265358 /* if not in math.h */
int winWidth, winHeight;
float angle = 0.0, axis[3], trans[3];
bool trackingMouse = false;
float lastPos[3] = {0.0, 0.0, 0.0};
float aspect = 1.0;
int curx, cury;
int startX, startY;
int modelInit=1;
//the program object
GLuint program = 0;
glm::mat4 model;
typedef Angel::vec4 color4;
typedef Angel::vec4 point4;
const int NumVertices = 36; //(6 faces)(2 triangles/face)(3 vertices/triangle)
point4 points[NumVertices];
color4 colors[NumVertices];
enum { Xaxis = 0, Yaxis = 1, Zaxis = 2, NumAxes = 3 };
int Axis = Xaxis;
GLuint mvpUniform;
GLuint shaderaxis;
int Index = 0;
// Vertices of a unit cube centered at origin, sides aligned with axes
point4 vertices[8]={
point4(-0.5, -0.5, 0.5, 1.0),
point4(-0.5, 0.5, 0.5, 1.0),
point4(0.5, 0.5, 0.5, 1.0),
point4(0.5, -0.5, 0.5, 1.0),
point4(-0.5, -0.5, -0.5, 1.0),
point4(-0.5, 0.5, -0.5, 1.0),
point4(0.5, 0.5, -0.5, 1.0),
point4(0.5, -0.5, -0.5, 1.0)
};
// RGBA colors
color4 vertex_colors[8] = {
color4(0.0, 0.0, 0.0, 1.0), // black
color4(1.0, 0.0, 0.0, 1.0), // red
color4(1.0, 1.0, 0.0, 1.0), // yellow
color4(0.0, 1.0, 0.0, 1.0), // green
color4(0.0, 0.0, 1.0, 1.0), // blue
color4(1.0, 0.0, 1.0, 1.0), // magenta
color4(1.0, 1.0, 1.0, 1.0), // white
color4(0.0, 1.0, 1.0, 1.0) // cyan
};
// quad generates two triangles for each face and assigns colors to the vertices
void quad(int a, int b, int c, int d) {
colors[Index] = vertex_colors[a]; points[Index] = vertices[a]; Index++;
colors[Index] = vertex_colors[b]; points[Index] = vertices[b]; Index++;
colors[Index] = vertex_colors[c]; points[Index] = vertices[c]; Index++;
colors[Index] = vertex_colors[a]; points[Index] = vertices[a]; Index++;
colors[Index] = vertex_colors[c]; points[Index] = vertices[c]; Index++;
colors[Index] = vertex_colors[d]; points[Index] = vertices[d]; Index++;
}
// generate 12 triangles: 36 vertices and 36 colors
void colorcube(void) {
quad(1, 0, 3, 2);
quad(2, 3, 7, 6);
quad(3, 0, 4, 7);
quad(6, 5, 1, 2);
quad(4, 5, 6, 7);
quad(5, 4, 0, 1);
}
// OpenGL initialization
void init(void) {
colorcube();
// Load shaders and use the resulting shader program
GLuint program = InitShader("vshader36.glsl", "fshader36.glsl");
glUseProgram(program);
// Create a vertex array object
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Create and initialize a buffer object
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(points) + sizeof(colors), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(points), points);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(points), sizeof(colors), colors);
// set up vertex arrays
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
model = glm::translate(glm::mat4(1.0), glm::vec3(0.0, 0.0, -5.0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(points)));
mvpUniform = glGetUniformLocation(program, "mvp");
glEnable(GL_DEPTH_TEST);
glClearColor(1.0, 1.0, 1.0, 1.0);
}
void trackball_ptov(int x, int y, int width, int height, float v[3]) {
float d, a;
/* project x, y onto a hemisphere centered within width, height , note z is up here*/
v[0] = (2.0*x - width) / width;
v[1] = (height - 2.0F*y) / height;
d = sqrt(v[0]*v[0] + v[1]*v[1]);
v[2] = cos((M_PI/2.0) * ((d < 1.0) ? d : 1.0));
a = 1.0 / sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] *= a;
v[1] *= a;
v[2] *= a;
}
void display() {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glm::mat4 proj = glm::perspective(90.F, 1.F, 0.1F, 100.F);
glm::mat4 view = glm::translate(glm::mat4(1.0), glm::vec3(0.0, 0.0, 0.0)); //apply mouse translation
//view = glm::rotate(view, 0.2*mousediff.x, glm::vec3(0.0, 1.0, 0.0)); //apply mouse rotation
//view = glm::rotate(view, 0.2*mousediff.y, glm::vec3(1.0, 0.0, 0.0));
//model = glm::translate(glm::mat4(1.0), glm::vec3(0.0, 0.0, -5.0));
//glUniformMatrix4fv(mvpUniform, 1, false, glm::value_ptr(proj));
glUniformMatrix4fv(mvpUniform, 1, false, glm::value_ptr(proj*view*model));
//glUniformMatrix4fv(mvpUniform, 1, false, glm::value_ptr(model*view*proj));
glDrawArrays(GL_TRIANGLES, 0, NumVertices);
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y) {
switch(key) {
case 033: // Escape Key
case 'q': case 'Q':
exit(EXIT_SUCCESS);
break;
}
}
void mouseButton(int button, int state, int x, int y) {
if(button==GLUT_RIGHT_BUTTON) exit(0);
/* holding down left button allows user to rotate cube */
if(button==GLUT_LEFT_BUTTON)
switch(state) {
case GLUT_DOWN:
trackingMouse = true;
startX = x;
startY = y;
curx = x;
cury = y;
trackball_ptov(x, y, 512, 512, lastPos);
break;
case GLUT_UP:
trackingMouse = false;
angle = 0.0;
break;
}
}
void mouseMotion(int x, int y) {
float curPos[3], dx, dy, dz;
/* compute position on hemisphere */
if(trackingMouse) {
/* compute the change in position on the hemisphere */
trackball_ptov(x, y, 512, 512, curPos);
dx = curPos[0] - lastPos[0];
dy = curPos[1] - lastPos[1];
dz = curPos[2] - lastPos[2];
if (dx || dy || dz) {
/* compute theta and cross product */
angle = 90.0 * sqrt(dx*dx + dy*dy + dz*dz);
axis[0] = lastPos[1]*curPos[2] - lastPos[2]*curPos[1];
axis[1] = lastPos[2]*curPos[0] - lastPos[0]*curPos[2];
axis[2] = lastPos[0]*curPos[1] - lastPos[1]*curPos[0];
/* update position */
lastPos[0] = curPos[0];
lastPos[1] = curPos[1];
lastPos[2] = curPos[2];
}
float w = angle;
float x = axis[0];
float y = axis[1];
float z = axis[2];
glm::mat4 xform = glm::mat4((1.F - (2.F * ( y*y + z*z ))),(2.F * ( x*y - z*w )),( x*z + y*w ),0.F,
(2.F * ( x*y + z*w )),(1.F - (2.F * ( x*x + z*z ))),(2.F * ( y*z - x*w )),0.F,
(2.F * ( x*z - y*w )),(2.F * ( y*z + x*w )),(1.F - (2.F * ( x*x + y*y ))),0.F,
0.F,0.F,0.F,1.F);
model = xform*model;
}
glutPostRedisplay();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(512, 512);
glutCreateWindow("Color Cube");
glewInit();
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutIdleFunc(display);
glutMouseFunc(mouseButton);
glutMotionFunc(mouseMotion);
glutMainLoop();
return 0;
}
Here is the fshader36
#version 150
in vec4 color;
out vec4 fColor;
void main()
{
fColor = color;
}
here is VSHADER
#version 330
uniform mat4 mvp;
layout(location=0) in vec4 vPosition;
layout(location=1) in vec4 vColor;
out vec4 color;
void main() {
color = vColor;
gl_Position = mvp * vPosition;
}