I am trying to solve the experiments in the book Anton's OpenGL 4 Tutorials. In the first chapter's experiments it ask to create a second VAO to draw 2 shapes instead of one but I have no clue how to do this, how can a second be displayed simultaneously?
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
int main () {
// start GL context and O/S window using the GLFW helper library
if (!glfwInit ()) {
fprintf (stderr, "ERROR: could not start GLFW3\n");
return 1;
}
GLFWwindow* window = glfwCreateWindow (640, 480, "Hello Triangle", NULL, NULL);
if (!window) {
fprintf (stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent (window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit ();
// get version info
const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string
const GLubyte* version = glGetString (GL_VERSION); // version as a string
printf ("Renderer: %s\n", renderer);
printf ("OpenGL version supported %s\n", version);
// tell GL to only draw onto a pixel if the shape is closer to the viewer
glEnable (GL_DEPTH_TEST); // enable depth-testing
glDepthFunc (GL_LESS); // depth-testing interprets a smaller value as "closer"
GLfloat points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
GLuint vbo = 0;
glGenBuffers (1, &vbo);
glBindBuffer (GL_ARRAY_BUFFER, vbo);
glBufferData (GL_ARRAY_BUFFER, 18 * sizeof (float), points, GL_STATIC_DRAW);
GLuint vao = 0;
glGenVertexArrays (1, &vao);
glBindVertexArray (vao);
glEnableVertexAttribArray (0);
glBindBuffer (GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
//second vao
GLuint vao_two = 0;
glGenVertexArrays(1, &vao_two);
glBindVertexArray(vao_two);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
const char* vertex_shader =
"#version 400\n"
"in vec3 vp;"
"in vec3 vp2;"
"void main() {"
" gl_Position = vec4(vp.x, vp.y + 0.2, vp.z, 1.0);"
" gl_Position2 = vec4(vp2.x, vp2.y - 0.9, vp2.z, 1.0);"
"}";
const char* fragment_shader =
"#version 400\n"
"out vec4 frag_colour;"
"void main () {"
" frag_colour = vec4 (0.0, 1.0, 0.0, 1.0);"
"}";
GLuint vs = glCreateShader (GL_VERTEX_SHADER);
glShaderSource (vs, 1, &vertex_shader, NULL);
glCompileShader (vs);
GLuint fs = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource (fs, 1, &fragment_shader, NULL);
glCompileShader (fs);
GLuint shader_programme = glCreateProgram();
glAttachShader (shader_programme, fs);
glAttachShader (shader_programme, vs);
glLinkProgram(shader_programme);
glClearColor(0.6f, 0.6f, 0.6f, 0.0f);
while (!glfwWindowShouldClose (window)) {
// wipe the drawing surface clear
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram (shader_programme);
glBindVertexArray (vao);
// draw points 0-3 from the currently bound VAO with current in-use shader
glDrawArrays (GL_TRIANGLES, 0, 6);
glBindVertexArray (vao_two);
glDrawArrays (GL_TRIANGLES, 0, 6);
// update other events like input handling
glfwPollEvents ();
// put the stuff we've been drawing onto the display
glfwSwapBuffers (window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
Actually, you are drawing two different shapes, however, because you use the same vertex buffer object in both vertex attribute objects (vao and vao_two) they have the same coordinates and they overlap.
Try to make 2 GLfloat arrays of points with different coordinates and attribute each one to a different vertex buffer object and then each vertex buffer object to a different vertex attribute object, then your shapes will be distinct.
First bind the buffers and then draw them all:
glBindVertexArray(vao);
glBindVertexArray(vao2);
glDrawArrays(GL_TRIANGLES, 0, 6);
Alternatively you can draw first the first shape and then the second:
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(vao2);
glDrawArrays(GL_TRIANGLES, 3, 3);
Related
I have recently written a program to draw a triangle with 3 different RGB values and I want to do the same with another separate VAO in the same program but I want this one composed of 5 triangles. Here is my main.cpp:
void framebuffer_size_callback(GFLWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// Shaders
const char *vertexShaderSource =
"#version 410\n"
"in vec3 vp;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos, 1.0);\n"
"}\0";
const char *fragmentShader1Source =
"#version 410\n"
"out vec4 FragColor;\n"
"in vec3 myColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(myColor, 1.0f);\n"
"}\n\0";
int main ()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit ())
{
fprintf (stderr, "ERROR: could not start GLFW3\n");
return 1;
}
// uncomment these lines if on Apple OS X
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);
if (!window)
{
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS);
/* OTHER STUFF GOES HERE */
// Draw a single triangle VBO
float points[] = {
// positions // colors
0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f 0.0f, 1.0f
};
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
// Compile a Vertex Shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Compile a fragment shader.
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Compile shaders into a executable shader program.
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, fragmentShader);
glAttachShader(shaderProgram, vertexShader);
glLinkProgram(shaderProgram);
// Drawing the triangles aka render loop
while (!glfwWindowShouldClose(window))
{
processInput(window);
// wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw Triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Draw Triangle Fan; unfinished
// swap buffers and poll IO events
glfwPollEvents();
glfwSwapBuffers(window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
Do I simply create another float "points" matrix like I did with my first VBO or something else? The tutorial Im following wasn't perfectly clear on this part.
Also, Im using Xcode on my Mac and I created separate .cpp files for my Fragment and Vertex shaders. Should I switch those to header files instead?
You have to specify an input attribute for the color (aColor) and to pass the color attribute from the vertex shader to the fragment shader (myColor). Use Layout Qualifiers to specify the attribute indices.
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
out vec3 myColor;
void main()
{
myColor = aColor;
gl_Position = vec4(aPos, 1.0);
}
#version 330 core
out vec4 FragColor;
in vec3 myColor;
void main()
{
FragColor = vec4(myColor, 1.0f);
}
Note your current vertex shader does not compile. Check if compiling of a shader succeeded checked by glGetShaderiv and the parameter GL_COMPILE_STATUS and if the linking of a program was successful can be checked by glGetProgramiv and the parameter GL_LINK_STATUS. See the answer to OpenGL ignores Quads and makes them Triangles for some code snippets.
Your vertices are tuples with 6 components (x, y, z, r, g, b):
float points[] = {
// positions // colors
0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f 0.0f, 1.0f
};
Use glVertexAttribPointer to specify 2 vertex attributes. The stride and the offset have to be specified in bytes. The stride is 6 * sizeof(float). The offset of the vertex coordinates is 0 and the offset of the color attributes is 3 * sizeof(float). e.g:
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
If you want to draw more complex meshes, then you have to extend the vertes arrays. Just add another 3 vertices and colors to points array for the next triangle. Alternatively you can use a different primitive type like GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN. See Triangle primitives
Example code:
#include <iostream>
#include <vector>
// Shaders
const char *vertexShaderSource = R"(#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
out vec3 myColor;
void main()
{
myColor = aColor;
gl_Position = vec4(aPos, 1.0);
}
)";
const char *fragmentShaderSource = R"(#version 330 core
out vec4 FragColor;
in vec3 myColor;
void main()
{
FragColor = vec4(myColor, 1.0f);
}
)";
bool CompileStatus( GLuint shader );
bool LinkStatus( GLuint program );
float radians( float deg ) { return deg * 3.141529 / 180.0; }
int main ()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit())
{
fprintf (stderr, "ERROR: could not start GLFW3\n");
return 1;
}
// uncomment these lines if on Apple OS X
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);
if (!window)
{
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS);
/* OTHER STUFF GOES HERE */
// Draw a single triangle VBO
float points[] = {
// positions // colors
0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f * cos(radians(72)), 0.5f * sin(radians(72)), 0.0f, 0.0f, 0.0f, 1.0f,
0.5f * cos(radians(144)), 0.5f * sin(radians(144)), 0.0f, 1.0f, 1.0f, 0.0f,
0.5f * cos(radians(216)), 0.5f * sin(radians(216)), 0.0f, 0.0f, 1.0f, 1.0f,
0.5f * cos(radians(288)), 0.5f * sin(radians(288)), 0.0f, 1.0f, 0.0f, 1.0f,
0.5, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f
};
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
// Compile a Vertex Shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
CompileStatus( vertexShader );
// Compile a fragment shader.
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
CompileStatus( fragmentShader );
// Compile shaders into a executable shader program.
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, fragmentShader);
glAttachShader(shaderProgram, vertexShader);
glLinkProgram(shaderProgram);
LinkStatus( shaderProgram );
// Drawing the triangles aka render loop
while (!glfwWindowShouldClose(window))
{
//processInput(window);
// wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw Triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 7);
// Draw Triangle Fan; unfinished
// swap buffers and poll IO events
glfwPollEvents();
glfwSwapBuffers(window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
bool 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;
}
return status != GL_FALSE;
}
bool LinkStatus( GLuint program )
{
GLint status = GL_TRUE;
glGetProgramiv( program, GL_LINK_STATUS, &status );
if (status == GL_FALSE)
{
GLint logLen;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logLen );
std::vector< char >log( logLen );
GLsizei written;
glGetProgramInfoLog( program, logLen, &written, log.data() );
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
return status != GL_FALSE;
}
You would do this by adding creating another float array containing your new points, and creating another VAO and VBO. Since you want a triangle fan (based on the comment in your code), and not 5 individual triangles you would make it like this:
float points_5_triangles[] = {
// positions // colors
// Original triangle
x1, y1, z1, r1, g1, b1, // point 1
x2, y2, z2, r2, g2, b2, // point 2
x3, y3, z3, r3, g3, b3, // point 3
// Another triangle made from point 1, 3 and 4
x4, y4, z4, r4, g4, b4,
// Another triangle made from point 1, 4 and 5
x5, y5, z5, r5, g5, b5,
// Another triangle made from point 1, 5 and 6
x6, y6, z6, r6, g6, b6,
// Another triangle made from point 1, 6 and 7
x7, y7, z7, r7, g7, b7,
};
GLuint VBO_5_triangles = 0;
glGenBuffers(1, &VBO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
// Generate another VAO.
GLuint VAO_5_triangles = 0;
glGenVertexArrays(1, &VAO_5_triangles);
glBindVertexArray(VAO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
Now when drawing your two objects you would first bind the target VAO, then render, then carry on to the next object:
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(VAO_5_triangles);
glDrawArrays(GL_TRIANGLE_FAN, 0, 7);
For more information on how a triangle fan is drawn see Triangle primitives
I am trying to rotate and translate my single triangle over time. I have already written the main.cpp and I have written separate files for my Vertex and Fragment shader source code.
Here is the code in my main.cpp file:
void framebuffer_size_callback(GFLWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// Shaders
const char *vertexShaderSource =
"#version 410\n"
"in vec3 vp;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos, 1.0);\n"
"}\0";
const char *fragmentShaderSource =
"#version 410\n"
"out vec4 FragColor;\n"
"in vec3 myColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(myColor, 1.0f);\n"
"}\n\0";
int main ()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit ())
{
fprintf (stderr, "ERROR: could not start GLFW3\n");
return 1;
}
// uncomment these lines if on Apple OS X
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);
if (!window)
{
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS);
// Draw a single triangle
float points[] = {
// positions // colors
0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f 0.0f, 1.0f
};
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
// Compile a Vertex Shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Compile a fragment shader.
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Compile shaders into a executable shader program.
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, fragmentShader);
glAttachShader(shaderProgram, vertexShader);
glLinkProgram(shaderProgram);
// Create another float array to make my triangle fan.
float points_5_triangles[] = {
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 1.0f, 2.0f, 0.5f,
// Another triangle made from point 1, 3, and 4
-0.5f,
}
// Generate another VBO for my Triangle Fan
GLuint VBO_5_triangles = 0;
glGenBuffers(1, &VBO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
// Generate another VAO for my Triangle Fan
GLuint VAO_5_triangles = 0;
glGenVertexArrays(1, &VAO_5_triangles);
glBindVertexArray(VAO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
// Drawing the triangles aka render loop
while (!glfwWindowShouldClose(window))
{
processInput(window);
// wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw Triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Draw Triangle Fan
glBindVertexArray(VAO_5_triangles);
glDrawArrays(GL_TRIANGLE_FAN, 0, 7);
// swap buffers and poll IO events
glfwPollEvents();
glfwSwapBuffers(window);
}
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
The tutorial I am following does go over transformations but in the example it uses, the triangles have textures as well as shaders. For my purposes, I want to do this without textures added to my code.
Can someone walk me through how to add 2 transformations: translate and rotation to my "single triangle" as shown in this code?
Your triangle having a texture or not has nothing to do with transformation.
You rotate your triangle simply by calculating a transformation matrix, passing it to your vertex shader and multiply it with your coordinates.
Your Vertex Shader should look look something like this:
const char *vertexShaderSource =
"#version 410\n"
"layout (location = 0) in vec3 vp;\n"
"uniform mat4 transform;"
"void main()\n"
"{\n"
" gl_Position = transform * vec4(vp, 1.0);\n"
"}\0";
I recommend you to use the glm library for that. You calculate your matrix and pass it to your shader like this:
auto transformMatrix = glm::rotate( /* your rotation calculation */ );
auto transLoc = glGetUniformLocation(shaderProgram, "transform");
glUniformMatrix4fv(transLoc , 1, GL_FALSE, glm::value_ptr(transformMatrix));
I have my OpenGL - Hello Triangle demo here but I cant make it work. Does anybody know where the problem can be? I am able to compile and run the code but triangle does not show up. It only opens window with grey background.
#include <glew/glew.h>
#include <glfw/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
int main() {
if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
GLFWwindow* window = glfwCreateWindow(800, 800, "Anton Tutorials - Hello Triangle", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE; // Needed in core profile
const GLenum err = glewInit();
if (err != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return -1;
}
// Enable depth-testing
glEnable(GL_DEPTH_TEST);
// Depth-testing interprets a smaller value as "closer"
glDepthFunc(GL_LESS);
//Defining vertices for triangle
GLfloat points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
//Vertex buffer object creation
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
//Vertex attribute object creation
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
//Loading shaders - Vertex shader
const char* vertex_shader =
"#version 410\n"
"in vec3 vp; "
"void main() {"
" gl_Position = vec4 (vp, 1.0);"
" }";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
//Loading shaders - Fragment shader
const char* fragment_shader =
"#version 410\n"
"out vec4 frag_colour; "
"void main() {"
" frag_colour = vec4 (0.5, 0.0, 0.5, 1.0);"
" }";
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
//Attach shaders
GLuint shader_programme = glCreateProgram();
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
glLinkProgram(shader_programme);
//RenderLoop
while (!glfwWindowShouldClose(window))
{
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_programme);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
You need to enable the 'vp' attribute.
Earlier in your code, you say this:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
If the layout location of your vp shader variable changes, this might now longer be valid.
It would be better to do this:
GLint vpAttr = glGetAttribLocation(shader_programme, "vp");
glVertexAttribPointer(vpAttr, 3, GL_FLOAT, GL_FALSE, 0, NULL);
Then enable the attribute:
glEnableVertexAttribArray(vpAttr);
Otherwise, you should explicitly set the layout location of vp in vertex shader, so you can confidently use 0:
"layout (location=0) in vec3 vp;"
I just got a laptop with an Intel HD4000 "graphics card" and my code that works on my stationary computer with an HD6950 gives me an access violation. I changed from version 4.4 to 4.0 since the HD4000 only supports up to 4.0.
Looking at the OpenGL wiki for it says it can only guarantee alignment from version 4.2 and up, so I'm thinking that may be the issue but I'm not sure and I don't know how to deal with it
I took this code from open.gl and modified it to use GLFW to test with:
// Link statically with GLEW
#define GLEW_STATIC
// Headers
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <windows.h>
// Shader sources
const GLchar* vertexSource =
"#version 150 core\n"
"in vec2 position;"
"in vec3 color;"
"out vec3 Color;"
"void main() {"
" Color = color;"
" gl_Position = vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource =
"#version 150 core\n"
"in vec3 Color;"
"out vec4 outColor;"
"void main() {"
" outColor = vec4(Color, 1.0);"
"}";
int main()
{
if(!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = nullptr;
window = glfwCreateWindow(800, 600, "OpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = GL_TRUE;
int glewRes = glewInit();
if(glewRes != GLEW_OK)
{
glfwTerminate();
OutputDebugStringA(reinterpret_cast<const char*>(glewGetErrorString(glewRes)));
OutputDebugStringA("\n");
return -2;
}
// Create Vertex Array Object
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers(1, &vbo);
GLfloat vertices[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 1.0f // Bottom-left
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
//glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), NULL, GL_DYNAMIC_DRAW);
GLfloat* mappedData = static_cast<GLfloat*>(glMapBufferRange(GL_ARRAY_BUFFER, 0, sizeof(vertices), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT));
GLenum error = glGetError();
error = glGetError();
error = glGetError();
if(mappedData == NULL)
{
glfwTerminate();
return -3;
}
for(int i = 0; i < ARRAYSIZE(vertices); i++)
{
mappedData[i] = vertices[i];
}
glUnmapBuffer(GL_ARRAY_BUFFER);
// Create an element array
GLuint ebo;
glGenBuffers(1, &ebo);
GLuint elements[] = {
0, 1, 2,
2, 3, 0
};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
// Create and compile the vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
// Link the vertex and fragment shader into a shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
while(!glfwWindowShouldClose(window))
{
glfwPollEvents();
// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw a rectangle from the 2 triangles using 6 indices
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Swap buffers
glfwSwapBuffers(window);
}
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glfwTerminate();
}
For some reason whenever I use glMapBufferRange it gives me an access violation at mappedData[i] = vertices[i];.
If I simply use glBufferData or glMapBuffer it works fine
Windows just installed 38 updates and now it works
I haven't seen OpenGl for few years, and now i'm trying to code anything in new style, but I have problems to draw simple triangle. First of all i can't find any tutorial with good examples and without use of 'supporting libraries', but that's not the point, code below should (as i think) draw red triangle, but instead of this it's drawing white triangle, what am I doing wrong ?
dpy = XOpenDisplay( NULL );
glxWin = generateXWindow(dpy);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glDepthFunc(GL_LESS);
float points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
};
unsigned int vbo = 0;
glGenBuffers (1, &vbo);
glBindBuffer (GL_ARRAY_BUFFER, vbo);
glBufferData (GL_ARRAY_BUFFER, 9 * sizeof (float), points, GL_STATIC_DRAW);
unsigned int vao = 0;
glGenVertexArrays (1, &vao);
glBindVertexArray (vao);
glEnableVertexAttribArray (0);
glBindBuffer (GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, (GLubyte*)NULL);
const char* fragmet_shader = "out vec4 frag_colour; void main() { frag_colour = vec4 (0.7, 0.0, 0.7, 1.0); }";
const char* vertex_shader = "in vec3 vp; void main() { gl_Position = vec4 (vp, 1.0); }";
unsigned int vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource( vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
unsigned int fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource( fs, 1, &fragmet_shader, NULL );
glCompileShader(fs);
unsigned int shader_program = glCreateProgram();
glAttachShader(shader_program, fs);
glAttachShader(shader_program, vs);
glLinkProgram(shader_program);
glVertexPointer(3, GL_FLOAT, 0, NULL);
glEnableClientState(GL_VERTEX_ARRAY);
glClearColor( 0.2, 0.2, 0.2, 1.0 );
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram (shader_program);
glBindVertexArray (vao);
glDrawArrays (GL_TRIANGLES, 0, 3);
glFlush();
glXSwapBuffers( dpy, glxWin );
One thing that comes to my mind: you are using the more modern shader syntax with in and out but are not declaring any shader version, so it will be back at default 1.10 which does not support that syntax. Use a preprocessor directive like #version 130 as the very first line of your shader sources (don't forget the newline character here, it is important for preprocessor directives).
You should also check for GL errors and especially the compile and link status for your shaders/programs and query the info log.
I hereby just refer you to my example program that does all "advanced" stuff in one: FBConfig instead of visual, shaders and glXCreateContextAttrib to obtain a OpenGL-3 context (and falls back to legacy OpenGL if that's not available).
https://github.com/datenwolf/codesamples/blob/master/samples/OpenGL/x11argb_opengl_glsl/x11argb_opengl_glsl.c