How can i enable shaders using clean xlib with opengl - opengl

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

Related

How to draw a VAO made out of 5 triangles in OpenGL?

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

How to translate and rotate a Triangle in OpenGL over time?

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));

Cannot Link GLSL Program

I can't get the following Code to work. I want to render the triangle I describe in position[].
The program gives me sometimes a shader compile error or a program linking error and sometimes even both without me changing the code in between.
Program:
Window window(TITLE, WIDTH, HEIGHT) // Context and glew gets init here
float position[] = {-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0};
// Shader program gets init
sID = glCreateProgram();
vertexShaderID = glCreateShader(GL_Vertex_SHADER);
fragShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShaderID, 1, vertexShaderCodeString); // The Code strings are valid, I printed them out
glShaderSource(fragmentShaderID, 1, fragShaderCodeString);
glCompileShader(vertexShaderID);
glCompileShader(fragShaderID);
shaderDidCompileCheck(vertexShaderID); // A function I wrote that checks for errors
shaderDidCompileCheck(fragShaderID);
glAttachShader(sID, vertexShaderID);
glAttachShader(sID, fragShaderID);
glLinkProgram(sID);
programDidLinkCheck(); // A function I wrote that checks for errors
glValidateProgram(sID);
glUseProgram(sID);
glBindAttribLocation(sID, 0, "position");
glUseProgram(0);
// Defining VBOs and VAOs
int bufferID;
glGenBuffers(1, &bufferID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glBufferData(GL_ARRAY_BUFFER, 3 * 3 * sizeof(float), mDataPtr, GL_STATIC_DRAW); // I have 3 vertices with 3 coordinates each
glBindBuffer(GL_ARRAY_BUFFER, 0);
int vaoID;
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); // I Want to load it to the index 0 of the VAO, the vertex size is 3, the data type is GL_FLOAT
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindVertexArray(vaoID);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Main loop
while(!window.close()) {
glClearColor(0.3, 0.8, 0.6, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(sID);
glBindVertexArray(vaoID);
glDrawArrays(GL_TRIANGLES, 0, 1);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapBuffers(mWindow);
glfwPollEvents();
}
Vertex Shader:
#version 410
in vec3 position;
out vec3 color;
void main() {
gl_Position = vec4(position, 1.0);
color = vec3(position.x + 0.5, 0.5, position.y + 0.5);
}
Fragment Shader:
#version 410
in vec3 color;
out vec4 outputColor;
void main() {
outputColor = vec4(color, 1.0);
}
I think there are a few typos in your code. You write "vertexShaderID = glCreateShader(GL_Vertex_SHADER)", but macros are indicated in capital letters -> "GL_VERTEX_SHADER". Try glShaderSource(vertexShaderID, 1, vertexShaderCodeString, NULL), instead of passing 3 parametrs.
How did you saved your sourcecode of the shaders ? Make shure to have \n
after the version declaration, otherwise you will end up having the code in the same line as the #, which is bad.

Why my triangle is white?

I am fallowing this tutorial http://learnopengl.com/#!Getting-started/Hello-Triangle and problem with this tutorials is that there is no full code example, and it's little hard to fallow. My code run successful, but my triangle is blank / white. And I think some functions is called twice, and program still can run successful if I delete some of that commands.
// SHADERS
GLuint VBO;
GLuint VAO = 0;
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
const char* vertexShaderSource =
"#version 330"
"layout (location = 0) in vec3 position;"
"void main(){"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);"
"}";
const char* fragmentShaderSource =
"#version 330"
"out vec4 color;"
"void main(){"
"color = vec4(1.0, 0.5, 1.0, 1.0);"
"}";
void compileShaders() {
vertexShader = glCreateShader(GL_VERTEX_SHADER); // pravi vertex shader
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); // Odredjuje izvor vertex shadera
glCompileShader(vertexShader); // kompajlira shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
}
void linkShaders() {
program = glCreateProgram(); // pravi program ID
// Linkuje shaderse i program
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glUseProgram(program); // koristi program
// Brise shaderse jer vise nisu potrebni i tako oslobadja memoriju
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0); // MISLIM DA JE OVO VISAK
}
void initVBO() {
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
void initVAO() {
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
}
void Init() {
glClearColor(0.20, 0.63, 0.67, 1.0);
glViewport(0, 0, WIDTH, HEIGHT);
compileShaders();
linkShaders();
}
void Render() {
glClear(GL_COLOR_BUFFER_BIT);
initVAO();
initVBO();
glUseProgram(program);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // oslobadja momoriju
glutSwapBuffers();
}
Your shaders shouldn't compile. As a result, you don't have a valid program. Depending on the profile of the GL context - and the actual GL implementation - you will get different results. With nvidia drivers, you will typically see a white triangle in that scenario.
The reason why your shaders are invalid is because you forgot to add a newline \n after the #version 330 directive.
You are using C/C++'s syntax for concatenating strings by combining "string1" "string2". The fact that you have a newline outside of the quotes is totally irrelevant, the string you are specifying is
#version 330layout (location = 0) in vec3 position;[...]
all in one line, and that is not a valid preprocessor statement...
You always should check the compile status of your shaders, and the link status of your program. And you should always query the compiler and linker info logs. Have a look at the OpenGL wiki artice about shader compilation for details of how to do that.

Creating a second VAO and drawing two shapes in OpenGL 4

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);