I'm attempting to use VAO's+VBO's+IBO's with shaders, but no object gets drawn. I am not sure what I am missing. I am pretty new to C++, and GLSL, so I am not sure if I am screwing something up with the C++ in general, or if I am failing to handle the OpenGL context correctly?
The main function (code for handling window creation is missing. If you think you may need to review it as well, just let me know.):
int main(int argc, char *argv[])
{
//INIT SDL
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(400, 300, SDL_WINDOW_OPENGL, &displayWindow, &displayRenderer);
SDL_GetRendererInfo(displayRenderer, &displayRendererInfo);
/*TODO: Check that we have OpenGL */
if ((displayRendererInfo.flags & SDL_RENDERER_ACCELERATED) == 0 || (displayRendererInfo.flags & SDL_RENDERER_TARGETTEXTURE) == 0) {}
SDL_GL_CreateContext(displayWindow);
//SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
glewInit();
int error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error during glewInit call: " << error << "\n"; };
//glEnable(GL_DEBUG_OUTPUT);
Display_InitGL();
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error during Display init: " << error << "\n"; };
Display_SetViewport(400, 300);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error during Display Set Viewport Issue: " << error << "\n"; };
// SET UP TEST OBJ
MainChar *player = new MainChar();
player->MainChar_VBO_Func();
GLushort size = player->MainChar_VBO_IndexBuffer_Func();
float count = 0.0;
// END SET UP OF TEST OBJ
GLint *length = new GLint;
const char* vertShdr = readFile("C:\\Users\\JRFerrell\\Documents\\Visual Studio 2013\\Projects\\GLEW Practice\\vertShader.vs", *length);
std::cout << vertShdr;
GLuint vertShaderId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertShaderId, 1, &vertShdr, length);
std::cout << "\n\nLength: " << *length;
glCompileShader(vertShaderId);
GLint *length2 = new GLint;
const char* fragShdr = readFile("C:\\Users\\JRFerrell\\Documents\\Visual Studio 2013\\Projects\\GLEW Practice\\fragShader.fs", *length2);
GLint fragShaderId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShaderId, 1, &fragShdr, length2);
glCompileShader(fragShaderId);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertShaderId);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error during glAttachShader: " << error << "\n"; };
glAttachShader(shaderProgram, fragShaderId);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error during glAttachShader: " << error << "\n"; };
glBindAttribLocation(shaderProgram, 0, "in_Position");
glBindAttribLocation(shaderProgram, 1, "in_Normal");
glLinkProgram(shaderProgram);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error during glLinkProgram: " << error << "\n"; };
// END SHADER PROGRAM DEFINITION
//Check info log for errors:
int Len = 0;
char *Buffer = nullptr;
glGetShaderiv(vertShaderId, GL_INFO_LOG_LENGTH, &Len);
Buffer = new char[Len];
glGetShaderInfoLog(vertShaderId, Len, &Len, Buffer);
std::cout << "Vertex Log:" << std::endl << Buffer << std::endl;
delete[] Buffer;
glGetShaderiv(fragShaderId, GL_INFO_LOG_LENGTH, &Len);
Buffer = new char[Len];
glGetShaderInfoLog(fragShaderId, Len, &Len, Buffer);
std::cout << "Fragment Log:" << std::endl << Buffer << std::endl;
delete[] Buffer;
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &Len);
Buffer = new char[Len];
glGetProgramInfoLog(shaderProgram, Len, &Len, Buffer);
std::cout << "Shader Log:" << std::endl << Buffer << std::endl;
delete[] Buffer;
// Create VAO. Don't forget to enable all necessary states because the VAO starts with default state, cleaning all states prev called to do so.
GLuint VaoId;
glGenVertexArrays(1, &VaoId);
glBindVertexArray(VaoId);
// Bind buffers & set-up VAO vertex pointers
glBindBuffer(GL_ARRAY_BUFFER, player->vboID);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error glBindBuffer-vboID: " << error << "\n"; }
glEnableClientState(GL_VERTEX_ARRAY);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * GL_FLOAT, (const GLvoid *)0);
glEnableVertexAttribArray(0);
// Set-up VAO normal pointers
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error glBindBuffer-vbo init: " << error << "\n"; }
glEnableClientState(GL_NORMAL_ARRAY);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * GL_FLOAT, (void*)(3 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, player->vboIndexID);
GLint maxLength, nAttribs;
glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &nAttribs);
glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &maxLength);
//std::cout << "\nmax length: " << maxLength << "\nnAttribs: " << nAttribs;
glBindVertexArray(0);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error glBindVertexArray: " << error << "\n"; };
// End VAO init
while (1){
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error glClearColor: " << error << "\n"; };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
error = glGetError();
if (error != GL_NO_ERROR){ std::cout << "Error in glClear: " << error << "\n"; };
glLoadIdentity();
glUseProgram(shaderProgram);
glBindVertexArray(VaoId);
glDrawElements(GL_TRIANGLES, size, GL_UNSIGNED_SHORT, 0);
glUseProgram(0);
glBindVertexArray(0);
SDL_GL_SwapWindow(displayWindow);
count -= .1;
}
SDL_Delay(5000);
SDL_Quit();
return 0;
}
::The shader code::
Vertex shader:
#version 400
in vec3 in_Position;
in vec3 in_Normal;
void main()
{
gl_Position = vec4(in_Position, 1.0);
}
Fragment shader:
#version 400
out vec4 FragColor;
void main()
{
FragColor = vec4(0.0f, 0.5f, 1.0f, 1.0f);
}
I did look at similar questions on here already, and they did help me fix a few possible issues, but so far, they obviously haven't proven useful in helping me get my code up and running. I also asked some other people in real time chat on gamedev.net, but they couldn't seem to see where I went wrong either. I fixed a possible issue with declaring glDoubles rather than floats, but that was actually working without the vao and shaders, so that is not (and unlikely ever was) the issue, in whole or part.