I can't seem to get this OpenGL program to render a quad after I add a VAO.
Assuming the program is correctly initialized without errors, the following is the code that fills the VAO.
float quad[] =
{
//verts colors
32.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Top-left
32.0f, 32.0f, 0.0f, 1.0f, 0.0f, // Top-right
0.0f, 32.0f, 0.0f, 0.0f, 1.0f, // Bottom-right
0.0f, 0.0f, 1.0f, 1.0f, 1.0f // Bottom-left
};
float textureCoords[] =
{
0.0f, 0.0f, //x
0.5f, 0.0f, //w
0.5f, 0.5f, //y
0.0f, 0.5f //h
};
float elements[] =
{
0,1,2,
2,3,0
};
//loadShaders compiles and links both shaders
GLuint shaders = loadShaders("vertexShader.c", "fragmentShader.c");
GLuint VAO, VBO[2], EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(2, VBO);
glGenBuffers(1, &EBO);
//bind VAO
glBindVertexArray(VAO);
glUseProgram(shaders);
//quad and color data
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
GLint quadAttrib = glGetAttribLocation(shaders, "quad");
glEnableVertexAttribArray(quadAttrib);//target 'quad' in shader
glVertexAttribPointer(quadAttrib, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
//color data
GLint colorAttrib = glGetAttribLocation(shaders, "color");
glEnableVertexAttribArray(colorAttrib);//target 'color' in shader
glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
//UV data
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(textureCoords), textureCoords, GL_STATIC_DRAW);
GLint uvAttrib = glGetAttribLocation(shaders, "uvCoords");//target 'uvCoords' in shaders
glEnableVertexAttribArray(uvAttrib);
glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
//TEXTURES
//laod and use textures
GLuint textures[2];
glGenTextures(2, textures);
int texWidth, texHeigth;
unsigned char *image;
//activate texture 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
image = SOIL_load_image("atlas.png", &texWidth, &texHeigth, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeigth, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glUniform1i(glGetUniformLocation(shaders, "img1"), 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//element buffer data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
//UNIFORMS
//projection matrix
GLint projectionUniform = glGetUniformLocation(shaders, "projection");
glm::mat4 orthoProjection = glm::ortho( 0.0f, static_cast<float>(480), 0.0f, static_cast<float>(272));
glUniformMatrix4fv(projectionUniform, 1, GL_FALSE, glm::value_ptr(orthoProjection));
//model view projection
GLint modelViewUniform = glGetUniformLocation(shaders, "modelView");
//unbind VAO and current shader, the VAO remembers the bound shader
glBindVertexArray(0);
glUseProgram(0);
I'm assuming that the VAO has now kept track of the following:
- The quad buffer 'VBO[0]' and its corresponding attribPointer 'quadAttrib' to "quad" in the shader
- The color buffer 'same VBO[0]' and its corresponding attribPointer 'colorAttrib' to 'color' in shader
- The UV buffer 'VBO[1]' and its corresponding attribPointer 'uvAttrib' to 'uvCoords' in shader
- That the current texture unit (0) corresponds to the loaded texture and the bind to "img1" in the fragment shader as well as its parameters
- The EBO that is bounded to GL_ELEMENT_ARRAY_BUFFER
- The projection matrix and its uniform
- The handler to the model matrix
- The shader program that was in use while the VAO was bound? Not sure, I still explicitly use the only shader program in the program
Later in the main loop, if I attempt the following, nothing gets drawn:
// Clear the screen to black
glClearColor(0.2f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//draw the quad within this VAO
glBindVertexArray(VAO);
glUseProgram(shaders);
glm::mat4 model;
model = glm::translate(glm::mat4(1.0f), glm::vec3(newTransX, newTransY, newTransZ));
model = glm::scale(model, glm::vec3(newScale));
model = glm::rotate(
model,
(GLfloat)clock() / (GLfloat)CLOCKS_PER_SEC * 10000.0f,
glm::vec3(0.0f, 0.0f, 1.0f)
);
// upload the uniform matrix, modelViewUniform should be already linked to the shader uniform through the VAO
glUniformMatrix4fv(modelViewUniform, 1, GL_FALSE, glm::value_ptr(model));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
SDL_GL_SwapWindow(window);
Vertex shader:
#version 330
in vec2 quad;
in vec3 color;
in vec2 uvCoords;
out vec3 Color;
out vec2 UVCoords;
uniform mat4 modelView;
uniform mat4 projection;
void main()
{
Color = color;
UVCoords = uvCoords;
gl_Position = projection * modelView * vec4(quad, 0.0f, 1.0f);
}
Fragment shader:
#version 330
in vec3 Color;//not in use, simple pipeline test
in vec2 UVCoords;
out vec4 outColor;
uniform sampler2D img1;
void main()
{
vec4 finalTexture = texture(img1, UVCoords);
outColor = finalTexture;
}
What am I doing wrong? I know for a fact that the values in the modelView and projection matrix are correct, since the program works If I never use a VAO.
Am I assuming that the VAO remembers more than it actually does? If not, what am I doing wrong?
glGetError(void)
? Since your program works w/o the VAO have you checked the error on creation and binding? – Freddy