I've been following a tutorial on modern OpenGL with the GLM library I'm on a segment where we introduce matrices for transforming models, positioning the camera, and adding perspective.
I've got a triangle:
const GLfloat vertexBufferData[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
I've got my shaders:
GLuint programID = loadShaders("testVertexShader.glsl",
"testFragmentShader.glsl");
I've got a model matrix that does no transformations:
glm::mat4 modelMatrix = glm::mat4(1.0f); /* Identity matrix */
I've got a camera matrix:
glm::mat4 cameraMatrix = glm::lookAt(
glm::vec3(4.0f, 4.0f, 3.0f), /*Camera position*/
glm::vec3(0.0f, 0.0f, 0.0f), /*Camera target*/
glm::vec3(0.0f, 1.0f, 0.0f) /*Up vector*/
);
And I've got a projection matrix:
glm::mat4 projectionMatrix = glm::perspective(
90.0f, /*FOV in degrees*/
4.0f / 3.0f, /*Aspect ratio*/
0.1f, /*Near clipping distance*/
100.0f /*Far clipping distance*/
);
Then I multiply all the matrices together to get the final matrix for the triangle I want to draw:
glm::mat4 finalMatrix = projectionMatrix
* cameraMatrix
* modelMatrix;
Then I send the matrix to GLSL (I think?):
GLuint matrixID = glGetUniformLocation(programID, "MVP");
glUniformMatrix4fv(matrixID, 1, GL_FALSE, &finalMatrix[0][0]);
Then I do shader stuff I don't understand very well:
/*vertex shader*/
#version 330 core
in vec3 vertexPosition_modelspace;
uniform mat4 MVP;
void main(){
vec4 v = vec4(vertexPosition_modelspace, 1);
gl_Position = MVP * v;
}
/*fragment shader*/
#version 330 core
out vec3 color;
void main(){
color = vec3(1, 1, 0);
}
Everything compiles and runs, but I see no triangle. I've moved the triangle and camera around, thinking maybe the camera was pointed the wrong way, but with no success. I was able to successfully get a triangle on the screen before we introduced matrices, but now, no triangle. The triangle should be at origin, and the camera is a few units away from origin, looking at origin.