I am trying to make my first cube using open gl. Unfortunately I stucked in easy rotation. This is how it should look:
Instead I am getting those weird, do not even know how to called it : https://youtu.be/0A5Hi-8bygE
Vertex shader
#version 330 core
layout (location = 0) in vec2 a_position;
layout (location = 1) in vec2 a_uv;
layout (location = 2) in vec4 a_color;
out vec2 v_fragmentPosition;
out vec2 v_fragmentUV;
out vec4 v_fragmentColor;
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
void main()
{
gl_Position = u_projection * u_view * u_model * vec4(a_position, 0.0, 1.0);
v_fragmentPosition = a_position;
v_fragmentUV = vec2(a_uv.x, 1 - a_uv.y);
v_fragmentColor = a_color;
}
Fragment
#version 330 core
out vec4 outColor;
in vec2 v_fragmentPosition;
in vec2 v_fragmentUV;
in vec4 v_fragmentColor;
void main()
{
outColor = v_fragmentColor;
}
Main
#include <glad.h>
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
#include <iostream>
#include "Mesh.h"
#include "Shader.h"
int main(int argc,char*args[])
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Window* window = SDL_CreateWindow("fdas", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL);
SDL_GLContext context = SDL_GL_CreateContext(window);
gladLoadGLLoader(SDL_GL_GetProcAddress);
glEnable(GL_DEPTH_TEST);
Shader shader;
std::string vertex = shader.LoadFromFile("vertex.shader");
std::string fragment = shader.LoadFromFile("fragment.shader");
shader.CreateShaderProgram(vertex.c_str(), fragment.c_str());
shader.useProgram();
Mesh mesh;
mesh.CreateVertexArray();
bool quit = false;
SDL_Event event;
while (!quit)
{
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
exit(0);
}
}
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 model;
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 view;
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), 1280 / 720.0f, 0.1f, 100.0f);
GLint u_model = shader.GetUniformLocation("u_model");
GLint u_view = shader.GetUniformLocation("u_view");
GLint u_projection = shader.GetUniformLocation("u_projection");
glUniformMatrix4fv(u_model, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(u_view, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(u_projection, 1, GL_FALSE, glm::value_ptr(projection));
Rect destRect = { -0.5f, -0.5f, 1.0f, 1.0f };
Rect uvRect = { 0.0f, 0.0f, 1.0f, 1.0f };
ColorRGBA color = { 255, 255, 128, 255 };
mesh.CreateQuad(destRect, uvRect, color);
mesh.Draw(0);
SDL_GL_SwapWindow(window);
}
return 0;
}
Mesh
void Mesh::CreateVertexArray()
{
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, uv));
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, color));
glBindVertexArray(0);
}
void Mesh::CreateQuad(Rect destRect, Rect uvRect, ColorRGBA color)
{
vertex[0].color = color; // topleft
vertex[0].setPosition(destRect.x, destRect.y + destRect.h);
vertex[0].setUV(uvRect.x, uvRect.y + uvRect.h);
vertex[1].color = color;
vertex[1].setPosition(destRect.x, destRect.y); // bottom left
vertex[1].setUV(uvRect.x, uvRect.y);
vertex[2].color = color;
vertex[2].setPosition(destRect.x + destRect.w, destRect.y); // bottom right
vertex[2].setUV(uvRect.x + uvRect.w, uvRect.y);
vertex[3].color = color;
vertex[3].setPosition(destRect.x + destRect.w, destRect.y + destRect.h); // top right
vertex[3].setUV(uvRect.x + uvRect.w, uvRect.y + uvRect.h);
GLuint indices[6] = {
0, 1, 2,
2, 3, 0
};
glBindVertexArray(vao);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(vertex), NULL, GL_STATIC_DRAW); // orphan the buffer
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * sizeof(vertex), vertex);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(GLuint), NULL, GL_STATIC_DRAW); // orphan the buffer
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, 6 * sizeof(GLuint), indices);
glBindVertexArray(0);
}
void Mesh::Draw(GLuint texture)
{
glBindVertexArray(vao);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_FRONT);
//glFrontFace(GL_CW);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
}
Vertex
struct Rect {
float x, y;
float w, h;
};
struct Position {
float x, y;
};
struct UV {
float u, v;
};
struct ColorRGBA {
GLubyte r, g, b, a;
};
class Vertex
{
public:
Vertex();
~Vertex();
void setPosition(float x, float y);
void setcolor(ColorRGBA color);
void setUV(float u, float v);
UV uv;
ColorRGBA color;
Position position;
};
I will not show shader class, because there is all good with it.
I know it, because I did an experiment.
I created a new uniform in fragment class called u_expColor and set outColor = u_expColor and a quad's color changed.
Also I created uniform vec4 u_expPos in vertex shader and said gl_Position = e_expPos and it created quad with no problems.
Only if I want to create/multiply position by mvp in vertex shader there is a problem like on the you tube video.
How to fix it?
Why do you think you have to normalize the color attribute?
That is whyColorRGBA color = { 255, 255, 128, 255 };
in main ` You have 6 indices, but you only have 4 vertices. Change 6 * sizeof(vertex) to 4 * sizeof(vertex). But of course that won't solve the issue` Yes, that' will not. – xtkmxnWhen you set up the buffer data (glBufferData, glBufferSubData) the you have to bind the array buffer...
I had it like so, but some one told me that I have to have vao binded instead of vbo and ebo. Did not work, though.Which version of of the "glm" library do you use?
The newest one I guess. Downloaded from original page. – xtkmxnglBindBuffer(GL_ARRAY_BUFFER, vbo);
and thenglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
instead of ` glBindVertexArray(vao);`. Even with those options it is not working. – xtkmxn