I am trying to draw filled circle in modern opengl using GL_TRIANGLE. I am filling circle array for circle vertices, and then I am filling points array using circle vertices to use vertices in triangle.I am using vec4(homogeneous coordinates) and setting vertices z-axis value to 0.0 and using default projection which should be from -1 to 1 ranges for each axis. But somehow, I am getting all screen painted with color instead of circle. Weirdly when I set z-axis value of points other than [0-0.4] range, I can get circle be drawn and when I increase the value of z, it acts like perspective and no matter what I have set to radius, it is getting smaller when z is increased. I could not figure out why z value acts like that.
using namespace Angel;
const int NumVertices = 90;
const double PI = 3.141592653589793238463;
const GLint width = 500;
const GLint height = 500;
vec4 points[NumVertices];
vec4 colors[NumVertices];
vec4 circle[30];
vec4 color = { 1.0,0.0,0.0,1.0 };
vec4 center = { 0.0,0.0,0.0,1.0 };
GLfloat radius = 0.5;
int Index = 0;
void triangle(int b, int c) {
colors[Index] = color; points[Index] = center; Index++;
colors[Index] = color; points[Index] = circle[b%30]; Index++;
colors[Index] = color; points[Index] = circle[c%30]; Index++;
}
void fill() {
for (int i = 0; i < 30; i++)
{
float angle = 2 * PI * i / 30;
vec4 point;
point.x = center.x + (GLfloat)cos(angle) * radius;
point.y = center.y + (GLfloat)sin(angle) * radius;
point.z = 0.0 ; // PROBLEM !!
circle[i] = point;
}
for (int i = 0; i <= 29; i++) {
triangle(i, i + 1);
}
}
void init()
{
fill();
// Create a vertex array object
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Create and initialize a buffer object
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(points) + sizeof(colors),
NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(points), points);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(points), sizeof(colors), colors);
// Load shaders and use the resulting shader program
GLuint program = InitShader("vshader.glsl", "fshader.glsl");
glUseProgram(program);
// set up vertex arrays
GLuint vPosition = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray(vPosition);
glVertexAttribPointer(vPosition, 4, GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET(0));
GLuint vColor = glGetAttribLocation(program, "vColor");
glEnableVertexAttribArray(vColor);
glVertexAttribPointer(vColor, 4, GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET(sizeof(points)));
glEnable(GL_DEPTH_TEST);
glClearColor(1.0, 1.0, 1.0, 1.0);
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, NumVertices);
glutSwapBuffers();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutInitWindowPosition(100, 100);
glutCreateWindow("PirateFace");
glewExperimental = GL_TRUE;
glewInit();
init();
glutDisplayFunc(myDisplay);
glutMainLoop();
return 0;
}
vertex shader :
#version 150
in vec4 vPosition;
in vec4 vColor;
out vec4 color;
void main()
{
gl_Position = vPosition;
color = vColor;
}
fragment shader :
#version 150
in vec4 color;
out vec4 fColor;
void main()
{
fColor = color;
}
w
component to? – derhassvec4
for alignment reasons alone, though.But that does not mean that you send that component to the shader, nor that you need to initialize it. – derhass