When I run this program, it seems to only be mapping my textures to 3 sides of a right angle triangle (the first 3 points in my vertices array), and completely missing out the fourth, as when I change that bit, nothing changes in the image. https://imgur.com/a/MvhsYYv here is the current output as the top image, and the expected output as the 2nd image. When I texture it with just a colour in my shader, it maps fine, with a texture, it still seems that it is drawing a square, but then mapping to the top left when it should be mapping to the top right.
Vertex vertices[] = {
//Position //Colour
vec3(-0.5f, 0.5f, 0.f), vec3(1.f, 0.f, 0.f), vec2(0.f, 1.f), //Top left
vec3(-0.5f, -0.5f, 0.f), vec3(0.f, 1.f, 0.f), vec2(0.f, 0.f), //Bottom Left
vec3(0.5f, -0.5f, 0.f), vec3(0.f, 0.f, 1.f), vec2(1.f, 0.f), //Bottom Right
vec3(0.5f, 0.5f, 0.f), vec3(1.f, 1.f, 1.f), vec2(1.f, 1.f) //Top Right
};
unsigned int numOfVertices = sizeof(vertices) / sizeof(Vertex);
GLuint indices[] = {
0,1,2,
3,0,2
};
unsigned numOfIndices = sizeof(indices) / sizeof(GLint);
void updateInput(GLFWwindow* window) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
int main() {
//INIT GLFW
glfwInit();
Wrapper mainWrapper = Wrapper();
Shader *mainShader = new Shader(vs_source.c_str(), fs_source.c_str());
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0,4, GL_FLOAT, GL_FALSE, sizeof(Vertex),(GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texcoord));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
//TEXTURE INIT
int image_width = 0;
int image_height = 0;
unsigned char* image = SOIL_load_image("images/super-meat-boy.png", &image_width, &image_height, NULL, SOIL_LOAD_RGBA);
GLuint texture0;
glGenTextures(1, &texture0);
glBindTexture(GL_TEXTURE_2D, texture0);
glGenerateMipmap(GL_TEXTURE_2D);
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_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (image) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
std::cout << "IMAGE LOADED";
}
else {
std::cout << "Error loading image";
}
//Clean up, needed when stuff done with texture
glActiveTexture(0);
glBindTexture(GL_TEXTURE_2D, 0);
SOIL_free_image_data(image);
//MAIN LOOP
while (!glfwWindowShouldClose(mainWrapper.getWindow())) {
//UPDATE INPUT
updateInput(mainWrapper.getWindow());
glfwPollEvents();
//UPDATE
//DRAW------
//clear
glClearColor(0.f,0.f,0.f,1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//draw
glUseProgram(mainShader->myProgram);
//activate texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, numOfIndices, GL_UNSIGNED_INT, 0);
//END DRAW
glfwSwapBuffers(mainWrapper.getWindow());
glFlush();
}
//END OF PROGRAM
glfwDestroyWindow(mainWrapper.getWindow());
delete mainShader;
glfwTerminate();
return 0;
}
#version 440
layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec3 vertex_color;
layout (location = 2) in vec3 vertex_texcoord;
out vec3 vs_position;
out vec3 vs_color;
out vec2 vs_texcoord;
void main() {
vs_position = vertex_position;
vs_color = vertex_color;
vs_texcoord = vec2(vertex_texcoord.x, vertex_texcoord.y * -1.f);
gl_Position = vec4(vertex_position, 1.f);
}
#version 440
in vec3 vs_position;
in vec3 vs_color;
in vec2 vs_texcoord;
out vec4 fs_color;
uniform sampler2D texture0;
void main() {
fs_color = vec4(vs_color, 1.f);
fs_color = texture(texture0, vs_texcoord);
}
The 2nd parameter of glVertexAttribPointer
has to be the tuple size (number) of components) of the attribute in the vertex buffer.
Your vertex coordinates have 3 components x, y, z. The color attributes have 3 components too (red, green, blue). The texture coordinate have 2 components u and v:
glVertexAttribPointer(0,
3, // 3 instead of 4
GL_FLOAT, GL_FALSE, sizeof(Vertex),(GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1,
3, // 3 instead of 4
GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2,
3, // 2 instead of 3
GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texcoord));
glEnableVertexAttribArray(2);
The parameter of 3 for the tuple size of the texture coordinates causes that you access the vertex buffer out of bounds for the vertex coordinate with index 3.
It was incorrect sizing in my glVertexAttribPointer. I have since changed my vertices to vec2, vec3, vec2, and changed the sizing accordingly.
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.