I am currently trying to follow this tutorial . There are some problems though, for starters because I am on a Mac the GLSL language maxes out at 1.5 (I decided to use 1.1) and the tutorial expects 3.3, also the tutorial uses a different windowing system (I am using GLUT they are using GLFW see here for the complete source code of all the site's tutorials). I have currently rearranged the code as such to get it running no my computer:
//OpenGL and GLEW
#include <GL/glew.h>
//Include GLUT
#ifdef __APPLE__
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
//Some standard libraries
#include <vector>
#include <string>
#include <stdio.h>
#include <fstream>
#include <math.h>
//For transofmations.
#include "glm.hpp"
#include "transform.hpp"
//max macro for my Mac.
#define max( a, b ) ( ((a) > (b)) ? (a) : (b) )
//Vertex data for cube. Direct copy and paste for the coordinates from the website.
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
//Color data for cube. Direct copy and paste from the site.
static const GLfloat g_color_buffer_data[] = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
//Used to check if shaders are working. (http://content.gpwiki.org/index.php/OpenGL:Codes:Simple_GLSL_example is where I got this from)
void printLog(GLuint obj)
{
int infologLength = 0;
int maxLength;
if(glIsShader(obj))
glGetShaderiv(obj,GL_INFO_LOG_LENGTH,&maxLength);
else
glGetProgramiv(obj,GL_INFO_LOG_LENGTH,&maxLength);
char infoLog[maxLength];
if (glIsShader(obj))
glGetShaderInfoLog(obj, maxLength, &infologLength, infoLog);
else
glGetProgramInfoLog(obj, maxLength, &infologLength, infoLog);
if (infologLength > 0)
printf("%s\n",infoLog);
}
//Loads the vertex and fragment shader.
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open())
{
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
printLog(VertexShaderID);
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
printLog(FragmentShaderID);
// Link the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
//Clean up.
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
void display() {
//Enable depth.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
//Clear screen.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Create the vertexbuffer.
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
//Create the color buffer.
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
1,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
//Draw the cube. 12 triangles, 3 vertices per triangle thus 12*3.
glDrawArrays(GL_TRIANGLES, 0, 12*3);
//Clean Up.
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
//Display on screen
glutSwapBuffers();
}
int main(int argc, char** argv) {
//Init stuff.
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutInitWindowSize(400, 300);
glutCreateWindow("Triangle");
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
//Create the shaders.
GLuint programID = LoadShaders("/Users/person/Programming/C++/OpenGL Cube/OpenGL Cube/v.vsh", "/Users/person/Programming/C++/OpenGL Cube/OpenGL Cube/f.fsh");
glUseProgram(programID);
//Set the camera and stuff.
glm::mat4 Projection = glm::perspective(45.0f, 4.0f/3.0f, 0.1f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(4.0f,3.0f,3.0f),
glm::vec3(0.0f,0.0f,0.0f),
glm::vec3(0.0f,1.0f,0.0f)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
//Get stuff to display.
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
Vertex Shader code:
#version 110
uniform mat4 MVP;
attribute vec2 position;
attribute vec3 vertexColor;
varying vec4 fragmentColor;
void main() {
gl_Position = MVP * vec4(position, 0.0, 1.0);
fragmentColor = vec4(vertexColor, 1.0);
}
Fragment Shader code:
#version 110
varying vec4 fragmentColor;
void main() {
gl_FragColor = fragmentColor;
}
Currently my cube looks like this:
The shaders compile fine, with no error messages.
I'm sorry if this seems like too much code or something, but I really don't know what to trim down, if there is something you want me to point out specifically please ask.
Update
Thank you Tim for your advice but I am still having some problems (although it looks better). I have changed the following lines of code in my display function so I don't assume which attribute is which:
GLuint loc1;
loc1 = glGetAttribLocation(program, "position");
glEnableVertexAttribArray(loc1);
printf("%d\n", loc1);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
loc1,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
GLuint loc2 = glGetAttribLocation(program, "vertexColor");
glEnableVertexAttribArray(loc2);
printf("%d\n", loc2);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
loc2,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
As well as creating a global variable program
that will assume the value of programID
so I can use it in my display function. It now looks like this:
Anyone have any further suggestions?
For one thing it's bad to assume the locations of your attributes. You're arbitrarily assuming that 'vertex' is attribute 0, and 'color' is attribute 1. That's a dangerous assumption. You want to either call glGetAttribLocation
to get their real locations, or call glBindAttribLocation
before linking to assign variables to a location.
Your jumbled result looks almost like you're supplying vertices as colors and vice versa.
Also, you're reading a 2d vertex in the shader, while supplying 3d vertex information. You might want to make this consistent.
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