why no rectangle??

Basic program trying to render a rectangle with indices.

I've checked my vertexattribs many times now, and can't figure out why my rectangle isn't showing!

maybe the problem is somewhere else, but i really can't find it.

Have check with glGetError() but doesn't get any errors.



VS.glsl
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#version 330 core

layout (location = 0) in vec3 iPos;
layout (location = 1) in vec4 iCol;
layout (location = 2) in vec2 iTexCoords;


void main()
{
	vec4 position;
    position.x = iPos.x;
    position.y = iPos.y;
    position.z  = 1.0f;
    position.w  = 0.0f;

	gl_Position = position; 
}


FS_SolidColor.glsl
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#version 330 core

out vec4 fragResult;

void main()
{
	fragResult = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}



Textrenderer.h

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#include <stdio.h>
#include "glad\glad.c"
#include "GLFW\glfw3.h"


#define MAX_ENTITIES 2000
#define POS_ATTRIBS (12 * MAX_ENTITIES)
#define COL_ATTRIBS (16 * MAX_ENTITIES)
#define TEX_ATTRIBS (8 * MAX_ENTITIES)
#define MAX_ATTRIBS ((POS_ATTRIBS) + (COL_ATTRIBS) + (TEX_ATTRIBS))

bool running = true;

struct V2f
{
    float x;
    float y;
};

struct V3f
{
    float x;
    float y;
    float z;
};

struct V4f
{
    float x;
    float y;
    float z;
    float w;
};

struct Vertex
{
    
    V3f pos;
     V4f col;
     V2f texCoord;
};

struct Entity
{
    V2f pos;
    V2f dimension;
    
    Vertex vtx[4];
    /*

vtx[0]:
{ 0.0f, 0.0f, 0.0f,    0.0f, 0.0.f, 0.0f, 0.0f,     0.0f 0.0f, }
vtx[1]:
{ 0.0f, 0.5f, 0.0f,    0.0f, 0.0.f, 0.0f, 0.0f,     0.0f 0.0f, }
vtx[2]:
{ 0.5f, 0.0f, 0.0f,    0.0f, 0.0.f, 0.0f, 0.0f,     0.0f 0.0f, }
vtx[3]:
{ 0.5f, 0.5f, 0.0f,    0.0f, 0.0.f, 0.0f, 0.0f,     0.0f 0.0f, }

*/
    void Init(float _x, float _y, float _w, float _h)
    {
        pos.x = _x;
        pos.y = _y;
        dimension.x = _w;
        dimension.y = _h;
        
        vtx[0].pos.x = pos.x;
        vtx[0].pos.y = pos.y;
        
        vtx[1].pos.x = pos.x;
        vtx[1].pos.y = pos.y + dimension.y;
        
        vtx[2].pos.x = pos.x + dimension.x;
        vtx[2].pos.y = pos.y;
        
        vtx[3].pos.x = pos.x + dimension.x;
        vtx[3].pos.y = pos.y + dimension.y;
        
    }
};



typedef enum 
{ 
    windowed = 0, fullscreen = 1 
}WINDOW_MODE;

GLFWwindow *InitGLFW(unsigned int winWidth,unsigned int winHeight, char *winTitle, WINDOW_MODE windowMode);

unsigned int LoadShaderProgram(char *path_VS, char *path_FS);




main.cpp

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#include "include\TextRenderer.h"

int main( )
{
    GLFWwindow *window = InitGLFW(1080, 600, "TextRenderer", windowed);
    
    
    unsigned int shaderProgram_SolidColor = LoadShaderProgram("shader\\VS.glsl", "shader\\FS_SolidColor.glsl");
    
    
    unsigned int vtxIndices[MAX_ENTITIES * 6] = {};
    
    // 0, 1, 2, 1, 2, 3
    for(int i = 0; i < MAX_ENTITIES; i++)
    {
        vtxIndices[(i * 6) +  0] = (i * 4) + 0;
        vtxIndices[(i * 6) +  1] = (i * 4) + 1;
        vtxIndices[(i * 6) +  2] = (i * 4) + 2;
        vtxIndices[(i * 6) +  3] = (i * 4) + 1;
        vtxIndices[(i * 6) +  4] = (i * 4) + 2;
        vtxIndices[(i * 6) +  5] = (i * 4) + 3; 
    }
    unsigned int VBO;
    unsigned int VAO;
    unsigned int IBO;
    
    
    unsigned int MaxMemory = sizeof(float) * MAX_ATTRIBS;
    unsigned int MemoryOffset_Col = sizeof(float) * POS_ATTRIBS;
    unsigned int MemoryOffset_Tex = MemoryOffset_Col + (sizeof(float) * COL_ATTRIBS);
    
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &IBO);
    glGenVertexArrays(1, &VAO);
    
    glBindVertexArray(VAO);
    
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, MaxMemory, 0, GL_DYNAMIC_DRAW);
    
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (void*)0);
    
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 4, GL_FLOAT, false, sizeof(Vertex), (void*)sizeof(V3f));
    
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex),  (void*)(sizeof(V3f) + sizeof(V4f)));
    
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vtxIndices), vtxIndices, GL_STATIC_DRAW);
    
    Entity entity[2000] = {};
    entity[0].Init(0.0f, 0.0f, -0.5f, -0.5f);
    
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * sizeof(Vertex), entity[0].vtx);
    
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    glUseProgram(shaderProgram_SolidColor);
    
    GLenum err;
    
    
    while(running && !glfwWindowShouldClose(window))
    {
        glClear(GL_COLOR_BUFFER_BIT);
        glClearColor(0.0f, 0.4f, 0.f, 1.0f);
        glViewport(0, 0, 1080, 600);
        
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
        
        while((err = glGetError()) != GL_NO_ERROR)
        {
            printf("%d", err);
        }
        
        glfwSwapBuffers(window);
        glfwPollEvents();
        
    }
    
    glDeleteProgram(shaderProgram_SolidColor);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &IBO);
    glDeleteVertexArrays(1, &VAO);
    
    glfwTerminate();
    return 0;
    
}

GLFWwindow *InitGLFW(unsigned int winWidth,unsigned int winHeight, char *winTitle, WINDOW_MODE windowMode)
{
    GLFWwindow *windowResult = {};
    
    if(!glfwInit())
    {
        printf("glfwInit() failed\n");
        return 0;
    }
    
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    
    if(windowMode == windowed)
    {
        windowResult = glfwCreateWindow(winWidth, winHeight, winTitle, 0, 0);
    }
    else if (windowMode == fullscreen)
    {
        windowResult = glfwCreateWindow(winWidth, winHeight, winTitle, glfwGetPrimaryMonitor(), 0);
    }
        if(!windowResult)
        {
            glfwTerminate();
            return 0;
        }
    
    glfwMakeContextCurrent(windowResult);
    glfwSwapInterval(1);
    
    if(!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress))
    {
        printf("failed to load GLAD\n");
    }
    
    return windowResult;
}

unsigned int LoadShaderProgram(char *path_VS, char *path_FS)
{
    char *textBuffer_VS = (char*)malloc(sizeof(char) * 1024);
    char *textBuffer_FS = (char*)malloc(sizeof(char) * 1024);
    FILE *fHandle;
    unsigned int vertexShader = 0;
    unsigned int fragmentShader = 0;
    unsigned int shaderProgram = 0;
    int success = 0;
    char infoLog[1024] = {};
    
    fHandle = fopen(path_VS, "rb");
    if(!fHandle)
    {
        printf("Couldn't open %s\n", path_VS);
    }
    
    fread(textBuffer_VS, sizeof(char), 1024, fHandle);
    fclose(fHandle);
    
    fHandle = fopen(path_FS, "rb");
    if(!fHandle)
    {
        printf("Coudln't open %s", path_FS);
    }
    
    fread(textBuffer_FS, sizeof(char), 512, fHandle);
    fclose(fHandle);
    
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &textBuffer_VS, 0);
    glCompileShader(vertexShader);
    
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, 0, infoLog);
        printf("---------VERTEX SHADER--------------\n%s\n", infoLog);
    }
    
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &textBuffer_FS, 0);
    glCompileShader(fragmentShader);
    
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, 0, infoLog);
        printf("---------FRAGMENT SHADER--------------\n%s\n", infoLog);
    }
    
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success)
    {
        glGetShaderInfoLog(shaderProgram, 512, 0, infoLog);
        printf("---------SHADER PROGRAM----------------\n%s\n", infoLog);
    }
    
    free(textBuffer_VS);
    free(textBuffer_FS);
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    
    
    return shaderProgram;
}

Edited by C_Worm on
Three errors:

1) You are doing glClearColor after glClear. That means on first frame glClear will use default color (black). You should first call glClearColor, and only then glClear

2) You are passing GL_UNSINGED_BYTE to glDrawElements which means it expects indices as "unsigned char" type. But your indices are "unsigned int" type (vtxIndices array). Either use GL_UNSIGNED_INT, or switch to "unsigned char".

3) in VS.glsl you are setting w coordinate to 0. GPU performs perspective divide on outgoing gl_Position.
Which means it is doing "point = gl_Position.xyz / gl_Position.w" operation. By dividing with 0 you are making all vertices go to Infinity Land. Set "position.w" to 1.0.

Edited by Mārtiņš Možeiko on
you're the best!

thank you!!