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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | #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
1 2 3 4 5 6 7 8 | #version 330 core out vec4 fragResult; void main() { fragResult = vec4(1.0f, 1.0f, 1.0f, 1.0f); } |
Textrenderer.h
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 | #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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 | #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; } |