I am simply trying to create a triangle in the center and rotate the camera around the center. (0,0,0)
. the code is whipped from multiple tutorial sources and i suspect the problem could be somewhere from the glm::perspective/lookat
or gl:projection/model matrix
before triangle draw calls.
because that's where my general confusion is at right now.
any help is greatly appreciated so i can move on with my life. thank you in advance.
//sudo g++ -o sdl main.cpp -lSDL2_image -lGL -lGLU -lglut -lX11 -lGLEW `sdl2-config --cflags --libs`
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include "glm/gtc/matrix_transform.hpp"
#include <glm/gtc/type_ptr.hpp>
#include <SDL2/SDL.h>
#include <string>
#include <GL/gl.h>
std::string programName = "SDL2/OpenGL";
SDL_Window *mainWindow;
SDL_GLContext mainContext;
void Calculate()
{
float radius = 2.0f;
float camX = sin(SDL_GetTicks()*0.001) * radius;
float camZ = cos(SDL_GetTicks()*0.001) * radius;
glm::mat4 perspecive_mat = glm::perspective(
45.0f, 1.0f / 1.0f, 0.1f, 100.0f );
glm::mat4 view_mat = glm::lookAt(
glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0) );
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glm::value_ptr(perspecive_mat));
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(glm::value_ptr(view_mat));
}
void Render()
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float vertexCoords[24] = { // Coordinates for the vertices of a cube.
1,1,1, 1,1,-1, 1,-1,-1, 1,-1,1,
-1,1,1, -1,1,-1, -1,-1,-1, -1,-1,1 };
float vertexColors[24] = { // An RGB color value for each vertex
1,1,1, 1,0,0, 1,1,0, 0,1,0,
0,0,1, 1,0,1, 0,0,0, 0,1,1 };
int elementArray[24] = { // Vertex numbers for the six faces.
0,1,2,3, 0,3,7,4, 0,4,5,1,
6,2,1,5, 6,5,4,7, 6,7,3,2 };
glVertexPointer( 3, GL_FLOAT, 0, vertexCoords );
glColorPointer( 3, GL_FLOAT, 0, vertexColors );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glDrawElements( GL_QUADS, 24, GL_UNSIGNED_INT, elementArray );
SDL_GL_SwapWindow(mainWindow);
}
bool Loop()
{
while (true ){
SDL_Event event;
while ( SDL_PollEvent( &event ) ){
switch ( event.type ){
case SDL_QUIT :
SDL_Quit();
return 0;
case SDL_KEYDOWN :
std::cout<<"Key Down"<<std::endl;
break;
case SDL_KEYUP :
std::cout<<"Key Up"<<std::endl;
break;
case SDL_MOUSEBUTTONDOWN :
case SDL_MOUSEBUTTONUP :
case SDL_MOUSEMOTION :
default :
break;
}
}
Calculate();
Render();
}
}
void CheckSDLError(int line = -1){
std::string error = SDL_GetError();
if (error != "")
{
std::cout << "SLD Error : " << error << std::endl;
if (line != -1)
std::cout << "\nLine : " << line << std::endl;
SDL_ClearError();
}
}
void Cleanup(){
SDL_GL_DeleteContext(mainContext);
SDL_DestroyWindow(mainWindow );
SDL_Quit();
}
int main(int argc, char *argv[]){
if (SDL_Init(SDL_INIT_VIDEO) < 0){
std::cout << "Failed to init SDL\n";
return false;
}
mainWindow = SDL_CreateWindow(programName.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,512, 512, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if (!mainWindow )
{
std::cout << "Unable to create window\n"<< std::endl;;
CheckSDLError(__LINE__);
return false;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
mainContext = SDL_GL_CreateContext(mainWindow );
// This makes our buffer swap syncronized with the monitor's vertical refresh
// ( which means it enables v-sync)
// Setting this to 0 will disable V-sync
// Which means our application could run at unlimited fps
SDL_GL_SetSwapInterval(1);
// Init GLEW
glewExperimental = GL_TRUE;
glewInit();
// Enable blending so that we can have transparanet object
glEnable(GL_BLEND ) ;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Enable depth testing so that closer triangles will hide the triangles farther away
glEnable( GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
Loop();
Cleanup();
return 0;
}
Note, that drawing by glBegin
/glEnd
sequences and the fixed function pipeline matrix stack is deprecated since decades.
Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.
If you want to use the deprecated way of drawing, then you have to use a compatibility profile context instead of a core profile context (see OpenGL Context):
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
Further note, that glm::lookAt
and glm::perspective
don't set any OpenGL states or even fixed function pipline matrices. glm - OpenGL Mathematics is a math library, to do calculations related to OpenGL. Both function return a 4*4 matrix.
You can use glLoadMatrixf
to load a matrix return by a glm function to the OpenGL fixed function pipeline matrix stack:
#include <glm/glm.hpp>
#include "glm/gtc/matrix_transform.hpp"
#include <glm/gtc/type_ptr.hpp>
void Calculate()
{
float radius = 2.0f;
float camX = sin(SDL_GetTicks()*0.001) * radius;
float camZ = cos(SDL_GetTicks()*0.001) * radius;
glm::mat4 perspecive_mat = glm::perspective(
45.0f, 1.0f / 1.0f, 0.1f, 100.0f );
glm::mat4 view_mat = glm::lookAt(
glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0) );
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glm::value_ptr(perspecive_mat));
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(glm::value_ptr(view_mat));
}
If you want to use a core profile, then you have to create a simple Shader program:
#include <string>
std::string sh_vert = R"(
#version 150 core
in vec3 v_pos;
in vec4 v_col;
out vec4 color;
uniform mat4 projection;
uniform mat4 view;
void main()
{
color = v_col;
gl_Position = projection * view * vec4(v_pos, 1.0);
}
)";
std::string sh_frag = R"(
#version 150 core
in vec4 color;
void main()
{
gl_FragColor = color;
}
)";
Compile and link the program:
#include <vector>
GLuint CreateShader(GLenum type, const char *code)
{
GLuint shaderObj = glCreateShader(type);
glShaderSource(shaderObj, 1, &code, nullptr);
glCompileShader(shaderObj);
GLint status = GL_TRUE;
glGetShaderiv(shaderObj, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetShaderiv(shaderObj, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetShaderInfoLog(shaderObj, logLen, &written, log.data());
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
return shaderObj;
}
GLuint CreateProgram()
{
GLuint vShObj = CreateShader(GL_VERTEX_SHADER, sh_vert.c_str());
GLuint fShObj = CreateShader(GL_FRAGMENT_SHADER, sh_frag.c_str());
GLuint progObj = glCreateProgram();
glAttachShader(progObj, vShObj);
glAttachShader(progObj, fShObj);
glLinkProgram(progObj);
GLint status = GL_TRUE;
glGetProgramiv(progObj, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetProgramiv(progObj, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetProgramInfoLog(progObj, logLen, &written, log.data());
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
return progObj;
}
Get the attribute and uniform locations:
GLuint prog;
GLint pos_attr, col_attr, proj_loc, view_loc;
void Init()
{
prog = CreateProgram();
pos_attr = glGetAttribLocation(prog, "v_pos");
col_attr = glGetAttribLocation(prog, "v_col");
proj_loc = glGetUniformLocation(prog, "projection");
view_loc = glGetUniformLocation(prog, "view");
// ....
}
Create a Vertex Array Object:
GLuint vao;
void Init()
{
// ....
const std::vector<float> varray
{
// x y z red green blue
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
};
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, varray.size()*sizeof(float), varray.data(), GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glVertexAttribPointer(pos_attr, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 0);
glEnableVertexAttribArray(pos_attr);
glVertexAttribPointer(col_attr, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(col_attr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Installs the program object as part of current rendering state and set the uniform variables:
void Calculate()
{
float radius = 2.0f;
float camX = sin(SDL_GetTicks()*0.001) * radius;
float camZ = cos(SDL_GetTicks()*0.001) * radius;
glm::mat4 perspecive_mat = glm::perspective(
45.0f, 1.0f / 1.0f, 0.1f, 100.0f );
glm::mat4 view_mat = glm::lookAt(
glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0) );
glUseProgram(prog);
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(perspecive_mat));
glUniformMatrix4fv(view_loc, 1, GL_FALSE, glm::value_ptr(view_mat));
}
Finally draw the triangle:
void Render()
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
SDL_GL_SwapWindow(mainWindow);
}
bool Loop()
{
Init();
while (true) {
// ....
Calculate();
Render();
}
}