I'm trying to gradually change a triangle's color to each color on the spectrum. The color basically changes incrementally in every iteration of the render loop and passes the color information to a uniform variable. The problem is that it's lagging between multiple iterations and not changing gradually. The rgb values on the main program are changing gradually, but the color of the triangle in the end is not. I've had no problem performing this (gradually changing colors) on the whole window without a triangle however.
Here's the code of the triangle spectrum program and a preview of its output:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define GLFW_INCLUDE_NONE
#include "include/glad/glad.h"
#include <GLFW/glfw3.h>
void framebufferSizeCallback(GLFWwindow* window, int width, int height){
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window){
;
}
char * parseFile(const char * fileName){
FILE *fp = fopen(fileName, "r");
if (!fp) perror(fileName),exit(1);
fseek(fp, 0L, SEEK_END); // go to the end
long lsize = ftell(fp); // size is how far it is from the start
rewind(fp); // reset to the start to prepare for reading
char *buffer = calloc(1, lsize+1); //assign (lsize) blocks of memory to buffer
if (!buffer) fclose(fp),fputs("Failed to allocate memory.",stderr),exit(1);
if(1!=fread(buffer,lsize,1,fp))
fclose(fp),free(buffer),fputs("Failed to read file.", stderr),exit(1);
fclose(fp);
return buffer;
}
int main(void){
glfwInit();
if (glfwInit() != GLFW_TRUE){
printf("Failed to initialize GLFW.");
glfwTerminate();
return -1;
}
glfwWindowHint(GLFW_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
int windowSize = 600;
GLFWwindow* window;
window = glfwCreateWindow(windowSize, windowSize, "spectrum", NULL, NULL);
if (window == NULL){
printf("Failed to create window.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
printf("Failed to initialize GLAD.\n");
return 1;
}
glViewport(0, 0, windowSize, windowSize);
glfwSetFramebufferSizeCallback(window, framebufferSizeCallback);
/*------------------------------------------------------------------------*/
const char *vertexShader = parseFile("timeTriangleShaders/vert.glsl");
const char *fragmentShader = parseFile("timeTriangleShaders/frag.glsl");
unsigned int vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
glCompileShader(vertexShaderID);
unsigned int fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
glCompileShader(fragmentShaderID);
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShaderID);
glAttachShader(shaderProgram, fragmentShaderID);
glLinkProgram(shaderProgram);
free((char*)vertexShader);
free((char*)fragmentShader);
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
/*------------------------------------------------------------------------*/
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 1); // unbind VBO
glBindVertexArray(0); // unbind VAO
/*------------------------------------------------------------------------*/
float min = 0;
float max = 255;
float rgb[] = {min, max, min}; // g,r,b instead of r,g,b to emulate spectrum
int pos = 0;
int increment = 10;
while (!glfwWindowShouldClose(window)){
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
int colorUniformLocation = glGetUniformLocation(shaderProgram, "color");
if ((rgb[pos] >= max && increment > 0) || (rgb[pos] <= min && increment < 0)){
rgb[pos] = rgb[pos] > max ? max : min;
pos = pos == 2 ? 0 : ++pos;
increment = -increment;
}
else rgb[pos] += increment;
printf("rgb: (%3.f, %3.f, %3.f) | %3d\n", rgb[1], rgb[0], rgb[2], increment);
glUniform4f(colorUniformLocation, rgb[1], rgb[0], rgb[2], 1.0f);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
Fragment Shader of the spectrum triangle program:
#version 460 core
out vec4 FragColor;
uniform vec4 color;
void main(){
FragColor = color;
}
Vertex Shader of the spectrum triangle program:
#version 460 core
layout (location = 0) in vec3 aPos;
void main(){
gl_Position = vec4(aPos.xyz, 1.0);
}
Output of spectrum triangle program: spectrum triangle program NOT changing colors gradually
The code of the simple spectrum program with glClearColor:
#include <stdio.h>
// #define GLFW_INCLUDE_NONE
#include "include/glad/glad.h"
#include <GLFW/glfw3.h>
void framebufferSizeCallback(GLFWwindow* window, int width, int height){
glViewport(0, 0, width, height);
}
int main(void){
glfwInit();
if (glfwInit() != GLFW_TRUE){
printf("Failed to initialize GLFW.");
glfwTerminate();
return -1;
}
glfwWindowHint(GLFW_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
int windowSize = 600;
GLFWwindow* window;
window = glfwCreateWindow(windowSize, windowSize, "spectrum", NULL, NULL);
if (window == NULL){
printf("Failed to create window.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
printf("Failed to initialize GLAD.\n");
return 1;
}
glViewport(0, 0, windowSize, windowSize);
glfwSetFramebufferSizeCallback(window, framebufferSizeCallback);
float min = 0;
float max = 255;
float rgb[] = {min, max, min}; // g,r,b instead of r,g,b to emulate spectrum
int pos = 0;
int increment = 10;
while (!glfwWindowShouldClose(window)){
glClearColor(rgb[1]/255, rgb[0]/255, rgb[2]/255, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if ((rgb[pos] >= max && increment > 0) || (rgb[pos] <= min && increment < 0)){
rgb[pos] = rgb[pos] > max ? max : min;
pos = pos == 2 ? 0 : ++pos;
increment = -increment;
}
else rgb[pos] += increment;
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Output of simple spectrum program with GlClearColor: spectrum program with glClearColor gradually changing colors
I've tried changing the point of the logic where the color gets incremented but to no avail. Using vec3 instead of vec4 then adjusting the fragment shader also didn't help. Replicating LearnOpenGL's code which changes from green to nothing gradually work's flawlessly however.
LearnOpenGL Triangle changing from green to nothing gradually
The channels of the fragment shader color output should be in the [0.0, 1.0] range, not [0.0, 255.0].
Divide rgb[]
by 255 host-side like you're doing in the glClearColor()
example before passing the values to glUniform4f()
:
glUniform4f(colorUniformLocation, rgb[1]/255, rgb[0]/255, rgb[2]/255, 1.0f);