I am trying to learn OpenGL and following this: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
Up until the point where they started passing matrices to the vertex shader to translate the triangle they where drawing I was following along.
This is the shader program where it starts to go wrong:
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
uniform mat4 MVP;
void main(){
vec4 v = vec4(vertexPosition_modelspace,1); // Transform an homogeneous 4D vector
gl_Position = MVP * v;
//mat4 M = mat4(
// vec4(1.0, 0.0, 0.0, 0.0),
// vec4(0.0, 1.0, 0.0, 0.0),
// vec4(0.0, 0.0, 1.0, 0.0),
// vec4(0.0, 0.0, 0.0, 1.0)
//);
//gl_Position = M * v;
}
If I use the commented out code instead of the line gl_Position = MVP * v;
, everything works. A triangle is drawn to the screen. I can also change to M
matrix to move the triangle around and scale it.
In order to keep things as simple as possible I am just passing the vertex shader an identity matrix in the MVP field. The code looks like this:
mat4x4 MVP;
mat4x4_identity(MVP);
int i,j;
for(i=0; i<4; ++i) {
for(j=0; j<4; ++j)
printf("%f, ", MVP[i][j]);
printf("\n");
}
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
// For each model you render, since the MVP will be different (at least the M part)
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
I am using linmath.h instead of glm (https://github.com/datenwolf/linmath.h). The loop prints:
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000,
And confirms that MVP is indeed an identity matrix. However when I run the program, I see no triangle on the screen. Only the background (which is dark blue btw).
You can see slightly more of the main C program here: https://gist.github.com/avwhite/68580376ddf9a7ec9cb7
If needed I can also provide the whole source code for the main program, the vertex-, and the fragment shader.
I am thinking this has something to do with how the MVP matrix is passed to the shader program, but I am completely new to OpenGL, so I really have no idea what is going on.
glUniform*()
calls set values for the current program. You need to call glUseProgram()
before the glUniform*()
call. In this example:
glUseProgram(programID);
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);