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View Full Version : Make a ground/floor problem

02-23-2013, 08:57 AM
Hey all! Been trying for hours to make a fucking ground using two triangles and I can't even get this example of the simplest kind to work. What am I doing wrong? Thanks.

Code in C:

#include <math.h>
#include "GL_utilities.h"
#include "VectorUtils2.h"

#define near 1.0
#define far 30.0
#define right 0.5
#define left -0.5
#define top 0.5
#define bottom -0.5

GLfloat projectionMatrix[] = { 2.0f*near/(right-left), 0.0f, (right+left)/(right-left), 0.0f,
0.0f, 2.0f*near/(top-bottom), (top+bottom)/(top-bottom), 0.0f,
0.0f, 0.0f, -(far + near)/(far - near), -2*far*near/(far - near),
0.0f, 0.0f, -1.0f, 0.0f };

GLfloat vertices[] = { -50,0,-50,
50,0,-50,
-50,0,50,
50,0,-50,
-50,0,50,
50,0,50 };

// Just an identity matrix, for now..
GLfloat total[16] = { 1.0, 0, 0, 0,
0, 1.0, 0, 0,
0, 0, 1.0, 0,
0, 0, 0, 1.0
};
GLfloat cam[16];

unsigned int groundVertexArrayObjID;
GLuint program;

void OnTimer(int value)
{
glutPostRedisplay();
}

void init(void)
{
// ground
unsigned int groundVertexBufferObjID;

dumpInfo();

// GL inits
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
printError("GL inits");

// Ground
glGenVertexArrays(1, &groundVertexArrayObjID);
glBindVertexArray(groundVertexArrayObjID);
// Allocate Vertex Buffer Objects
glGenBuffers(1, &groundVertexBufferObjID);

// Ground vertex data
glBindBuffer(GL_ARRAY_BUFFER, groundVertexBufferObjID);
glBufferData(GL_ARRAY_BUFFER, 6*3*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(glGetAttribLocation(program, "in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(glGetAttribLocation(prog ram, "in_Position"));

glUniformMatrix4fv(glGetUniformLocation(program, "projectionMatrix"), 1, GL_TRUE, projectionMatrix);

// Cam settings
Point3D p = {0,0,5};
Point3D l = {0,0,-15};

lookAt(&p, &l, 0, 1, 0, cam);
glUniformMatrix4fv(glGetUniformLocation(program, "cam"), 1, GL_TRUE, cam);

printError("init arrays");
}

void display(void)
{
printError("pre display");

glClear(GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);

glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total);

glBindVertexArray(groundVertexArrayObjID); // Select VAO
glDrawArrays(GL_TRIANGLES, 0, 6);

printError("display");

glFlush();
glutTimerFunc(20, &OnTimer, 0);
}

int main(int argc, const char *argv[])
{
glutInit(&argc, argv);
glutCreateWindow ("GL3 white triangle example");
glutDisplayFunc(display);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
init ();
glutMainLoop();
}

#version 150

uniform mat4 projectionMatrix;
uniform mat4 cam;
uniform mat4 mdlMatrix;

in vec3 in_Position;

void main(void)
{
gl_Position = projectionMatrix * cam * mdlMatrix * vec4(in_Position, 1.0);
}

#version 150

uniform sampler2D texUnit;

in vec3 outColor;
in vec2 outTexCoord;

out vec4 out_Color;

void main(void)
{
out_Color = vec4(1.0,0.0,0.0,0.5);
}

Alfonse Reinheart
02-23-2013, 03:21 PM
in vec3 outColor;
in vec2 outTexCoord;

If you specify that a fragment shader has input variables, then OpenGL is going to assume that there is a corresponding vertex processing shader (http://www.opengl.org/wiki/Vertex_Processing) that has appropriate output variables. If there isn't, then you get a linker error. And your vertex shader doesn't provide corresponding outputs.