OpenGL - Triangle with a shader isn't showing
This program builds with no problem, and the executable starts up, but no triangle shows up. I am following a GLSL tutorial where a Shader class is made to handle GLSL files.
Shader.h
#ifndef SHADER_H_
#define SHADER_H_
#include <GL/glew.h>
#include <GL/glfw.h>
#include <string>
class Shader {
public:
Shader();
Shader(const char *vsFile, const char *fsFile);
~Shader();
void init(const char *vsFile, const char *fsFile);
void bind();
void unbind();
unsigned int id();
private:
unsigned int shader_id;
unsigned int shader_vp;
unsigned int shader_fp;
};
#endif // SHADER_H_
Shader.cpp
#include "Shader.h"
#include <cstring>
#include <iostream>
#include <ftream>
#include <cstdlib>
using namespace std;
static char* textFileRead(const char *fileName) {
char* text;
if (fileName != NULL) {
FILE *file = fopen(fileName, "rt");
if (file != NULL) {
fseek(file, 0, SEEK_END);
int count = ftell(file);
rewind(file);
if (count > 0) {
text = (char*)malloc(sizeof(char) * (count + 1));
count = fread(text, sizeof(char), count, file);
text[count] = '\0';
}
fclose(file);
}
}
return text;
}
Shader::Shader() {}
Shader::Shader(const char *vsFile, const char *fsFile)
{
init(vsFile, fsFile);
}
void Shader::init(const char *vsFile, const char *fsFile)
{
shader_vp = glCreateShader(GL_VERTEX_SHADER);
shader_fp = glCreateShader(GL_FRAGMENT_SHADER);
const char *vsText = textFileRead(vsFile);
const char *fsText = textFileRead(fsFile);
if (vsText == NULL || fsText == NULL)
{
cerr << "Either vertex shader or fragment shader file is not found" << endl;
return;
}
glShaderSource(shader_vp, 1, &vsText, 0);
glShaderSource(shader_fp, 1, &fsText, 0);
glCompileShader(shader_vp);
glCompileShader(shader_fp);
shader_id = glCreateProgram();
glAttachShader(shader_id, shader_fp);
glAttachShader(shader_id, shader_vp);
glLinkProgram(shader_id);
}
Shader::~Shader()
{
glDetachShader(shader_id, shader_fp);
glDetachShader(shader_id, shader_vp);
glDeleteShader(shader_fp);
glDeleteShader(shader_vp);
glDeleteShader(shader_id);
}
unsigned int Shader::id()
{
return shader_id;
}
void Shader::bind()
{
glUseProgram(shader_id);
}
void Shader::unbind()
{
glUseProgram(0);
}
Main.cpp
#include "Shader.h"
#include <cstdlib>
#include <iostream>
using namespace std;
Shader shader;
void init()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
shader.init("shader.vert", "shader.frag");
}
void resize(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)w / (GLfloat)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
int main()
{
int running = GL_TRUE;
// init GLFW
if (!glfwInit())
exit(EXIT_FAILURE);
if (!glfwOpenWindow(300, 300, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetWindowT开发者_C百科itle("ohhai.");
glfwSetWindowSizeCallback(resize);
/* CHECK GLEW */
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
cout << "Error: " << glewGetErrorString(err) << endl;
}
cout << "Status: Using GLEW " << glewGetString(GLEW_VERSION) << endl;
if (!GLEW_ARB_vertex_buffer_object)
{
cerr << "VBO not supported\n";
exit(1);
}
init();
while (running)
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glShadeModel(GL_SMOOTH);
shader.bind();
glBegin(GL_TRIANGLES);
//glColor3f(0.2f, 0.5f, 0.54f);
glVertex2f(0.0f, 0.5f);
//glColor3f(0.75f, 0.8f, 0.1f);
glVertex2f(-.5f, -.5f);
//glColor3f(0.0f, 0.9f, 0.2f);
glVertex2f(0.5f, -0.5f);
glEnd();
shader.unbind();
glfwSwapBuffers();
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
}
glfwTerminate();
exit(EXIT_SUCCESS);
}
shader.vert
void main()
{
// set the posistion of the current matrix
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
shader.frag
void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
Again, when this compiles under g++, it goes through fine, but no triangle was shown.
I haven't found the part where you setup the camera (modelview matrix) with gluLookAt or glTranslate/glRotate/glScale. So you use the default, corresponding to a camera at the origin and looking into -z, thus your triangle (which lies in the z=0 plane) is behind the near plane.
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