I’m trying not to cross post here so I’l just summarize my issue and link to my stack overflow question. I’m attempting to use GoLang (google) bindings to opengl and sdl to draw a simple triangle. I’m using opengl 3.3. The bindings are pretty straight forward as they almost mimic line by line opengl C code and sdl C code. I am able to run my program and shaders seem to compile and link just fine but I’m not seeing any shapes on the screen. I set my MVP matrix and made sure vertices were CCW and still I cannot see anything. I was hoping for an opengl expert to help me out here as I’m really stuck on this.
Below is the more detailed explanation of my problem taken from stackoverflow (as i’m unable to post links):
I need some assistance into why this piece of code produces a blank green window. I made this by combining examples from mathgl/main.go at master · UserAB1236872/mathgl · GitHub and https://github.com/veandco/go-sdl2/blob/master/examples/opengl3.go. I guess i’m not sure if this is a bug with the GoLang sdl/gl framework or an issue with my OpenGL understanding. All this should draw is a cube.
My code is:
package main
import (
"fmt"
gl "github.com/chsc/gogl/gl33"
"github.com/veandco/go-sdl2/sdl"
// "math"
"runtime"
"time"
)
func createprogram() gl.Uint {
// VERTEX SHADER
vs := gl.CreateShader(gl.VERTEX_SHADER)
vs_source := gl.GLString(vertexShaderSource)
gl.ShaderSource(vs, 1, &vs_source, nil)
gl.CompileShader(vs)
var vs_status gl.Int
gl.GetShaderiv(vs, gl.COMPILE_STATUS, &vs_status)
fmt.Printf("Compiled Vertex Shader: %v
", vs_status)
// FRAGMENT SHADER
fs := gl.CreateShader(gl.FRAGMENT_SHADER)
fs_source := gl.GLString(fragmentShaderSource)
gl.ShaderSource(fs, 1, &fs_source, nil)
gl.CompileShader(fs)
var fstatus gl.Int
gl.GetShaderiv(fs, gl.COMPILE_STATUS, &fstatus)
fmt.Printf("Compiled Fragment Shader: %v
", fstatus)
// CREATE PROGRAM
program := gl.CreateProgram()
gl.AttachShader(program, vs)
gl.AttachShader(program, fs)
fragoutstring := gl.GLString("outColor")
defer gl.GLStringFree(fragoutstring)
gl.BindFragDataLocation(program, gl.Uint(0), fragoutstring)
gl.LinkProgram(program)
var linkstatus gl.Int
gl.GetProgramiv(program, gl.LINK_STATUS, &linkstatus)
fmt.Printf("Program Link: %v
", linkstatus)
return program
}
func main() {
var window *sdl.Window
var context sdl.GLContext
var event sdl.Event
var running bool
var err error
runtime.LockOSThread()
if 0 != sdl.Init(sdl.INIT_EVERYTHING) {
panic(sdl.GetError())
}
window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED,
sdl.WINDOWPOS_UNDEFINED,
winWidth, winHeight, sdl.WINDOW_OPENGL)
if err != nil {
panic(err)
}
if window == nil {
panic(sdl.GetError())
}
context = sdl.GL_CreateContext(window)
if context == nil {
panic(sdl.GetError())
}
gl.Init()
gl.Viewport(0, 0, gl.Sizei(winWidth), gl.Sizei(winHeight))
// OPENGL FLAGS
gl.ClearColor(0.0, 0.1, 0.0, 1.0)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
// VERTEX BUFFER
var vertexbuffer gl.Uint
gl.GenBuffers(1, &vertexbuffer)
gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_vertices)*4), gl.Pointer(&triangle_vertices[0]), gl.STATIC_DRAW)
// COLOUR BUFFER
var colourbuffer gl.Uint
gl.GenBuffers(1, &colourbuffer)
gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_colours)*4), gl.Pointer(&triangle_colours[0]), gl.STATIC_DRAW)
// GUESS WHAT
program := createprogram()
// VERTEX ARRAY
var VertexArrayID gl.Uint
gl.GenVertexArrays(1, &VertexArrayID)
gl.BindVertexArray(VertexArrayID)
gl.EnableVertexAttribArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil)
// VERTEX ARRAY HOOK COLOURS
gl.EnableVertexAttribArray(1)
gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil)
gl.UseProgram(program)
running = true
for running {
for event = sdl.PollEvent(); event != nil; event =
sdl.PollEvent() {
switch t := event.(type) {
case *sdl.QuitEvent:
running = false
case *sdl.MouseMotionEvent:
fmt.Printf(string(t.State))
}
drawgl()
sdl.GL_SwapWindow(window)
}
}
sdl.GL_DeleteContext(context)
window.Destroy()
sdl.Quit()
}
func drawgl() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.DrawArrays(gl.TRIANGLES, gl.Int(0), gl.Sizei(len(triangle_vertices)*4))
time.Sleep(50 * time.Millisecond)
}
const (
winTitle = "OpenGL Shader"
winWidth = 640
winHeight = 480
vertexShaderSource = `
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
`
fragmentShaderSource = `
#version 330 core
// Ouput data
out vec3 color;
void main()
{
// Output color = red
color = vec3(1,0,0);
}
`
)
var triangle_vertices = []gl.Float{
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
-1.0, -1.0, -1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, -1.0, 1.0}
var triangle_colours = []gl.Float{
0.583, 0.771, 0.014,
0.609, 0.115, 0.436,
0.327, 0.483, 0.844,
0.822, 0.569, 0.201,
0.435, 0.602, 0.223,
0.310, 0.747, 0.185,
0.597, 0.770, 0.761,
0.559, 0.436, 0.730,
0.359, 0.583, 0.152,
0.483, 0.596, 0.789,
0.559, 0.861, 0.639,
0.195, 0.548, 0.859,
0.014, 0.184, 0.576,
0.771, 0.328, 0.970,
0.406, 0.615, 0.116,
0.676, 0.977, 0.133,
0.971, 0.572, 0.833,
0.140, 0.616, 0.489,
0.997, 0.513, 0.064,
0.945, 0.719, 0.592,
0.543, 0.021, 0.978,
0.279, 0.317, 0.505,
0.167, 0.620, 0.077,
0.347, 0.857, 0.137,
0.055, 0.953, 0.042,
0.714, 0.505, 0.345,
0.783, 0.290, 0.734,
0.722, 0.645, 0.174,
0.302, 0.455, 0.848,
0.225, 0.587, 0.040,
0.517, 0.713, 0.338,
0.053, 0.959, 0.120,
0.393, 0.621, 0.362,
0.673, 0.211, 0.457,
0.820, 0.883, 0.371,
0.982, 0.099, 0.879}
Update:
package main
import (
"fmt"
// gl "github.com/chsc/gogl/gl33"
"github.com/veandco/go-sdl2/sdl"
// "math"
"github.com/Jragonmiris/mathgl"
"github.com/go-gl/gl"
"runtime"
"time"
)
// var program gl.Program = 0
// var buffer gl.Buffer = 0
func MakeProgram(vert, frag string) gl.Program {
vertShader, fragShader := gl.CreateShader(gl.VERTEX_SHADER), gl.CreateShader(gl.FRAGMENT_SHADER)
vertShader.Source(vert)
fragShader.Source(frag)
vertShader.Compile()
fragShader.Compile()
prog := gl.CreateProgram()
prog.AttachShader(vertShader)
prog.AttachShader(fragShader)
prog.Link()
prog.Validate()
fmt.Println(prog.GetInfoLog())
return prog
}
func main() {
var window *sdl.Window
var context sdl.GLContext
var event sdl.Event
var running bool
var err error
runtime.LockOSThread()
if 0 != sdl.Init(sdl.INIT_EVERYTHING) {
panic(sdl.GetError())
}
window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED,
sdl.WINDOWPOS_UNDEFINED,
winWidth, winHeight, sdl.WINDOW_OPENGL)
if err != nil {
panic(err)
}
if window == nil {
panic(sdl.GetError())
}
context = sdl.GL_CreateContext(window)
if context == nil {
panic(sdl.GetError())
}
if gl.Init() != 0 {
panic("gl error")
}
gl.ClearColor(1.0, 1.0, 1.0, .5)
gl.Viewport(0, 0, winWidth, winHeight)
program := MakeProgram(vertexShaderSource, fragmentShaderSource)
defer program.Delete()
matrixID := program.GetUniformLocation("MVP")
Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0)
View := mathgl.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
Model := mathgl.Ident4f()
MVP := Projection.Mul4(View).Mul4(Model)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
vertexArray := gl.GenVertexArray()
defer vertexArray.Delete()
vertexArray.Bind()
buffer := gl.GenBuffer()
defer buffer.Delete()
buffer.Bind(gl.ARRAY_BUFFER)
gl.BufferData(gl.ARRAY_BUFFER, len(triangle_vertices)*4, &triangle_vertices, gl.STATIC_DRAW)
running = true
for running {
for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch t := event.(type) {
case *sdl.QuitEvent:
running = false
case *sdl.MouseMotionEvent:
fmt.Printf(string(t.Timestamp))
}
}
gl.Clear(gl.COLOR_BUFFER_BIT) // | gl.DEPTH_BUFFER_BIT)
program.Use()
matrixID.UniformMatrix4fv(false, MVP)
attribLoc := gl.AttribLocation(0)
attribLoc.EnableArray()
buffer.Bind(gl.ARRAY_BUFFER)
attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)
gl.DrawArrays(gl.TRIANGLES, 0, 3)
attribLoc.DisableArray()
time.Sleep(50 * time.Millisecond)
sdl.GL_SwapWindow(window)
}
sdl.GL_DeleteContext(context)
window.Destroy()
sdl.Quit()
}
const (
winTitle = "OpenGL Shader"
winWidth = 640
winHeight = 480
vertexShaderSource = `
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
void main(){
gl_Position = MVP * vec4 (vertexPosition_modelspace,1.0);
}
`
fragmentShaderSource = `
#version 330 core
// Ouput data
out vec3 color;
void main()
{
// Output color = red
color = vec3(1,0,0);
}
`
)
var triangle_vertices = []float32{
-.5, -.5, -.5,
.5, -.5, -.5,
0.0, 0.5, -.5,
}
So I’m still having trouble drawing a simple shape on the screen. I made a few changes such as simplifying my shape (a triangle). I created coordinates so they would be more towards the -z axis so I would be able to see them but that has not worked. I then set the MVP matrix (moving the camera back some) just to make sure. My shaders are simple as I am only passing in a vec3 vertex position and mat4 MVP matrix so believe shaders are working correctly? Sorry for all the confusion, i think i maybe missing something here.
Update:
I also ran the version commands for opengl:
fmt.Println(gl.GetString(gl.VERSION))
fmt.Println(gl.GetString(gl.VENDOR))
fmt.Println(gl.GetString(gl.RENDERER))
for which the output was:
4.5.0 NVIDIA 347.09
NVIDIA Corporation
GeForce GTX 650 Ti/PCIe/SSE2
Not sure if this has any impact?
Update:
I have looked at some more examples and decided to try and add some sdl attributes but still no luck:
sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
sdl.GL_SetAttribute(sdl.GL_RED_SIZE, 8)
sdl.GL_SetAttribute(sdl.GL_GREEN_SIZE, 8)
sdl.GL_SetAttribute(sdl.GL_BLUE_SIZE, 8)
sdl.GL_SetAttribute(sdl.GL_ALPHA_SIZE, 8)
Thanks all!