Hey, New to opengl, and i can’t seem to resolve this issue.I get a black screen when i run this but no errors appear and was wondering whether the error lies in any of these files or if i should check my v&f shaders.
Any input is highly appreciated thnx.
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
#include <vector>
#include <iostream>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include "skyboxtex.hpp"
#include <common/shader.hpp>
#include <common/texture.hpp>
#include <common/controls.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <initializer_list>
int main(void)
{
// Initialise GLFW
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW
");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "Tutorial 0 - Keyboard and Mouse", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.
");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW
");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set the mouse at the center of the screen
glfwPollEvents();
glfwSetCursorPos(window, 1024 / 2, 768 / 2);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
// Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader");
GLuint skyboxShader = LoadShaders("skybox.vertexshader", "skybox.fragmentshader");
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
GLuint ViewMatrixID = glGetUniformLocation(programID, "V");
// Load the texture
GLuint Texture = loadDDS("uvtemplate.DDS");
//GLuint Texture = loadBMP_custom("right.BMP");
//unsigned char *Texture=SOIL_load_image()
if (Texture)
std::cout <<"loading CubeTexture" <<&Texture << std::endl;
// Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(programID,"myTextureSampler");
//potentially another handle? for skybox
float skyboxVertices[] = {
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
// Two UV coordinatesfor each vertex. They were created with Blender.
static const GLfloat g_uv_buffer_data[] = {
0.000059f, 0.000004f,
0.000103f, 0.336048f,
0.335973f, 0.335903f,
1.000023f, 0.000013f,
0.667979f, 0.335851f,
0.999958f, 0.336064f,
0.667979f, 0.335851f,
0.336024f, 0.671877f,
0.667969f, 0.671889f,
1.000023f, 0.000013f,
0.668104f, 0.000013f,
0.667979f, 0.335851f,
0.000059f, 0.000004f,
0.335973f, 0.335903f,
0.336098f, 0.000071f,
0.667979f, 0.335851f,
0.335973f, 0.335903f,
0.336024f, 0.671877f,
1.000004f, 0.671847f,
0.999958f, 0.336064f,
0.667979f, 0.335851f,
0.668104f, 0.000013f,
0.335973f, 0.335903f,
0.667979f, 0.335851f,
0.335973f, 0.335903f,
0.668104f, 0.000013f,
0.336098f, 0.000071f,
0.000103f, 0.336048f,
0.000004f, 0.671870f,
0.336024f, 0.671877f,
0.000103f, 0.336048f,
0.336024f, 0.671877f,
0.335973f, 0.335903f,
0.667969f, 0.671889f,
1.000004f, 0.671847f,
0.667979f, 0.335851f
};
//skybox image faces
// initializer_list
std::vector<std::string>faces
{
("right1.tga"),
("left1.tga"),
("top1.tga"),
("bottom1.tga"),
("back1.tga"),
("front1.tga")
};
GLuint CubemapTexture = loadCubemap(faces);
//Cube
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
//skybox
GLuint skyboxVAO, skyboxVBO;
glGenBuffers(1, &skyboxVBO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glGenVertexArrays(1, &skyboxVAO);
glBindVertexArray(skyboxVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
do{
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader for the cube
glUseProgram(programID);
// Compute the MVP matrix from keyboard and mouse input to be uniformed
computeMatricesFromInputs();
glm::mat4 ProjectionMatrix = getProjectionMatrix();
glm::mat4 ViewMatrix = getViewMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0);
glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
// Send our transformation to the currently bound shader,
// in the "MVP" uniform .MatrixID = glGetUniformLocation(programID, "MVP");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
// Bind our texture in Texture Unit 0 Cube
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to use Texture Unit 0. Texture = LoadDDS i=int
glUniform1i(TextureID, 0);
// 1rst attribute buffer :
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : UVs.
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the cubetriangle !
glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
//cube
glm::mat4 ModelMatrix2 = glm::mat4(1.0);
ModelMatrix2 = glm::translate(ModelMatrix2, glm::vec3(2.0f, 0.0f, 0.0f));
glm::mat4 MVP2 = ProjectionMatrix * ViewMatrix * ModelMatrix2;
//ModelMatrix = GetModelMatrix
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP2[0][0]);
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix2[0][0]);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDepthFunc(GL_LEQUAL);
glUseProgram(skyboxShader);
//skybox matrix remove translation
ViewMatrix = glm::mat4(glm::mat3(getViewMatrix()));
// skybox Uniform 4
//GLuniform operates on gluseprogram// Location,count,transpose,value
glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "ViewMatrix"), 1, GL_FALSE, glm::value_ptr(ViewMatrix));
glUniformMatrix4fv(glGetUniformLocation(skyboxShader, "ProjectionMatrix"), 1, GL_FALSE, glm::value_ptr(ProjectionMatrix));
//Drawing skybox last
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, CubemapTexture); //CubemapTexture = loadCubemap(faces);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS);// Passes if the incoming depth value is less than the stored depth value.
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
// Cleanup VBO and shader just frees the memory
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &uvbuffer);
glDeleteBuffers(1, &skyboxVBO);
glDeleteProgram(programID);
glDeleteTextures(1, &TextureID);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteVertexArrays(1, &skyboxVAO);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
skybox,texture header file:
#pragma once
#include <iostream>
#include "SOIL.h"
#define GLEW_STATIC
#include <GL/glew.h>
#include <vector>
#include <common/texture.hpp>
GLuint loadCubemap(std::vector<std::string> faces)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (GLuint i = 0; i < faces.size(); i++)
{
unsigned char*data = SOIL_load_image(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
SOIL_free_image_data(data);
std::cout << "Loading Cubemap faces"<< &faces[i] << std::endl;
}
else
{
std::cout << "Cubemap texture failed to load at path:" <<&faces[i] <<std::endl;
printf("SOIL loading error: '%s'
", SOIL_last_result());
SOIL_free_image_data(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}