I'm trying to learn OpenGL in c++ (I used it in Java) but I have a problem, I make a triangle, but it doesn't draw on GL_FILL and in GL_LINE it just draw a line, I can't find my mistake, I guess my bug is in vertex buffers, but I can't detect it, can anyone help me please?
CglApp.cpp:
CglApp::CglApp() {
glm::vec3 vertices[] = {
{0.5f, 0.5f, 0.0f} , // top right
{0.5f, -0.5f, 0.0f}, // bottom right
{-0.5f, -0.5f, 0.0f}, // bottom left
{-0.5f, 0.5f, 0.0f} // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
//1, 2, 3 // second Triangle
};
glm::vec3 vertices2[] = {
//{0.5f, 0.5f, 0.0f} , // top right
{0.5f, -0.5f, 0.0f}, // bottom right
{-0.5f, -0.5f, 0.0f}, // bottom left
{-0.5f, 0.5f, 0.0f} // top left
};
unsigned int indices2[] = { // note that we start from 0!
//0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
cglSolidModel.loadModels(vertices,indices);
cglSolidModel1.loadModels(vertices2,indices2);
}
CglApp::~CglApp() {
}
void CglApp::run() {
while (!cglWindow.shouldClose()){
// input
// -----
inputManager.processInput(cglWindow.getWindow());
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
cglSolidModel.bind(cglShaders.getDefaultShader());
cglSolidModel1.bind(cglShaders.getDefaultShader());
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(cglWindow.getWindow());
glfwPollEvents();
}
}
CglShaders.cpp
CglShaders::CglShaders() {
createDefaultShader();
}
CglShaders::~CglShaders() {
}
void CglShaders::createDefaultShader() {
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.9f, 0.2f, 1.0f);\n"
"}\n\0";
createShader(vertexShaderSource,fragmentShaderSource);
}
void CglShaders::createShader(const char *vertexShaderSource, const char *fragmentShaderSource) {
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
shaderPrograms.push_back(shaderProgram);
}
CglSolidModel.cpp
CglSolidModel::CglSolidModel() {
}
CglSolidModel::~CglSolidModel() {
}
void CglSolidModel::loadModels(glm::vec3 vertices[], unsigned int indices[]) {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)nullptr);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(1);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
void CglSolidModel::bind(unsigned int shaderProgram) {
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
}
Im creating the VBO, EBO and VBA inside each SolidModel.