Witam. Ucze się OpenGL a dokładniej GLFW GLAD. Przerabiam kurs LearnOpenGL i jestem na etapie tranfsormowania modelu (
). Problem, który napotkałem polega na tym, że program nie renderuje poprawnie tekstury na modelu sześcianu za to renderuje jednolity kolor. Program się kompiluje. Próbowałem namierzyć błąd wraz z ChatemGPT ale nic z tego :-/
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#define STB_IMAGE_IMPLEMENTATION #include "stb_image.h"
#include <iostream>
const char * vertex_shader_source = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
)";
const char * fragment_shader_source = R"(
#version 330 core
out vec4 FragColor;
in vec3 ourColor; // z vertex shadera
in vec2 TexCoord; // współrzędne tekstury
uniform sampler2D texture1; // tekstura
void main()
{
FragColor = texture(texture1, TexCoord); // użycie tekstury
}
)";
GLFWwindow * window;
unsigned int vertex_shader;
unsigned int fragment_shader;
unsigned int shader_program;
class Model {
public:
unsigned int VAO; unsigned int VBO; unsigned int EBO; unsigned int program;
int width, height, nrChannels;
unsigned int texture;
glm::vec3 position = glm::vec3( 0.f, 0.f, 0.f );
glm::vec3 rotation = glm::vec3( 1.0f, 0.3f, 0.5f );
float angle_y = 1.0f;
Model() {
glGenVertexArrays( 1, & VAO ); glGenBuffers( 1, & VBO ); glGenBuffers( 1, & EBO ); glBindVertexArray( VAO ); width = height = 0;
glGenTextures( 1, & texture );
glBindTexture( GL_TEXTURE_2D, texture );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
~Model() {
glDeleteVertexArrays( 1, & VAO );
glDeleteBuffers( 1, & VBO );
glDeleteBuffers( 1, & EBO );
glDeleteTextures( 1, & texture );
}
void Load() {
float vertices[ ] = {
- 0.5f, - 0.5f, - 0.5f, 0.0f, 0.0f,
0.5f, - 0.5f, - 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, - 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, - 0.5f, 1.0f, 1.0f,
- 0.5f, 0.5f, - 0.5f, 0.0f, 1.0f,
- 0.5f, - 0.5f, - 0.5f, 0.0f, 0.0f,
- 0.5f, - 0.5f, 0.5f, 0.0f, 0.0f,
0.5f, - 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
- 0.5f, - 0.5f, 0.5f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, 0.5f, - 0.5f, 1.0f, 1.0f,
- 0.5f, - 0.5f, - 0.5f, 0.0f, 1.0f,
- 0.5f, - 0.5f, - 0.5f, 0.0f, 1.0f,
- 0.5f, - 0.5f, 0.5f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, - 0.5f, 1.0f, 1.0f,
0.5f, - 0.5f, - 0.5f, 0.0f, 1.0f,
0.5f, - 0.5f, - 0.5f, 0.0f, 1.0f,
0.5f, - 0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, - 0.5f, - 0.5f, 0.0f, 1.0f,
0.5f, - 0.5f, - 0.5f, 1.0f, 1.0f,
0.5f, - 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, - 0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, - 0.5f, 0.5f, 0.0f, 0.0f,
- 0.5f, - 0.5f, - 0.5f, 0.0f, 1.0f,
- 0.5f, 0.5f, - 0.5f, 0.0f, 1.0f,
0.5f, 0.5f, - 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
- 0.5f, 0.5f, - 0.5f, 0.0f, 1.0f
};
glBindVertexArray( VAO );
glBindBuffer( GL_ARRAY_BUFFER, VBO );
glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW );
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof( float ),( void * ) 0 );
glEnableVertexAttribArray( 0 );
glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof( float ),( void * )( 3 * sizeof( float ) ) );
glEnableVertexAttribArray( 1 );
stbi_set_flip_vertically_on_load( true ); unsigned char * data = stbi_load( "wall.jpg", & width, & height, & nrChannels, 0 );
if( data ) {
GLenum format = nrChannels == 4 ? GL_RGBA: GL_RGB;
glTexImage2D( GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data );
glGenerateMipmap( GL_TEXTURE_2D );
}
else
std::cout << "Failed to load texture\n";
stbi_image_free( data );
program = shader_program;
}
void draw() {
glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, texture ); float timeValue = glfwGetTime();
float greenValue =( sin( timeValue ) / 2.0f ) + 0.5f;
int vertexColorLocation = glGetUniformLocation( program, "ourColor" );
angle_y += 1.0f;
if( angle_y >= 360.0f )
angle_y -= 360.0f;
glm::mat4 view = glm::mat4( 1.0f );
glm::mat4 projection = glm::mat4( 1.0f );
glm::mat4 transform = glm::mat4( 1.0f );
transform = glm::translate( transform, position );
transform = glm::rotate( transform, glm::radians( angle_y ), rotation );
glm::vec2 screen_size( 800, 600 );
projection = glm::perspective( glm::radians( 45.0f ), screen_size.x / screen_size.y, 0.1f, 100.0f );
view = glm::translate( view, glm::vec3( 0.0f, 0.0f, - 3.0f ) );
glUseProgram( program );
glUniform1i( glGetUniformLocation( program, "texture1" ), 0 ); glUniform4f( vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f );
glUniformMatrix4fv( glGetUniformLocation( program, "projection" ), 1, GL_FALSE, & projection[ 0 ][ 0 ] );
glUniformMatrix4fv( glGetUniformLocation( program, "view" ), 1, GL_FALSE, & view[ 0 ][ 0 ] );
glUniformMatrix4fv( glGetUniformLocation( program, "transform" ), 1, GL_FALSE, & transform[ 0 ][ 0 ] );
glBindVertexArray( VAO );
glDrawArrays( GL_TRIANGLES, 0, 36 );
}
};
void window_set_size( int width, int height ) {
glViewport( 0, 0, width, height );
}
void events()
{
if( glfwGetKey( window, GLFW_KEY_ESCAPE ) == GLFW_PRESS )
glfwSetWindowShouldClose( window, true );
}
void loadShaders() {
vertex_shader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertex_shader, 1, & vertex_shader_source, NULL );
glCompileShader( vertex_shader );
fragment_shader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragment_shader, 1, & fragment_shader_source, NULL );
glCompileShader( fragment_shader );
}
void deleteShaders() {
glDeleteShader( vertex_shader );
glDeleteShader( fragment_shader );
}
void loadPrograms() {
shader_program = glCreateProgram();
glAttachShader( shader_program, vertex_shader );
glAttachShader( shader_program, fragment_shader );
glLinkProgram( shader_program );
}
void deletePrograms() {
glDeleteProgram( shader_program );
}
int main()
{
glfwInit();
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
window = glfwCreateWindow( 800, 600, "LearnOpenGL", NULL, NULL );
if( window == NULL )
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return - 1;
}
glfwMakeContextCurrent( window );
if( !gladLoadGLLoader(( GLADloadproc ) glfwGetProcAddress ) )
{
std::cout << "Failed to initialize GLAD" << std::endl;
return - 1;
}
glEnable( GL_DEPTH_TEST );
loadShaders();
loadPrograms();
Model * model = new Model();
model->Load();
while( !glfwWindowShouldClose( window ) )
{
events();
glClearColor( 0.2f, 0.3f, 0.3f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
model->draw();
glfwSwapBuffers( window );
glfwPollEvents();
}
delete model;
deletePrograms();
deleteShaders();
glfwTerminate();
return 0;
}