Started by Dec 11 2012 05:45 PM

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3 replies to this topic

Posted 11 December 2012 - 05:45 PM

Hello everybody,

there is a situation that making me going crazy for at least a week. Im converting my engine to opengl 3.2. Works fine,as long as i only draw a colored fullscreen quad. I tried to display a cube, so ive created a perspective matrix, view matrix and model matrix, apply them to a shader and multiply them with the position of the vector. Nothing... (Black screen)

I had thought there must be a problem in my 3D math library (im not really a math whiz...), so i had looked for errors, other implementations and the problem didnt get solved. Maybe there is something little, something ive failed to notice... Now im asking you guys, perhaps you find my mistake.

Lets start with some basic matrix functions im using:

[source lang="cpp"]inline Mat4 Mat4::Perspective(float fov, float aspect, float zNear, float zFar) { float h = tanf(fov * M_PIOVER360); float w = h * aspect; return Mat4(2.0f * zNear / w, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f * zNear / h, 0.0f, 0.0f, 0.0f, 0.0f, -(zFar + zNear) / (zFar - zNear), -2.0f * zNear * zFar / (zFar - zNear), 0.0f, 0.0f, -1.0f, 0.0f); }[/source]

In camera class: mmProj = Mat4::Perspective(75.0f, 800.0f / 600.0f, 1.0f, 512.0f);

[source lang="cpp"]inline Mat4 Mat4::LookAt(const Vec3& eye, const Vec3& center, const Vec3& up){ Vec3 vZAx = Vec3(eye - center); vZAx.Normalize(); Vec3 vXAx = Vec3::Cross(up, vZAx); vXAx.Normalize(); Vec3 vYAx(Vec3::Cross(vZAx, vXAx)); return Mat4(vXAx.x, vYAx.x, vZAx.x, 0, vXAx.y, vYAx.y, vZAx.y, 0, vXAx.z, vYAx.z, vZAx.z, 0, -Vec3::Dot(vXAx, eye), -Vec3::Dot(vYAx, eye), -Vec3::Dot(vZAx, eye), 1);}[/source]

in camera class: mmProj = Mat4::LookAt(mvPos, Vec3(0, 0, 0), Vec3(0,1,0));

Model matrix is set to identity.

Vertex shader:

[source lang="cpp"]#version 150 layout(location = 0) in vec3 v3Pos; in mat4 m4Proj; in mat4 m4View; in mat4 m4Model; void main() { mat4 mvp = m4Model*m4View; mvp = m4Proj * mvp; gl_Position = mvp*vec4(v3Pos, 1.0); }[/source]

Fragment shader:

[source lang="cpp"]#version 150 out vec4 v4Frag; void main() { v4Frag = vec4(1,0,0,1); }[/source]

My mesh draw routine:

[source lang="cpp"]glBindVertexArray(miId);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, miBufId[1]);glEnableVertexAttribArray(0);if(miIndexCount != 0) glDrawElements(GL_TRIANGLES, miIndexCount, GL_UNSIGNED_SHORT, 0);else glDrawArrays(GL_TRIANGLES, 0, miVertexCount);glDisableVertexAttribArray(0);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);glBindVertexArray(0);[/source]

In my setup i only call:

[source lang="cpp"]glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LESS);[/source]

Im checking with glGetError every 30ms, but there is no error too.

So, what had i done wrong... please help...

there is a situation that making me going crazy for at least a week. Im converting my engine to opengl 3.2. Works fine,as long as i only draw a colored fullscreen quad. I tried to display a cube, so ive created a perspective matrix, view matrix and model matrix, apply them to a shader and multiply them with the position of the vector. Nothing... (Black screen)

I had thought there must be a problem in my 3D math library (im not really a math whiz...), so i had looked for errors, other implementations and the problem didnt get solved. Maybe there is something little, something ive failed to notice... Now im asking you guys, perhaps you find my mistake.

Lets start with some basic matrix functions im using:

[source lang="cpp"]inline Mat4 Mat4::Perspective(float fov, float aspect, float zNear, float zFar) { float h = tanf(fov * M_PIOVER360); float w = h * aspect; return Mat4(2.0f * zNear / w, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f * zNear / h, 0.0f, 0.0f, 0.0f, 0.0f, -(zFar + zNear) / (zFar - zNear), -2.0f * zNear * zFar / (zFar - zNear), 0.0f, 0.0f, -1.0f, 0.0f); }[/source]

In camera class: mmProj = Mat4::Perspective(75.0f, 800.0f / 600.0f, 1.0f, 512.0f);

[source lang="cpp"]inline Mat4 Mat4::LookAt(const Vec3& eye, const Vec3& center, const Vec3& up){ Vec3 vZAx = Vec3(eye - center); vZAx.Normalize(); Vec3 vXAx = Vec3::Cross(up, vZAx); vXAx.Normalize(); Vec3 vYAx(Vec3::Cross(vZAx, vXAx)); return Mat4(vXAx.x, vYAx.x, vZAx.x, 0, vXAx.y, vYAx.y, vZAx.y, 0, vXAx.z, vYAx.z, vZAx.z, 0, -Vec3::Dot(vXAx, eye), -Vec3::Dot(vYAx, eye), -Vec3::Dot(vZAx, eye), 1);}[/source]

in camera class: mmProj = Mat4::LookAt(mvPos, Vec3(0, 0, 0), Vec3(0,1,0));

Model matrix is set to identity.

Vertex shader:

[source lang="cpp"]#version 150 layout(location = 0) in vec3 v3Pos; in mat4 m4Proj; in mat4 m4View; in mat4 m4Model; void main() { mat4 mvp = m4Model*m4View; mvp = m4Proj * mvp; gl_Position = mvp*vec4(v3Pos, 1.0); }[/source]

Fragment shader:

[source lang="cpp"]#version 150 out vec4 v4Frag; void main() { v4Frag = vec4(1,0,0,1); }[/source]

My mesh draw routine:

[source lang="cpp"]glBindVertexArray(miId);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, miBufId[1]);glEnableVertexAttribArray(0);if(miIndexCount != 0) glDrawElements(GL_TRIANGLES, miIndexCount, GL_UNSIGNED_SHORT, 0);else glDrawArrays(GL_TRIANGLES, 0, miVertexCount);glDisableVertexAttribArray(0);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);glBindVertexArray(0);[/source]

In my setup i only call:

[source lang="cpp"]glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LESS);[/source]

Im checking with glGetError every 30ms, but there is no error too.

So, what had i done wrong... please help...

Posted 11 December 2012 - 07:22 PM

i am not sure but i think if you use opengl 3 or higher you should change

#version 150

to

#version 320

depending on used version, maybe this helps

#version 150

to

#version 320

depending on used version, maybe this helps

Posted 12 December 2012 - 02:18 AM

In your vertex shader, you are passing your matrices as vertex attribute ("in" keyword). Replace this keyword with "uniform" to pass them as uniform values.

PS : #version 150 is correct for OpenGL 3.2. The new version notation (using opengl version) started since opengl 3.3

PS : #version 150 is correct for OpenGL 3.2. The new version notation (using opengl version) started since opengl 3.3

Posted 12 December 2012 - 04:16 AM

Omg, thanks...

Now im getting GL error 1282 (Invalid operation). But only if i use the matrices for gl_Position in my shader (gl_Position = m4Proj*(m4Model*m4View)*vec4(v3Pos, 1.0);). There is no error then i set gl_Position to vec4(v3Pos, 1.0f).

Now im getting GL error 1282 (Invalid operation). But only if i use the matrices for gl_Position in my shader (gl_Position = m4Proj*(m4Model*m4View)*vec4(v3Pos, 1.0);). There is no error then i set gl_Position to vec4(v3Pos, 1.0f).