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trick

Member Since 29 Dec 2006
Offline Last Active Mar 31 2016 09:34 AM

Topics I've Started

New to OpenGL, /similar/ programs do not display the same

29 March 2016 - 12:31 PM

 I am slightly experienced with C++, and very new to OpenGL.  I have been using tutorials/books to learn and built a project up to the point of displaying a triangle on screen, and using matrices for transformations.  Before I went any further I wanted to develop what I had into a state machine, and get better organized with the code.  After making changes, my new code would display a flickering triangle.  As I have tried to fix the issue, it now no longer displays at all.  I have looked over the code repeatedly to identify the issue, and even printed out all programs following along with how they would proceed highlighting calls to match them up, and I don't see any major differences between the two (minus that I have removed some things like matrices to simplify).  Could anyone please see if they can spot where the error might be, or offer any suggestions?

Source Code Below:

Original Working Project:

Start.cpp

//#define GLFW_INCLUDE_GLCOREARB
#include <gl/glew.h>
#include "gl/wglew.h"
#pragma comment(lib, "glew32.lib")

#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include "LoadShaders.h"
#include "TestGraphicObject.h"

TestGraphicObject testGO;
GLuint ProgramID;	//shader program
GLuint MatrixID;

float ratio;
glm::mat4 Projection;
glm::mat4 View;

//GLFW Callbacks
static void error_callback(int error, const char* description) {
	fputs(description, stderr);
}

static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
	if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
		glfwSetWindowShouldClose(window, GL_TRUE);
}

void window_close_callback(GLFWwindow* window) {
	glfwSetWindowShouldClose(window, GL_TRUE);
}

void setCallbacks(GLFWwindow* window) {
	glfwSetKeyCallback(window, key_callback);
	glfwSetWindowCloseCallback(window, window_close_callback);
}
//End GLFW Callbacks

GLFWwindow* makeWindow() {
	GLFWwindow* window;
	glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
	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); //We don't want the old OpenGL 
	window = glfwCreateWindow(640, 480, "Simple example", 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.\n");
		glfwTerminate();
		return 0;

	}
	ratio = 640 / 480;
	glfwMakeContextCurrent(window);
	glfwSwapInterval(1);
	setCallbacks(window);
	return window;
}

int init() {
	glewExperimental = true; // Needed in core profile
	if (glewInit() != GLEW_OK) {
	     fprintf(stderr, "Failed to initialize GLEW\n");
	     return -1;
	
	}
	//Setup for displaying tri
	testGO.init();
	// Create and compile our GLSL program from the shaders
	ProgramID = LoadShaders("shader.vert", "shader.frag"); 
	MatrixID = glGetUniformLocation(ProgramID, "MVP");
	//Enable depth testing
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);
	return 0;
}

void display(void) {
	glClear(GL_DEPTH_BUFFER_BIT);
	glUseProgram(ProgramID);
	testGO.render(MatrixID, View, Projection);
}

int main(void) {
	glfwSetErrorCallback(error_callback);
	if (!glfwInit())
		exit(EXIT_FAILURE);
	GLFWwindow* window = makeWindow();
	if (!window || window == 0) {
		glfwTerminate();
		exit(EXIT_FAILURE);
	}
	//Initialize GLEW
	if (init() < 0) {
		exit(EXIT_FAILURE);
	}
	//Initialize matrices
	Projection = glm::perspective(glm::radians(45.0f), ratio, 0.1f, 100.0f);
	View = glm::lookAt(glm::vec3(4, 3, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));

	//Initialize Graphic Object
	testGO.init();
	//Begin Game Loop
	while (!glfwWindowShouldClose(window)) {
		display();
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glfwDestroyWindow(window);
	glfwTerminate();
	exit(EXIT_SUCCESS);
}

TestGraphicsObject.cpp

#include "TestGraphicObject.h"

TestGraphicObject::TestGraphicObject() {

}

void TestGraphicObject::init() {
	//Setup for displaying tri
	glGenVertexArrays(NumVAOs, VAOs);
	glBindVertexArray(VAOs[Triangles]);
	//Vertices
	GLfloat vertices[NumVertices][3] = { { -0.9f, -0.9f, 1.0f },{ 0.9f, -0.9f, 1.0f },{ 0.0f, 0.9f, 1.0f } };
	glGenBuffers(NumBuffers, Buffers);
	glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	Model = glm::mat4(1.0f);
}

void TestGraphicObject::render(GLuint matID, glm::mat4 view, glm::mat4 projection) {
	glm::mat4 mvp = projection * view * Model;
	glUniformMatrix4fv(matID, 1, GL_FALSE, &mvp[0][0]);

	glEnableVertexAttribArray(vPosition);
	glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
	glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
	glDrawArrays(GL_TRIANGLES, 0, 3);
	glDisableVertexAttribArray(vPosition);
}

shader.vert

#version 430 core
layout(location = 0) in vec4 vPosition;

uniform mat4 MVP;

out vec4 color;

void main() {
	gl_Position = MVP * vPosition;
	color = vec4((vPosition.x + 1) / 2, 0.0f, (vPosition.y + 1) / 2, 1.0f);
	color.y = 1.0f - color.x;
	if (color.z > color.x){
		color.y = 1.0f - color.z;
	}
}

shader.frag

#version 430 core
in vec4 color;

out vec4 fColor;

void main() {
fColor = color; //vec4(0.0, 0.0, 1.0, 1.0);
}

New non-working project:

Main.cpp

//Main.cpp
#include <gl/glew.h>
#pragma comment(lib, "glew32.lib")

//#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
#include <ctime>

#include "zWindow.h"
#include "zStateManager.h"
#include "StateTest.h"

//GLFW error callback
static void error_callback(int error, const char* description) {
	fputs(description, stderr);
}

int initGlew() {
	glewExperimental = true;
	if (glewInit() != GLEW_OK) {
		fprintf(stderr, "Failed to initialize GLEW\n");
		return -1;
	}
	return 0;
}

int main(void) {
	glfwSetErrorCallback(error_callback);
	if (!glfwInit())
		exit(EXIT_FAILURE);
	zWindow wind;
	GLFWwindow* window = wind.getWindow();
	if (!window || window == 0) {
		glfwTerminate();
		exit(EXIT_FAILURE);
	}
	//Initialize GLEW
	if (initGlew() < 0) {
		exit(EXIT_FAILURE);
	}

	zStateManager stateMan;						//Create State Manager
	stateMan.setCallbacks(window);				//Set Input Callbacks
	StateTest testState;
	stateMan.addState(&testState);				//Add Test State

	//Begin Main Loop
	while (!glfwWindowShouldClose(window)) {
		if (stateMan.render(window) != zState::STATERESULT_SUCCESS) {
			glfwTerminate();
			exit(EXIT_FAILURE);
		}
		//if (stateMan.update(deltaTime) != zStateManager::STATERESULT_SUCCESS) {
		//	glfwTerminate();
		//	exit(EXIT_FAILURE);
		//}
	}
	glfwDestroyWindow(window);
	glfwTerminate();
	exit(EXIT_SUCCESS);
}

zWindow.cpp

//zWindow.cpp
#include "zWindow.h"

zWindow::zWindow() {
	int result = makeWindow(640, 480, "zWindow example", WINDOW_WINDOWED);
}

GLFWwindow* zWindow::getWindow() {
	return window;
}

int zWindow::makeWindow(int width, int height, char* title, int mode) {
	if (mode != WINDOW_WINDOWED && mode != WINDOW_FULLSCREEN && mode != WINDOW_WINDOWEDFULLSCREEN) {
		return WINDOW_ERROR_INVALID_SCREENTYPE;
	}
	aspectRatio = (float)width / (float)height;

	GLFWwindow* win;
	glfwWindowHint(GLFW_SAMPLES, 4);
	//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); 
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 
	if (mode == WINDOW_WINDOWED) {
		//glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
		win = glfwCreateWindow(width, height, title, NULL, NULL);
	}
	else if (mode == WINDOW_WINDOWEDFULLSCREEN) {
		const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
		aspectRatio = (float)mode->width / (float)mode->height;
		GLFWmonitor* monitor = glfwGetPrimaryMonitor();
		glfwWindowHint(GLFW_RED_BITS, mode->redBits);
		glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
		glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
		glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
		win = glfwCreateWindow(mode->width, mode->height, title, monitor, NULL);
	}
	else {
		const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
		GLFWmonitor* monitor = glfwGetPrimaryMonitor();
		glfwWindowHint(GLFW_RED_BITS, mode->redBits);
		glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
		glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
		glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
		win = glfwCreateWindow(width, height, title, monitor, NULL);
	}
	if (win == NULL) {
		glfwTerminate();
		return WINDOW_ERROR_CREATE_WINDOW;
	}
	if (window != NULL && window != 0) {
		glfwDestroyWindow(window);
	}
	window = win;
	glfwMakeContextCurrent(window);
	glfwSwapInterval(1);
	return WINDOW_SUCCESS;
}


// Callbacks
void zWindow::window_close_callback(GLFWwindow* win) {
	//Window closed
	glfwSetWindowShouldClose(win, GL_FALSE);
}

void zWindow::window_size_callback(GLFWwindow* win, int width, int height) {
	//Window size changed
	aspectRatio = (float)width / (float)height;
}

void zWindow::framebuffer_size_callback(GLFWwindow* win, int width, int height) {
	//Framebuffer size changed
}

void zWindow::window_pos_callback(GLFWwindow* win, int& x, int& y) {
	//Window has moved
}

void zWindow::window_iconify_callback(GLFWwindow* win, int iconified) {
	if (iconified) {
		//Window minimized
	}
	else {
		//Window restored
	}
}

void zWindow::window_focus_callback(GLFWwindow* win, int focused) {
	if (focused) {
		//Window received focus
	}
	else {
		//Window lost focus
	}
}

zStateManager.cpp

//zStateManager.cpp
#include "zStateManager.h"

zStateManager::zStateManager() {
	ProgramID = LoadShaders("shader.vert", "shader.frag");
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);
}

void zStateManager::addState(zState* t) {
	states.push_back(t);
}

int zStateManager::removeState() {
	if (states.size() > 0) {
		states.pop_back();
		return zState::STATERESULT_SUCCESS;
	}
	return zState::STATERESULT_FAILURE;
}

int zStateManager::update(double t) {
	if (states.size() > 0) {
		states.back()->update(t);
		return zState::STATERESULT_SUCCESS;
	}
	return zState::STATERESULT_FAILURE;
}

int zStateManager::render(GLFWwindow* window) {
	if (states.size() > 0) {	
		glClear(GL_DEPTH_BUFFER_BIT);
		glUseProgram(ProgramID);
		states.back()->render(window);
		glFlush();
		glfwSwapBuffers(window);
		glfwPollEvents();
		return zState::STATERESULT_SUCCESS;
	}
	glfwSwapBuffers(window);
	glfwPollEvents();
	return zState::STATERESULT_FAILURE;
}

void zStateManager::setCallbacks(GLFWwindow* window) {
	glfwSetKeyCallback(window, key_callback);
}

void zStateManager::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
	if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
		glfwSetWindowShouldClose(window, GL_TRUE);
}

zState.h - No CPP file

//zState.h
#pragma once
#ifndef __ZSTATE_DEFINED
#define __ZSTATE_DEFINED
#include <GLFW/glfw3.h>
//#include "zStateManager.h"

class zState {
protected:
public:
	typedef enum {
		STATERESULT_SUCCESS = 0,
		STATERESULT_FAILURE
	} errorCodes;

public:
	virtual int update(double t) = 0;
	virtual int render(GLFWwindow* window) = 0;
	virtual void init(void) = 0;
};
#endif

StateTest.cpp

//StateTest.cpp
#include "StateTest.h"

StateTest::StateTest() {
	init();
}

int StateTest::update(double t) {
	return zState::STATERESULT_SUCCESS;
}

int StateTest::render(GLFWwindow* window) {
	glEnableVertexAttribArray(vPosition);
	glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
	glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
	glDrawArrays(GL_TRIANGLES, 0, NumVertices);
	glDisableVertexAttribArray(vPosition);
	//glFlush();
	return zState::STATERESULT_SUCCESS;
}

void StateTest::init() {
	glGenVertexArrays(NumVAOs, VAOs);
	glBindVertexArray(VAOs[Triangles]);
	GLfloat vertices[NumVertices][3] = { { -0.9f, -0.9f, 1.0f },{ 0.9f, -0.9f, 1.0f },{ 0.0f, 0.9f, 1.0f } };
	glGenBuffers(NumBuffers, Buffers);
	glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
		vertices, GL_STATIC_DRAW);
}

shader.vert

#version 430 core
layout(location = 0) in vec3 vPosition;

//uniform mat4 MVP;

out vec4 color;

void main() {
	gl_Position.xyz = vPosition;
	gl_Position.w = 1.0f;
	color = vec4(0.0f, 0.0f, 1.0f, 1.0f);
}

shader.frag

#version 430 core
in vec4 color;

out vec4 fColor;

void main() {
fColor = color; //vec4(0.0, 0.0, 1.0, 1.0);
}

Shaders and Constant Buffer behavior?

11 April 2012 - 06:24 PM

When setting constant buffers to a shader, does DirectX assignn it to the specific shader that is currently loaded, and remember it is for that shader? Or does it keep the same buffer applied through shader changes, and the buffer must be changed as well?

As an example, say I have two different vertex shaders, and each has it's own constant buffer, like the simplified snippet below.

ID3D11Device* Device;
ID3D11DeviceContext* DevCon;
ID3D11VertexShader* Shader1;
ID3D11VertexShader* Shader2;
ID3D11Buffer* CBuff1;
ID3D11Buffer* CBuff2;
//initialization code

//Render Routine
DevCon->VSSetShader(Shader1, NULL, 0);
DevCon->VSSetConstantBuffers(0, 1, CBuff1);
	 //Draw stuff with shader1
DevCon->VSSetShader(Shader2, NULL, 0);
DevCon->VSSetConstantBuffers(0, 1, CBuff2);
	 //Draw stuff with shader2

Now, if I then swap back to Shader1...
DevCon->VSSetShader(Shader1, NULL, 0);
Does DirectX remember to use CBuff1, or do I need to reset it as well?

Runs in debug, not release

28 March 2012 - 04:09 PM

I am using Visual C++ 2010 Express, and I just finished the basics of my engine code, and wanted to test under release to ensure it worked properly. I started by changing the settings in the directx control panel to force debug layer off, swapped to release mode, and added the include and lib directories (same as the debug directories). The program compiles and links fine, with no errors, but when I try to run the executable it crashes. I am using DirectInput for all input and XAudio2 for sound. The sounds I have playing actually start before the program crashes, so I'm sure it's in the graphics.

The odd thing in, I can navigate in windows to the debug executable, and it runs perfectly fine. Is there some other step that must be taken when switching to release mode for it to run properly, when running D3D11? I've been looking for a while now, and the only things I can find are questions about getting an app to run on a different computer, not just swapping from debug to release.

Thanks!

Application won't run?

17 March 2012 - 04:08 PM

I've been writing an application using Visual C++ 2010 Express, and using DirectX 11. It runs fine when I run it from within VC++ Express, but when I try to locate the generated exe file, and run it that way, it crashes every time. Is there something special that must be done before the program can be run in this way?

Why would this fail?

03 March 2012 - 07:42 PM

I am working on developing code to write text to the screen using C++ and DirectX11, and in the code where the text can be changed, I'm getting an error. The error says

Windows has triggered a breakpoint in ZLib.exe.
This may be due to a corruption of the heap, which indicates a bug in ZLib.exe or any of the DLLs it has loaded.
This may also be due to the user pressing F12 while ZLib.exe has focus.
The output window may have more diagnostic information.

I don't see anything extra in the output window, other than "Critical error detected c0000374"

Using breakpoints, I've narrowed down the line that causes the error to this.
int* temp = new int[new_len];
I've also checked the value of new_len in debug mode, to make sure that wasn't the problem, and it is an int variable equal to 11 when it hits this spot. I didn't post all the code, as I can't see why this would fail regardless, but I can if needed. Can anyone help me figure out what's going on?

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