sothro

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About sothro

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  1. Thanks for the tip, i'm going to try it. If i have questions i will let you know :p
  2. Hi,   I'm trying to select a object in my 3D world. I looked online a bit and u found that you can use gluUnProject, but i don't understand how it works. I Currently have this code: double modelMatrix[16]; double projMatrix[16]; GLint viewport[4], winZ;      glGetDoublev(GL_MODELVIEW_MATRIX,modelMatrix); glGetDoublev(GL_PROJECTION_MATRIX,projMatrix); glGetIntegerv(GL_VIEWPORT,viewport);  GLdouble posX, posY, posZ;               glReadPixels( x, int(y), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );         gluProject(x,y,winZ,modelMatrix,projMatrix,viewport,&posX,&posY,&posZ);         gluUnProject(x,y,winZ,modelMatrix,projMatrix,viewport,&posX,&posY,&posZ); X, y and Z are my mouse position And when i check after gluProject the numbers are huge, and after gluUnproject they are between -1 and 1(screen i gues). But the x, y and z coordinates of my objects aren't near the numbers i'm getting back. Do i need to do a nother calculation?   Thanks for the help in forhand.  
  3. Drawing to different models

    I solved my problem, i needed to add following lines to my draw function:     int sizeVertex=sizeof(GetVertices().front());     int vertexEllements=GetVertices().size();     int sizeVertexes=sizeVertex*vertexEllements;     glBindBuffer(GL_ARRAY_BUFFER,GetBufferIds(1));// BufferIds[1]);//BufferIdsTemp     glBufferData(GL_ARRAY_BUFFER, sizeVertexes, &GetVertices().front(), GL_STATIC_DRAW);
  4. Hi,   I'm currently trying to draw two different models, but when i draw 2 models where i put two different meshes in. I only see the last mesh for the 2 models. It's using the same mesh for both of the models, so i think i'm overwriting something.   i'm using following code for the creation part:     Model_3D *mo= new Model_3D();     (*mo).CreateVertices("C:\\..\\Debug\\cube.obj");     Model_3D *m= new Model_3D();     (*m).CreateVertices("C:\\..\\Debug\\strange.obj");     models->push_back(mo);     m->TranslateX(-3);     models->push_back(m);     GLuint programId= glCreateProgram();     for(GLuint var=0;var<models->size();var++)     {         models->at(var)->CreateObject();         CreateObject(models->at(var),programId);     } GLuint BufferIdsTemp[3] = { 0 };     model->SetShaderIdFragment(LoadShader("C:\\Users\\Sander\\Documents\\RTS idee\\idee\\engine\\GameEngine\\Debug\\SimpleShader.fragment.glsl", GL_FRAGMENT_SHADER));     model->SetShaderIdVertex( LoadShader("C:\\Users\\Sander\\Documents\\RTS idee\\idee\\engine\\GameEngine\\Debug\\SimpleShader.vertex.glsl", GL_VERTEX_SHADER));     model->SetShaderIdProgram(glCreateProgram());     //ShaderIds[0] = glCreateProgram();     ExitOnGLError("ERROR: Could not create the shader program");     glAttachShader(model->GetShaderIdProgram(), model->GetShaderIdFragment());     glAttachShader(model->GetShaderIdProgram(), model->GetShaderIdVertex());     glLinkProgram(model->GetShaderIdProgram());     ExitOnGLError("ERROR: Could not link the shader program");     ModelMatrixUniformLocation = glGetUniformLocation(model->GetShaderIdProgram(), "ModelMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for modelmatrix");     ViewMatrixUniformLocation = glGetUniformLocation(model->GetShaderIdProgram(), "ViewMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for viewmatrix");     ProjectionMatrixUniformLocation = glGetUniformLocation(model->GetShaderIdProgram(), "ProjectionMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for projectionMatrix");     // bufferIds must be local array of gluints i think     GLuint buffer=0;     glGenVertexArrays(1, &BufferIdsTemp[0]);//&buffer);//     //model->SetBufferId(BufferIdsTemp, 0);     ExitOnGLError("ERROR: Could not generate the VAO");     glBindVertexArray(BufferIdsTemp[0]);//model->GetBufferId(0));//     ExitOnGLError("ERROR: Could not bind the VAO");     //cube 1     glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);     ExitOnGLError("ERROR: Could not enable vertex attributes");     GLuint buffer2=0;     glGenBuffers(2, &BufferIdsTemp[1]);//&buffer2 );//     ExitOnGLError("ERROR: Could not generate the buffer objects");     //model->SetBufferId(buffer, 1);     int sizeVertex=sizeof(model->GetVertices().front());     int vertexEllements=(model)->GetVertices().size();     int sizeVertexes=sizeVertex*vertexEllements;     glBindBuffer(GL_ARRAY_BUFFER,BufferIdsTemp[1]);// BufferIds[1]);//BufferIdsTemp     //glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);     glBufferData(GL_ARRAY_BUFFER, sizeVertexes, &model->GetVertices().front(), GL_STATIC_DRAW);     ExitOnGLError("ERROR: Could not bind the VBO to the VAO");     //glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)0);     //glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)sizeof(VERTICES[0].Position));     glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(model->GetVertices().front()), (GLvoid*)0);     glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(model->GetVertices().front()), (GLvoid*)sizeof(model->GetVertices().front().Position));     ExitOnGLError("ERROR: Could not set VAO attributes");     int size=sizeof(model->GetIndices().front());     int ellements=model->GetIndices().size();     int sizeIndices=size*ellements;     GLuint bufferId3=0;     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,BufferIdsTemp[2] );//bufferId3);     //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(INDICES), INDICES, GL_STATIC_DRAW);     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeIndices,&model->GetIndices().front(), GL_STATIC_DRAW);     //model->SetBufferId(bufferId3,2);//     ExitOnGLError("ERROR: Could not bind the IBO to the VAO");     model->SetBufferId(BufferIdsTemp);          glBindVertexArray(0); And the drawing part is done by this code: void DrawObject(Model_3D* model) {     float CubeAngle;     clock_t Now = clock();     if (LastTime == 0)         LastTime = Now;     //CubeRotation += 45.0f * ((float)(Now - LastTime) / CLOCKS_PER_SEC);     CubeAngle = DegreesToRadians(CubeRotation);     LastTime = Now;       glUseProgram( model->GetShaderIdProgram());     ExitOnGLError("ERROR: Could not use the shader program");     glUniformMatrix4fv(model->GetModelMatrixUniformLocation(), 1, GL_FALSE,model->GetMatrix().m);     glUniformMatrix4fv(model->GetViewMatrixUniformLocation(), 1, GL_FALSE, camera->GetCamera().m );     ExitOnGLError("ERROR: Could not set the shader uniforms");     glBindVertexArray(model->GetBufferIds(0));//BufferIds[0]);     ExitOnGLError("ERROR: Could not bind the VAO for drawing purposes");     glDrawElements( GL_TRIANGLES, model->GetIndices().size(), GL_UNSIGNED_INT, (GLvoid*)0);     ExitOnGLError("ERROR: Could not draw the cube");     glBindVertexArray(0);     glUseProgram(0); } I have one other problem and that is that i'm trying to put the code of createobject to my model class but when i try to draw the objects then i don't see anything. But this is a secondary problem the first thing i want to understand is to draw 2 different objects.   Can it be that i need a different shader for every object?   If someone can tell me how to fix that would be very helpfull. Thank you for the help in advance.
  5. Thanks for the explanation :D   Now i can finally try to draw more then one object one my screen, just need to find out how to position them seperatly ;)   Thanks guys, really i didn't understand why it wouldn't work :D
  6. Hi,   The char array is exactly the same as the first object that is created without any problem.   I have added the line : #extension GL_ARB_explicit_attrib_location : enable To my vertex shader as suggested by beans222, and now i'm not getting any error when trying to create the second object.   What does this line do exactly? Is it a problem with nvidia cards?   Thanks for all the help guys ;)
  7. Hi again,   i'm getting these errors when i'm loading my shaders for the second time for a new model:   ERROR: 0:4: 'GL_ARB_explicit_attrib_location' : extension is disabled ERROR: 0:6: 'GL_ARB_explicit_attrib_location' : extension is disabled   If googled it but can't get wise out of it.   The code to load my shaders is this: GLuint LoadShader(const char* filename, GLenum shader_type) {     GLuint shader_id = 0;     FILE* file;     long file_size = -1;       GLchar* glsl_source;       //added by me      const GLchar* glsl_source_gl;          if (NULL != (file = fopen(filename, "rb")) &&         0 == fseek(file, 0, SEEK_END) &&         -1 != (file_size = ftell(file)))     {         rewind(file);                  if (NULL != (glsl_source = (char*)malloc(file_size + 1)))         {             if (file_size == (long)fread(glsl_source, sizeof(char), file_size, file))             {                 //added by me                 glsl_source_gl=glsl_source;                 glsl_source[file_size] = '\0';                 if (0 != (shader_id = glCreateShader(shader_type)))                 {                     glShaderSource(shader_id, 1, (&glsl_source_gl), NULL);                                          glCompileShader(shader_id);                     ExitOnGLError("Could not compile a shader");                     GLint status=1;                      glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status);                     if(status==GL_FALSE)                     {                         ExitOnGLError("ERROR: Could not compile shader");                     }                     int infologLength = 0;     int maxLength;                glGetShaderiv(shader_id,GL_INFO_LOG_LENGTH,&maxLength);       char infoLog[256];         glGetShaderInfoLog(shader_id, maxLength, &infologLength, infoLog);       if (infologLength > 0)         printf("%s\n",infoLog);                 }                 else                     fprintf(stderr, "ERROR: Could not create a shader.\n");             }             else                 fprintf(stderr, "ERROR: Could not read file %s\n", filename);                          free(glsl_source);         }         else             fprintf(stderr, "ERROR: Could not allocate %i bytes.\n", file_size);         fclose(file);     }     else         fprintf(stderr, "ERROR: Could not open file %s\n", filename);     return shader_id; If anyone can point me in the right direction i would be very grateful.
  8. I'm getting version 3.3.0.   I could draw 1 objects but when i try to create a second one i get the error that you can read in my first post.   As requested my vertex shader code: #version 330 layout(location=0) in vec4 in_Position; layout(location=1) in vec4 in_Color; out vec4 ex_Color; uniform mat4 ModelMatrix; uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; void main(void) {     gl_Position = (ProjectionMatrix * ViewMatrix * ModelMatrix) * in_Position;     ex_Color = in_Color; } Thanks for the response allready :D
  9. Hi,   Im' currently trying to draw multiple objects with opengl but when i'm trying to create my second model the program crashes with following errors: Error: 0:4: 'GL_ARB_explicit_attrib_location' : extension is disabled and then the same error with just 0:6 as difference.   I call the code below for every model in my vector of Model_3D objects, the GLuint programid variable isn't used.   My code is as follow: void CreateObject(Model_3D *model,GLuint programid) {     //models->at(0)->SetShaderId(LoadShader("C:\\Users\\Sander\\Documents\\RTS idee\\idee\\engine\\GameEngine\\Debug\\SimpleShader.fragment.glsl", GL_FRAGMENT_SHADER));     model->SetShaderIdFragment(LoadShader("C:\\Users\\Sander\\Documents\\RTS idee\\idee\\engine\\GameEngine\\Debug\\SimpleShader.fragment.glsl", GL_FRAGMENT_SHADER));     model->SetShaderIdVertex( LoadShader("C:\\Users\\Sander\\Documents\\RTS idee\\idee\\engine\\GameEngine\\Debug\\SimpleShader.vertex.glsl", GL_VERTEX_SHADER));              model->SetShaderIdProgram(glCreateProgram());     //ShaderIds[0] = glCreateProgram();     ExitOnGLError("ERROR: Could not create the shader program");          glAttachShader(model->GetShaderIdProgram(), model->GetShaderIdFragment());     glAttachShader(model->GetShaderIdProgram(), model->GetShaderIdVertex());       glLinkProgram(model->GetShaderIdProgram());     ExitOnGLError("ERROR: Could not link the shader program");     ModelMatrixUniformLocation = glGetUniformLocation(model->GetShaderIdProgram(), "ModelMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for modelmatrix");     ViewMatrixUniformLocation = glGetUniformLocation(model->GetShaderIdProgram(), "ViewMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for viewmatrix");     ProjectionMatrixUniformLocation = glGetUniformLocation(model->GetShaderIdProgram(), "ProjectionMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for projectionMatrix");     glGenVertexArrays(1, &BufferIds[0]);     ExitOnGLError("ERROR: Could not generate the VAO");     glBindVertexArray(BufferIds[0]);     ExitOnGLError("ERROR: Could not bind the VAO");     //cube 1     glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);     ExitOnGLError("ERROR: Could not enable vertex attributes");     glGenBuffers(2, &BufferIds[1]);     ExitOnGLError("ERROR: Could not generate the buffer objects");          int sizeVertex=sizeof(model->GetVertices().front());     int vertexEllements=(model)->GetVertices().size();     int sizeVertexes=sizeVertex*vertexEllements;     glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]);     //glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);     glBufferData(GL_ARRAY_BUFFER, sizeVertexes, &model->GetVertices().front(), GL_STATIC_DRAW);     ExitOnGLError("ERROR: Could not bind the VBO to the VAO");     //glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)0);     //glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)sizeof(VERTICES[0].Position));         glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(model->GetVertices().front()), (GLvoid*)0);     glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(model->GetVertices().front()), (GLvoid*)sizeof(model->GetVertices().front().Position));     ExitOnGLError("ERROR: Could not set VAO attributes");          int size=sizeof(model->GetIndices().front());     int ellements=model->GetIndices().size();     int sizeIndices=size*ellements;     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferIds[2]);     //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(INDICES), INDICES, GL_STATIC_DRAW);     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeIndices,&model->GetIndices().front(), GL_STATIC_DRAW);     ExitOnGLError("ERROR: Could not bind the IBO to the VAO");       glBindVertexArray(0); } I'm probably understanding the use of the shaders and bufferIds wrong, i think i need to create seperate bufferIds for all my models, is this so? And the glCreateProgram() is this unique for every model or the same?   Thanks for all the responses    
  10. .obj file loader

    No not really. Is it better to use -> or is it nicer to read just? Thanks for all the tips :D
  11. .obj file loader

    Thanks for the tip Ectara
  12. .obj file loader

    Hi i have found a way to calculate the values, but i was wondering if their is a better way. My calculation is as follow:   For the vertexes int sizeVertex=sizeof((*model).GetVertices()[0]);     int vertexEllements=(*model).GetVertices().size();     int sizeVertexes=sizeVertex*vertexEllements; For the Indices nt size=sizeof((*model).GetIndices()[0]);     int ellements=(*model).GetIndices().size();     int sizeIndices=size*ellements; If anybody knows a better way do tell. Or if you have other suggestions to improve the code i'm all ears
  13. .obj file loader

    I compensated the fact that indices are 1-based and i can see the model now on the screen because i have changed the code to this:     glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]);     //glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);     glBufferData(GL_ARRAY_BUFFER, 256/*sizeof((*model).GetVertices().size())*/, &(*model).GetVertices()[0], GL_STATIC_DRAW);     ExitOnGLError("ERROR: Could not bind the VBO to the VAO");     //glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)0);     //glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)sizeof(VERTICES[0].Position));         glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof((*model).GetVertices()[0]), (GLvoid*)0);     glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof((*model).GetVertices()[0]), (GLvoid*)sizeof((*model).GetVertices()[0].Position));     ExitOnGLError("ERROR: Could not set VAO attributes");     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferIds[2]);     //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(INDICES), INDICES, GL_STATIC_DRAW);     glBufferData(GL_ELEMENT_ARRAY_BUFFER, 144/*sizeof((*model).GetIndices().size())*/, &(*model).GetIndices()[0], GL_STATIC_DRAW); but the numbers 256 and 144 need to be dynamic i need to get the size off the memory used by the array i think, but when i use the sizeof i only get the size of the pointer. I think i need to calculate how mutch space is used but don't know how exactly. Thanks for the help so far
  14. hi,   I'm having a problem with showing a model that i have loaded from a object file, the vertexes and indices are loaded oke in to 2 vectors in a seperate class. Below you see my creat methode i have set the lines in bold that have changed for drawing the loaded object in place of a hardcoded one. I think the problem lays with one of these lines. Also i have added my model class as a file. Thank you for all the help ShaderIds[1] = LoadShader("\\Debug\\SimpleShader.fragment.glsl", GL_FRAGMENT_SHADER);     ShaderIds[2] = LoadShader("Debug\\SimpleShader.vertex.glsl", GL_VERTEX_SHADER);          ShaderIds[0] = glCreateProgram();     ExitOnGLError("ERROR: Could not create the shader program");          glAttachShader(ShaderIds[0], ShaderIds[1]);     glAttachShader(ShaderIds[0], ShaderIds[2]);     glLinkProgram(ShaderIds[0]);     ExitOnGLError("ERROR: Could not link the shader program");     ModelMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ModelMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for modelmatrix");     ViewMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ViewMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for viewmatrix");     ProjectionMatrixUniformLocation = glGetUniformLocation(ShaderIds[0], "ProjectionMatrix");     ExitOnGLError("ERROR: Could not get the shader uniform locations for projectionMatrix");     glGenVertexArrays(1, &BufferIds[0]);     ExitOnGLError("ERROR: Could not generate the VAO");     glBindVertexArray(BufferIds[0]);     ExitOnGLError("ERROR: Could not bind the VAO");     glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);     ExitOnGLError("ERROR: Could not enable vertex attributes");     glGenBuffers(2, &BufferIds[1]);     ExitOnGLError("ERROR: Could not generate the buffer objects");     glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]);     //glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);     glBufferData(GL_ARRAY_BUFFER, 256/*sizeof((*model).GetVertices().size())*/, &(*model).GetVertices(), GL_STATIC_DRAW);     ExitOnGLError("ERROR: Could not bind the VBO to the VAO");     //glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)0);     //glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(VERTICES[0]), (GLvoid*)sizeof(VERTICES[0].Position));         glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof((*model).GetVertices()[0]), (GLvoid*)0);     glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof((*model).GetVertices()[0]), (GLvoid*)sizeof(&(*model).GetVertices()[0].Position));     ExitOnGLError("ERROR: Could not set VAO attributes");     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferIds[2]);     //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(INDICES), INDICES, GL_STATIC_DRAW);     glBufferData(GL_ELEMENT_ARRAY_BUFFER, 144/*sizeof((*model).GetIndices().size())*/, &(*model).GetIndices(), GL_STATIC_DRAW);     ExitOnGLError("ERROR: Could not bind the IBO to the VAO");       glBindVertexArray(0);
  15. If solved the errors from my previous post by changing the version to 330.   But now he crashes at : glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW); ExitOnGLError("ERROR: Could not bind the VBO to the VAO");   i found the problem,  was missing this line : glGenBuffers(2, &BufferIds[1]);   thanks for the great help everybody :D Hope i can ask for your help if i get other errors