user3103398
user3103398

Reputation: 153

Rotation matrix with OpenGL 4

I'm trying to rotate a triangle with OpenGL 4 using matrixes, but the triangle appears to reverse direction when halfway. It's obviously not rotating directions, so I must have the depth buffer wrong somewhere. I've tried resolving this but I haven't found any examples of a rotation with OpenGL 4, only ones that use depreciated functions. Here is my code:

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <math.h>
#include <iostream>
#include "maths_funcs.h"
#include "maths_funcs.cpp"

const char* vertex_shader =
"#version 400\n"
"layout(location = 0) in vec3 vertex_position;"
"layout(location = 1) in vec3 vertex_colour;"
"uniform mat4 pmatrix;"
"uniform mat4 rmatrix;"
"uniform mat4 smatrix;"
"out vec3 colour;"
"void main () {"
"  colour = vertex_colour;"
"  gl_Position = smatrix * rmatrix * vec4 (vertex_position, 1.0);"
"}";

const char* fragment_shader =
"#version 400\n"
"in vec3 colour;"
"out vec4 frag_colour;"
"void main () {"
"  frag_colour = vec4 (colour, 1.0);"
"}";

float angle = 0.0f;

int main () {
    // start GL context and O/S window using the GLFW helper library
    if (!glfwInit ()) {
        fprintf (stderr, "ERROR: could not start GLFW3\n");
        return 1;
    } 

    GLFWwindow* window = glfwCreateWindow (640, 480, "Triangle Rotation test", NULL, NULL);
    if (!window) {
        fprintf (stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return 1;
    }
    glfwMakeContextCurrent (window);

    // start GLEW extension handler
    glewExperimental = GL_TRUE;
    glewInit ();

    // get version info
    const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string
    const GLubyte* version = glGetString (GL_VERSION); // version as a string
    printf ("Renderer: %s\n", renderer);
    printf ("OpenGL version supported %s\n", version);

    // tell GL to only draw onto a pixel if the shape is closer to the viewer
    glEnable (GL_DEPTH_TEST); // enable depth-testing
    glDepthFunc (GL_LESS); // depth-testing interprets a smaller value as "closer"

    float points[] = {
        0.0f,  0.5f,  0.0f,
        0.5f, -0.5f,  0.0f,
        -0.5f, -0.5f,  0.0f
    };

    float colours[] = {
        1.0f, 0.0f,  0.0f,
        0.0f, 1.0f,  0.0f,
        0.0f, 0.0f,  1.0f
    };

    float pmatrix[] = {
        1.0f, 0.0f, 0.0f, 0.0f,
        0.0f, 1.0f, 0.0f, 0.0f, 
        0.0f, 0.0f, 1.0f, 0.0f, 
        0.0f, 0.0f, 0.0f, 1.0f
    };

    float rmatrix[] = {
        cos(10), 0.0f, sin(10), 0.0f,
        0.0f, 1.0f, 0.0f, 0.0f, 
        -sin(10), 0.0f, cos(10), 0.0f, 
        0.0f, 0.0f, 0.0f, 1.0f
    };

    float smatrix[] = {
        1.0f, 0.0f, 0.0f, 0.0f,
        0.0f, cos(10), sin(10), 0.0f, 
        0.0f, -sin(10), cos(10), 0.0f, 
        0.0f, 0.0f, 0.0f, 1.0f
    };

    GLuint vbo = 0;
    glGenBuffers (1, &vbo);
    glBindBuffer (GL_ARRAY_BUFFER, vbo);
    glBufferData (GL_ARRAY_BUFFER, 9 * sizeof (float), points, GL_STATIC_DRAW);

    unsigned int colours_vbo = 0;
    glGenBuffers (1, &colours_vbo);
    glBindBuffer (GL_ARRAY_BUFFER, colours_vbo);
    glBufferData (GL_ARRAY_BUFFER, 9 * sizeof (float), colours, GL_STATIC_DRAW);

    GLuint vao = 0;
    glGenVertexArrays (1, &vao);
    glBindVertexArray (vao);
    glEnableVertexAttribArray (0);
    glBindBuffer (GL_ARRAY_BUFFER, vbo);
    glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glBindBuffer (GL_ARRAY_BUFFER, colours_vbo);
    glVertexAttribPointer (1, 3, GL_FLOAT, GL_FALSE, 0, NULL);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    GLuint vs = glCreateShader (GL_VERTEX_SHADER);
    glShaderSource (vs, 1, &vertex_shader, NULL);
    glCompileShader (vs);
    GLuint fs = glCreateShader (GL_FRAGMENT_SHADER);
    glShaderSource (fs, 1, &fragment_shader, NULL);
    glCompileShader (fs);

    GLuint shader_programme = glCreateProgram ();
    glAttachShader (shader_programme, fs);
    glAttachShader (shader_programme, vs);
    glLinkProgram (shader_programme);

    int pmatrix_location = glGetUniformLocation (shader_programme, "pmatrix");
    int rmatrix_location = glGetUniformLocation (shader_programme, "rmatrix");
    int smatrix_location = glGetUniformLocation (shader_programme, "smatrix");

    while (!glfwWindowShouldClose (window)) {
        // wipe the drawing surface clear
        glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram (shader_programme);
        rmatrix[0] = cos(angle);
        rmatrix[2] = sin(angle);
        rmatrix[8] = -sin(angle);
        rmatrix[10] = cos(angle);

        smatrix[5] = cos(angle);
        smatrix[6] = sin(angle);
        smatrix[9] = -sin(angle);
        smatrix[10] = cos(angle);
        glUniformMatrix4fv (pmatrix_location, 1, GL_FALSE, pmatrix);
        glUniformMatrix4fv (rmatrix_location, 1, GL_FALSE, rmatrix);
        glUniformMatrix4fv (smatrix_location, 1, GL_FALSE, smatrix);
        glBindVertexArray (vao);
        // draw points 0-3 from the currently bound VAO with current in-use shader
        glDrawArrays (GL_TRIANGLES, 0, 3);
        // update other events like input handling 
        glfwPollEvents ();
        // put the stuff we've been drawing onto the display
        glfwSwapBuffers (window);

        angle+=0.01f;
        if (angle >= 3.14f) {
            angle = -3.14f;
        }
    }

    // close GL context and any other GLFW resources
    glfwTerminate();
    return 0;
}

Upvotes: 0

Views: 1620

Answers (1)

Reto Koradi
Reto Koradi

Reputation: 54642

Since you are not using a projection matrix, you have to invert the z-coordinate in your vertex shader. Change this line:

gl_Position = smatrix * rmatrix * vec4 (vertex_position, 1.0);

To something like this:

vec4 eyePos = smatrix * rmatrix * vec4 (vertex_position, 1.0);
gl_Position = vec4(eyePos.xy, -eyePos.z, eyePos.w);

The gl_Position value is in clip coordinates, which after the division by w results in NDC (normalized device coordinates). While world coordinates are typically specified in a right-handed coordinate system, with the z-axis pointing out of the screen, NDC is a left-handed coordinate system, with the z-axis pointing into the screen.

Typical projection transformations take care of flipping the z-coordinates from out-of-screen to into-screen. But if you're not using a projection transformation, you have to flip the z-coordinate yourself.

Also, you may want to double check that you really got a depth buffer. Maybe add this before glfwCreateWindow():

glfwWindowHint(GLFW_DEPTH_BITS, 24);

Based on what I could find in the GLFW documentation, this is probably the default. But it couldn't hurt to specify it explicitly.

Upvotes: 1

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