Reputation: 25
When I try to draw my mesh, I got something like this:
But when I rotate my mesh, it look like this:
This is how it should be:
Here's my code:
// Generate MVP matrix.
glm::mat4 Projection = glm::perspective(glm::radians(45.0f),
4.0f / 3.0f, 0.1f, 100.0f);
glm::mat4 View = glm::lookAt(glm::vec3(4,0,4),
glm::vec3(0,0,0),
glm::vec3(0,0,1));
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 mvp = Projection * View * Model;
GLint matrixId = glGetUniformLocation(shader.getProgramId(), "MVP");
// Generate VBO and VAO.
float triangleVertices[] = {
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 1.0f,
};
uint un_vertecesNum = sizeof(triangleVertices);
GLuint vbo;
glGenBuffers(1, &triangleBufferObject);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertecesNum,
triangleVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Begin main loop.
// Event handling here (Look for code below)
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT);
shader.Use();
glUniformMatrix4fv(matrixId, 1, GL_FALSE, &mvp[0][0]);
// Mesh display stuff.
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, un_vertecesNum);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
shader.UnUse();
SDL_GL_SwapWindow(win);
// End main loop.
Here's event handle and how I rotate my mesh:
SDL_Event event;
while ( SDL_PollEvent(&event) )
{
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_a:
Model = glm::rotate(Model, 0.1f,
glm::vec3(0.0f, 1.0f, 0.0f));
case SDLK_d:
Model = glm::rotate(Model, 0.1f,
glm::vec3(0.0f, -1.0f, 0.0f));
break;
}
break;
}
}
mvp = Projection * View * Model;
Vert shader:
#version 130
uniform mat4 MVP;
attribute vec4 coord4d;
void main(void)
{
vec4 temp = vec4(coord4d);
gl_Position = temp*(MVP);
}
Frag shader:
#version 130
void main(void)
{
gl_FragColor[0] = gl_FragCoord.x/640.0;
gl_FragColor[1] = 0.2;
gl_FragColor[2] = gl_FragCoord.y/480.0;
gl_FragColor[3] = 1.0f;
}
Here is how Suzanne look like if you wonder:
I tried to google it, read something about it on "typical mistakes" page or find on stackoverflow, but nothing.
Upvotes: 0
Views: 323
Reputation:
The vertex shader should be MVP * temp
, not the other way around. Just like in the real world, in GLSL matrix-vector multiplication is non-commutative (this would be the "typical mistake" you were looking for)
Upvotes: 2