I am trying to add some shaders to my glut scene objects.
At this time I am trying to implement "hello world" shaders but when I use the default vertex shader, my objects dissapear.
shaders:
#define GLSL(version, shader) "#version " #version " core\n" #shader
const char* vert = GLSL
(
330,
layout (std140) uniform Matrices {
mat4 pvm;
} ;
in vec4 position;
out vec4 color;
void main()
{
color = position;
gl_Position = pvm * position ;
}
);
const char* frag = GLSL
(
330,
in vec4 color;
out vec4 outputF;
void main()
{
outputF = vec4(1.0, 0.5, 0.25, 1.0);
}
);
Compilation shows no error:
Compiling shader : vertex shader
VERTEX STATUS:1
Compiling shader : fragment shader
FRAGMENT STATUS:1
Linking program
PROGRAM STATUS:1
PROGRAM ID : 3
Before calling glUseProgram:
After calling glUseProgram:
After calling glUseProgram without attach vertex shader:
CODE for rendering:
int opengl_draw_path_gl(rendered_path_t *p) {
unsigned int num_vertices,j;
unsigned int face_size;
unsigned long i,num_elems;
vect_t *a,*b;
num_elems=p->num_prisms;
num_vertices=p->prism_faces;
face_size=num_vertices*2;
a=p->data+2; // saltem punt centre primera cara
b=a+face_size;
glColor4fv(p->color);
// dibuixem tapa inici
_opengl_draw_path_terminator(num_vertices,p->data,a);
// Dibuixem tots els prismes
glBegin(GL_TRIANGLE_STRIP);
for(i=0;i<num_elems;i++) {
for(j=0;j<num_vertices;j++) {
glNormal3fv((GLfloat *)(a+j*2));
glVertex3fv((GLfloat *)(a+j*2+1));
glNormal3fv((GLfloat *)(b+j*2));
glVertex3fv((GLfloat *)(b+j*2+1));
}
glNormal3fv((GLfloat *)(a));
glVertex3fv((GLfloat *)(a+1));
glNormal3fv((GLfloat *)(b));
glVertex3fv((GLfloat *)(b+1));
a+=face_size;
b+=face_size;
}
glEnd();
// dibuixem tapa final
_opengl_draw_path_terminator(num_vertices,b,a);
return 0;
}