Added OpenGL error logging, trying to draw colored lines...
parent
207094b0c8
commit
454ea72a85
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@ -1,8 +1,8 @@
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#version 150 core
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#extension GL_ARB_explicit_attrib_location : require
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layout(location = 0) in vec3 inCoord;
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layout(location = 1) in vec3 inColor;
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in vec3 inCoord;
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in vec3 inColor;
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uniform mat4 uModelViewProj;
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18
src/main.cc
18
src/main.cc
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@ -43,6 +43,20 @@ static void error_callback(int error, const char* description)
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fprintf(stderr, "Error (%d): %s\n", error, description);
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}
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static void opengl_error_callback(
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GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam )
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{
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gLog ("OpenGL Error: %s type %0x%x, severity = 0x%x, message = %s",
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( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
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type, severity, message );
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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@ -117,6 +131,10 @@ int main(void)
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std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
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std::cout << "GLSL Version : " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl;
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// During init, enable debug output
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glEnable ( GL_DEBUG_OUTPUT );
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glDebugMessageCallback( (GLDEBUGPROC) opengl_error_callback, 0 );
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// imgui initialization.
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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@ -42,10 +42,10 @@ static const GLfloat g_textured_quad_vertex_buffer_data[] = {
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};
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static const GLfloat g_coordinate_system_vertex_buffer_data[] = {
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0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 255.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 255.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 255.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f, 255.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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@ -180,7 +180,7 @@ void Camera::DrawGui() {
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//
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void Renderer::Initialize(int width, int height) {
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mDefaultTexture.MakeGrid(128, Vector3f (0.8, 0.8f, 0.8f), Vector3f (0.2f, 0.2f, 0.2f));
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// Mesh
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glGenVertexArrays(1, &mMesh.mVertexArrayId);
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glBindVertexArray(mMesh.mVertexArrayId);
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@ -296,10 +296,13 @@ void Renderer::RenderGl() {
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// glDrawArrays(GL_TRIANGLES, 0, 3); // starting from vertex 0; 3 vertices total
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glDisableVertexAttribArray(0);
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glBindAttribLocation(mDefaultProgram.mProgramId, 0, "inCoord");
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glBindAttribLocation(mDefaultProgram.mProgramId, 1, "inColor");
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// Coordinate system
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glBindVertexArray(mCoordinateSystem.mVertexArrayId);
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glEnableVertexAttribArray(0);
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glUniform4fv(muDefaultColor, 1, Vector4f(1.0f, 0.0f, 1.0f, 1.0f).data());
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glUniform4fv(muDefaultColor, 1, Vector4f(1.0f, 0.0f, 0.0f, 1.0f).data());
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glBindBuffer(GL_ARRAY_BUFFER, mCoordinateSystem.mVertexBuffer);
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glVertexAttribPointer(
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0,
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@ -19,7 +19,7 @@ using namespace SimpleMath;
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//
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RenderProgram::~RenderProgram() {
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if (mProgramId > 0)
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if (mProgramId != -1)
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glDeleteProgram(mProgramId);
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}
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@ -298,7 +298,6 @@ void Texture::MakeGrid(const int& size, const Vector3f &c1, const Vector3f &c2)
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}
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}
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glGenTextures(1, &mTextureId);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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