trying to give MVP via buffer,
nothing displayed -.-
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@ -1,12 +0,0 @@
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#version 450 core
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// Input
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in vec3 fragmentColor;
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// Ouput data
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out vec3 color;
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void main()
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{
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color = fragmentColor;
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}
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@ -3,18 +3,21 @@
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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//layout(location = 2) in mat4 mvp;
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layout(location = 2) in mat4 mvp;
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//layout(location = 3) in mat4 mvp;
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//layout(location = 4) in mat4 mvp;
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//layout(location = 5) in mat4 mvp;
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// Output
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out vec2 UV;
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// Values that stay constant for the whole mesh.
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uniform mat4 MVP;
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//uniform mat4 MVP;
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
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gl_Position = mvp * vec4(vertexPosition_modelspace, 1);
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UV = vertexUV;
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@ -1,20 +0,0 @@
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#version 450 core
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec3 vertexColor;
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// Output
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out vec3 fragmentColor;
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// Values that stay constant for the whole mesh.
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uniform mat4 MVP;
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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gl_Position = MVP * vec4(vertexPosition_modelspace,1);
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fragmentColor = vertexColor;
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}
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@ -9,8 +9,8 @@
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#include "Texture.h"
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#include <iostream>
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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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#define VERTEX_SHADER "Shader/TextureShader.vert"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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/////////////////////////////////////////////////////////////////////////
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@ -91,6 +91,13 @@ void OpenGLController::processInit()
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glVertexAttribPointer(VERTEX_INDEX_UV, VERTEX_COMPONENTS_UV, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_UV);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, gluiInstanceBufferID);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 0));
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 4));
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 8));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 12));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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@ -245,7 +252,10 @@ void OpenGLController::updateScene()
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glUseProgram(gluiShaderPrgmID);
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// tell shader transformation
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix()[0][0]);
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//glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix()[0][0]);
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glBindBuffer(GL_UNIFORM_BUFFER, gluiInstanceBufferID);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::mat4) * 1, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// bind texture in texture unit 0
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glActiveTexture(GL_TEXTURE0);
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