Why is the sprite not rendering in OpenGL?












3















I am trying to render a 2D(Screen coordinated) sprite in OpenGL. Yet, when I compile it, it does not show up. I see that the code is fine (There are not even any shader compilation errors nor any other errors). I also have also the matrices set up(which I doubt is causing the problem, and that's where starts the CONFUSION!!)



Here is the source code, by the way(without debugging, to make it short):-



main.cpp



// Including all required headers here...

#include <iostream>

#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>

#include "SOIL2/SOIL2.h"

#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>

const GLchar * vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 vertex;n"
"out vec2 TexCoords;n"
"uniform mat4 model;n"
"uniform mat4 projection;n"
"void main()n"
"{n"
"TexCoords = vertex.zw;n"
"gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);n"
"}";

const GLchar * fragmentShaderSource =
"#version 330 coren"
"in vec2 TexCoords;n"
"out vec4 color;n"
"uniform sampler2D image;n"
"uniform vec3 spriteColor;n"
"void main()n"
"{n"
"color = vec4(spriteColor, 1.0) * texture(image, TexCoords);n"
"}";

const GLint WIDTH = 800, HEIGHT = 600;

int main()
{
glfwInit();

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);

glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Rendering Sprites", nullptr, nullptr);

int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

glfwMakeContextCurrent(window);

glewExperimental = GL_TRUE;
glewInit();

glViewport(0, 0, screenWidth, screenHeight);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);

GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);

GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);

glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

GLuint quadVAO;
GLuint VBO;
GLfloat vertices =
{
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,

0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};

glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &VBO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindVertexArray(quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

GLuint texture;

int width, height;

glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

unsigned char *image = SOIL_load_image("img.png", &width, &height, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);

while (!glfwWindowShouldClose(window))
{
glfwPollEvents();

glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glUseProgram(shaderProgram);
glm::mat4 model;
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(WIDTH), static_cast<GLfloat>(HEIGHT), 0.0f, -1.0f, 1.0f);

glm::vec2 size = glm::vec2(10.0f, 10.0f);
glm::vec2 position = glm::vec2(-10.0f, 10.0f);
glm::vec3 color = glm::vec3(1.0f, 0.0f, 0.0f);
GLfloat rotation = 0.0f;

model = glm::translate(model, glm::vec3(position, 0.0f));

model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
model = glm::rotate(model, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));

model = glm::scale(model, glm::vec3(size, 1.0f));

glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform3f(glGetUniformLocation(shaderProgram, "spriteColor"), color.x, color.y, color.z);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);

glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);

glfwSwapBuffers(window);
}

glDeleteVertexArrays(1, &quadVAO);
glDeleteBuffers(1, &VBO);

glfwTerminate();

return EXIT_SUCCESS;
}









share|improve this question























  • Maybe you have to enable texturing via glEnable()?

    – Beko
    Apr 4 '18 at 12:48











  • @Beko Nope, still the same.

    – Ruks
    Apr 4 '18 at 12:57






  • 1





    @Rabbid76 Ok, I did not know that. I'm new to OpenGL myself, so thank you for the information.

    – Beko
    Apr 4 '18 at 15:32
















3















I am trying to render a 2D(Screen coordinated) sprite in OpenGL. Yet, when I compile it, it does not show up. I see that the code is fine (There are not even any shader compilation errors nor any other errors). I also have also the matrices set up(which I doubt is causing the problem, and that's where starts the CONFUSION!!)



Here is the source code, by the way(without debugging, to make it short):-



main.cpp



// Including all required headers here...

#include <iostream>

#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>

#include "SOIL2/SOIL2.h"

#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>

const GLchar * vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 vertex;n"
"out vec2 TexCoords;n"
"uniform mat4 model;n"
"uniform mat4 projection;n"
"void main()n"
"{n"
"TexCoords = vertex.zw;n"
"gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);n"
"}";

const GLchar * fragmentShaderSource =
"#version 330 coren"
"in vec2 TexCoords;n"
"out vec4 color;n"
"uniform sampler2D image;n"
"uniform vec3 spriteColor;n"
"void main()n"
"{n"
"color = vec4(spriteColor, 1.0) * texture(image, TexCoords);n"
"}";

const GLint WIDTH = 800, HEIGHT = 600;

int main()
{
glfwInit();

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);

glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Rendering Sprites", nullptr, nullptr);

int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

glfwMakeContextCurrent(window);

glewExperimental = GL_TRUE;
glewInit();

glViewport(0, 0, screenWidth, screenHeight);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);

GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);

GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);

glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

GLuint quadVAO;
GLuint VBO;
GLfloat vertices =
{
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,

0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};

glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &VBO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindVertexArray(quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

GLuint texture;

int width, height;

glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

unsigned char *image = SOIL_load_image("img.png", &width, &height, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);

while (!glfwWindowShouldClose(window))
{
glfwPollEvents();

glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glUseProgram(shaderProgram);
glm::mat4 model;
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(WIDTH), static_cast<GLfloat>(HEIGHT), 0.0f, -1.0f, 1.0f);

glm::vec2 size = glm::vec2(10.0f, 10.0f);
glm::vec2 position = glm::vec2(-10.0f, 10.0f);
glm::vec3 color = glm::vec3(1.0f, 0.0f, 0.0f);
GLfloat rotation = 0.0f;

model = glm::translate(model, glm::vec3(position, 0.0f));

model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
model = glm::rotate(model, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));

model = glm::scale(model, glm::vec3(size, 1.0f));

glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform3f(glGetUniformLocation(shaderProgram, "spriteColor"), color.x, color.y, color.z);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);

glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);

glfwSwapBuffers(window);
}

glDeleteVertexArrays(1, &quadVAO);
glDeleteBuffers(1, &VBO);

glfwTerminate();

return EXIT_SUCCESS;
}









share|improve this question























  • Maybe you have to enable texturing via glEnable()?

    – Beko
    Apr 4 '18 at 12:48











  • @Beko Nope, still the same.

    – Ruks
    Apr 4 '18 at 12:57






  • 1





    @Rabbid76 Ok, I did not know that. I'm new to OpenGL myself, so thank you for the information.

    – Beko
    Apr 4 '18 at 15:32














3












3








3








I am trying to render a 2D(Screen coordinated) sprite in OpenGL. Yet, when I compile it, it does not show up. I see that the code is fine (There are not even any shader compilation errors nor any other errors). I also have also the matrices set up(which I doubt is causing the problem, and that's where starts the CONFUSION!!)



Here is the source code, by the way(without debugging, to make it short):-



main.cpp



// Including all required headers here...

#include <iostream>

#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>

#include "SOIL2/SOIL2.h"

#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>

const GLchar * vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 vertex;n"
"out vec2 TexCoords;n"
"uniform mat4 model;n"
"uniform mat4 projection;n"
"void main()n"
"{n"
"TexCoords = vertex.zw;n"
"gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);n"
"}";

const GLchar * fragmentShaderSource =
"#version 330 coren"
"in vec2 TexCoords;n"
"out vec4 color;n"
"uniform sampler2D image;n"
"uniform vec3 spriteColor;n"
"void main()n"
"{n"
"color = vec4(spriteColor, 1.0) * texture(image, TexCoords);n"
"}";

const GLint WIDTH = 800, HEIGHT = 600;

int main()
{
glfwInit();

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);

glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Rendering Sprites", nullptr, nullptr);

int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

glfwMakeContextCurrent(window);

glewExperimental = GL_TRUE;
glewInit();

glViewport(0, 0, screenWidth, screenHeight);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);

GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);

GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);

glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

GLuint quadVAO;
GLuint VBO;
GLfloat vertices =
{
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,

0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};

glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &VBO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindVertexArray(quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

GLuint texture;

int width, height;

glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

unsigned char *image = SOIL_load_image("img.png", &width, &height, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);

while (!glfwWindowShouldClose(window))
{
glfwPollEvents();

glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glUseProgram(shaderProgram);
glm::mat4 model;
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(WIDTH), static_cast<GLfloat>(HEIGHT), 0.0f, -1.0f, 1.0f);

glm::vec2 size = glm::vec2(10.0f, 10.0f);
glm::vec2 position = glm::vec2(-10.0f, 10.0f);
glm::vec3 color = glm::vec3(1.0f, 0.0f, 0.0f);
GLfloat rotation = 0.0f;

model = glm::translate(model, glm::vec3(position, 0.0f));

model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
model = glm::rotate(model, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));

model = glm::scale(model, glm::vec3(size, 1.0f));

glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform3f(glGetUniformLocation(shaderProgram, "spriteColor"), color.x, color.y, color.z);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);

glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);

glfwSwapBuffers(window);
}

glDeleteVertexArrays(1, &quadVAO);
glDeleteBuffers(1, &VBO);

glfwTerminate();

return EXIT_SUCCESS;
}









share|improve this question














I am trying to render a 2D(Screen coordinated) sprite in OpenGL. Yet, when I compile it, it does not show up. I see that the code is fine (There are not even any shader compilation errors nor any other errors). I also have also the matrices set up(which I doubt is causing the problem, and that's where starts the CONFUSION!!)



Here is the source code, by the way(without debugging, to make it short):-



main.cpp



// Including all required headers here...

#include <iostream>

#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>

#include "SOIL2/SOIL2.h"

#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>

const GLchar * vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 vertex;n"
"out vec2 TexCoords;n"
"uniform mat4 model;n"
"uniform mat4 projection;n"
"void main()n"
"{n"
"TexCoords = vertex.zw;n"
"gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);n"
"}";

const GLchar * fragmentShaderSource =
"#version 330 coren"
"in vec2 TexCoords;n"
"out vec4 color;n"
"uniform sampler2D image;n"
"uniform vec3 spriteColor;n"
"void main()n"
"{n"
"color = vec4(spriteColor, 1.0) * texture(image, TexCoords);n"
"}";

const GLint WIDTH = 800, HEIGHT = 600;

int main()
{
glfwInit();

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);

glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Rendering Sprites", nullptr, nullptr);

int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

glfwMakeContextCurrent(window);

glewExperimental = GL_TRUE;
glewInit();

glViewport(0, 0, screenWidth, screenHeight);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);

GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);

GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);

glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

GLuint quadVAO;
GLuint VBO;
GLfloat vertices =
{
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,

0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};

glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &VBO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindVertexArray(quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

GLuint texture;

int width, height;

glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

unsigned char *image = SOIL_load_image("img.png", &width, &height, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);

while (!glfwWindowShouldClose(window))
{
glfwPollEvents();

glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glUseProgram(shaderProgram);
glm::mat4 model;
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(WIDTH), static_cast<GLfloat>(HEIGHT), 0.0f, -1.0f, 1.0f);

glm::vec2 size = glm::vec2(10.0f, 10.0f);
glm::vec2 position = glm::vec2(-10.0f, 10.0f);
glm::vec3 color = glm::vec3(1.0f, 0.0f, 0.0f);
GLfloat rotation = 0.0f;

model = glm::translate(model, glm::vec3(position, 0.0f));

model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
model = glm::rotate(model, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));

model = glm::scale(model, glm::vec3(size, 1.0f));

glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform3f(glGetUniformLocation(shaderProgram, "spriteColor"), color.x, color.y, color.z);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);

glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);

glfwSwapBuffers(window);
}

glDeleteVertexArrays(1, &quadVAO);
glDeleteBuffers(1, &VBO);

glfwTerminate();

return EXIT_SUCCESS;
}






c++ opengl sprite render






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asked Apr 4 '18 at 12:45









RuksRuks

949212




949212













  • Maybe you have to enable texturing via glEnable()?

    – Beko
    Apr 4 '18 at 12:48











  • @Beko Nope, still the same.

    – Ruks
    Apr 4 '18 at 12:57






  • 1





    @Rabbid76 Ok, I did not know that. I'm new to OpenGL myself, so thank you for the information.

    – Beko
    Apr 4 '18 at 15:32



















  • Maybe you have to enable texturing via glEnable()?

    – Beko
    Apr 4 '18 at 12:48











  • @Beko Nope, still the same.

    – Ruks
    Apr 4 '18 at 12:57






  • 1





    @Rabbid76 Ok, I did not know that. I'm new to OpenGL myself, so thank you for the information.

    – Beko
    Apr 4 '18 at 15:32

















Maybe you have to enable texturing via glEnable()?

– Beko
Apr 4 '18 at 12:48





Maybe you have to enable texturing via glEnable()?

– Beko
Apr 4 '18 at 12:48













@Beko Nope, still the same.

– Ruks
Apr 4 '18 at 12:57





@Beko Nope, still the same.

– Ruks
Apr 4 '18 at 12:57




1




1





@Rabbid76 Ok, I did not know that. I'm new to OpenGL myself, so thank you for the information.

– Beko
Apr 4 '18 at 15:32





@Rabbid76 Ok, I did not know that. I'm new to OpenGL myself, so thank you for the information.

– Beko
Apr 4 '18 at 15:32












1 Answer
1






active

oldest

votes


















6














You have to initialize the model matrix variable glm::mat4 model.



The glm API documentation refers to The OpenGL Shading Language specification 4.20.




5.4.2 Vector and Matrix Constructors



If there is a single scalar parameter to a vector constructor, it is used to initialize all components of the constructed vector to that scalar’s value. If there is a single scalar parameter to a matrix constructor, it is used to initialize all the components on the matrix’s diagonal, with the remaining components initialized to 0.0.




This means, that an identity matrix can be initialized by the single parameter 1.0:



glm::mat4 model(1.0f);


Further your sprite is very small and it is out of the viewport (clip space) at the left side:



Change your code like this:



glm::vec2 position = glm::vec2(10.0f, 10.0f); // 10.0f instead of -10.0f





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    1 Answer
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    active

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    active

    oldest

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    6














    You have to initialize the model matrix variable glm::mat4 model.



    The glm API documentation refers to The OpenGL Shading Language specification 4.20.




    5.4.2 Vector and Matrix Constructors



    If there is a single scalar parameter to a vector constructor, it is used to initialize all components of the constructed vector to that scalar’s value. If there is a single scalar parameter to a matrix constructor, it is used to initialize all the components on the matrix’s diagonal, with the remaining components initialized to 0.0.




    This means, that an identity matrix can be initialized by the single parameter 1.0:



    glm::mat4 model(1.0f);


    Further your sprite is very small and it is out of the viewport (clip space) at the left side:



    Change your code like this:



    glm::vec2 position = glm::vec2(10.0f, 10.0f); // 10.0f instead of -10.0f





    share|improve this answer






























      6














      You have to initialize the model matrix variable glm::mat4 model.



      The glm API documentation refers to The OpenGL Shading Language specification 4.20.




      5.4.2 Vector and Matrix Constructors



      If there is a single scalar parameter to a vector constructor, it is used to initialize all components of the constructed vector to that scalar’s value. If there is a single scalar parameter to a matrix constructor, it is used to initialize all the components on the matrix’s diagonal, with the remaining components initialized to 0.0.




      This means, that an identity matrix can be initialized by the single parameter 1.0:



      glm::mat4 model(1.0f);


      Further your sprite is very small and it is out of the viewport (clip space) at the left side:



      Change your code like this:



      glm::vec2 position = glm::vec2(10.0f, 10.0f); // 10.0f instead of -10.0f





      share|improve this answer




























        6












        6








        6







        You have to initialize the model matrix variable glm::mat4 model.



        The glm API documentation refers to The OpenGL Shading Language specification 4.20.




        5.4.2 Vector and Matrix Constructors



        If there is a single scalar parameter to a vector constructor, it is used to initialize all components of the constructed vector to that scalar’s value. If there is a single scalar parameter to a matrix constructor, it is used to initialize all the components on the matrix’s diagonal, with the remaining components initialized to 0.0.




        This means, that an identity matrix can be initialized by the single parameter 1.0:



        glm::mat4 model(1.0f);


        Further your sprite is very small and it is out of the viewport (clip space) at the left side:



        Change your code like this:



        glm::vec2 position = glm::vec2(10.0f, 10.0f); // 10.0f instead of -10.0f





        share|improve this answer















        You have to initialize the model matrix variable glm::mat4 model.



        The glm API documentation refers to The OpenGL Shading Language specification 4.20.




        5.4.2 Vector and Matrix Constructors



        If there is a single scalar parameter to a vector constructor, it is used to initialize all components of the constructed vector to that scalar’s value. If there is a single scalar parameter to a matrix constructor, it is used to initialize all the components on the matrix’s diagonal, with the remaining components initialized to 0.0.




        This means, that an identity matrix can be initialized by the single parameter 1.0:



        glm::mat4 model(1.0f);


        Further your sprite is very small and it is out of the viewport (clip space) at the left side:



        Change your code like this:



        glm::vec2 position = glm::vec2(10.0f, 10.0f); // 10.0f instead of -10.0f






        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Aug 1 '18 at 7:15

























        answered Apr 4 '18 at 13:17









        Rabbid76Rabbid76

        37.3k113248




        37.3k113248
































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