I'm adding transformations to my C OpenGL program. I'm using CGLM as my maths library. The program has no warnings or errors. Still however, when I compile and run the program, I get a distorted version of my intended image (it was not distorted before adding transformations).
The following is my program's main loop:
// Initialize variables for framerate counting
double lastTime = glfwGetTime();
int frameCount = 0;
// Program loop
while (!glfwWindowShouldClose(window)) {
// Calculate framerate
double thisTime = glfwGetTime();
frameCount++;
// If a second has passed.
if (thisTime - lastTime >= 1.0) {
printf("%i FPS\n", frameCount);
frameCount = 0;
lastTime = thisTime;
}
processInput(window);
// Clear the window
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Bind textures on texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
// Create transformations
mat4 transform = {{1.0f}};
glm_mat4_identity(transform);
glm_translate(transform, (vec3){0.5f, -0.5f, 0.0f});
glm_rotate(transform, (float)glfwGetTime(), (vec3){0.0f, 0.0f, 1.0f});
// Get matrix's uniform location and set matrix
shaderUse(myShaderPtr);
GLint transformLoc = glGetUniformLocation(myShaderPtr->shaderID, "transform");
// mat4 transform;
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, (float*)transform);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); // Swap the front and back buffers
glfwPollEvents(); // Check for events (mouse movement, mouse click, keyboard press, keyboard release etc.)
}
The Program is up on github here if you'd like to check out the full code.
The Output of the program is this (The square also rotates):
However, the intended output of the program is the penguin at 20% opacity on top and the box at 100% opacity underneath the penguin.
In the vertex shader, the location of the texture coordinate is 1:
#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord;
However, when you specify the vertices, location 1 is used for the color attribute and position 2 for the text coordinates:
// Colour attribute glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); // Texture coord attribute glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2);
Remove the color attribute and use location 1 for the texture coordinates. e.g.:
// Texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(1);