I'm writing a small "engine", and the time has finally come to implement transformations. However, when I try to glGetUniformLocation
, it return -1. Here is my rendering method:
void GFXRenderer::submit(EntityBase* _entity, GPUProgram _program) {
if(_entity->mesh.has_value()) {
mat4 mod_mat(1.0);
//mod_mat = translate(mod_mat, _entity->transform.position);
/*
mod_mat = scale(mod_mat, _entity->transform.scale);
mod_mat = rotate(mod_mat, radians(_entity->transform.rotation.x), vec3(1.0, 0.0, 0.0));
mod_mat = rotate(mod_mat, radians(_entity->transform.rotation.y), vec3(0.0, 1.0, 0.0));
mod_mat = rotate(mod_mat, radians(_entity->transform.rotation.z), vec3(0.0, 0.0, 1.0));
*/
mod_mat = translate(mod_mat, vec3(0.5f, -0.5f, 0.0f));
//mod_mat = glm::rotate(mod_mat, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
glUseProgram(_program.id);
int transform = glGetUniformLocation(_program.vsh.id, "transform");
std::cout << transform << std::endl;
glUniformMatrix4fv(transform, 1, GL_FALSE, value_ptr(mod_mat));
glUseProgram(_program.id);
glBindTexture(GL_TEXTURE_2D, _entity->mesh->tex_id);
glBindVertexArray(_entity->mesh->vao);
glDrawElements(GL_TRIANGLES, _entity->mesh->indices.size(), GL_UNSIGNED_INT, 0);
glUseProgram(0);
glBindVertexArray(0);
}
}
Here EntityBase is an object class. It contains a transform class, as follows:
class Transform {
public:
vec3 position;
vec3 rotation;
vec3 scale;
quat q_rot;
mat4x4 matrix;
};
Ignore the quaternion and matrix. ALso, I must mention that without doing transformation - it renders flawlessly. (SIKE)
Here is my vsh :
#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTex;
out vec2 tex_coord;
out mat4 f_tr_opt; // for stopping optimization
uniform mat4 transform;
void main() {
tex_coord = aTex;
f_tr_opt = transform;
gl_Position = transform * vec4(aPos, 1.0);
}
Here is my fsh:
#version 460 core
in vec2 tex_coord;
in mat4 f_tr_opt; // again, same thing
out vec4 FragColor;
uniform sampler2D texture0;
void main() {
mat4 garbage = f_tr_opt * f_tr_opt; // named garbage for easier recognition
FragColor = texture(texture0, tex_coord);
}
I check for compile and linking errors, all is fine. Please correct me as to what I am doing wrong here.
CodePudding user response:
See glGetUniformLocation
. The uniform location must be requested from the linked program object, not from the (vertex) shader object:
int transform = glGetUniformLocation(_program.vsh.id, "transform");
int transform = glGetUniformLocation(_program.id, "transform");