I am trying to learn the basics of OpenGL, but I have a problem setting up transformation matrices. I created a model, a matrix of representations and projections, but I have a problem with sending them to the vertex shader.
Here is the code:
glm::mat4 model = glm::mat4();
GLint uniModel = glGetUniformLocation(program, "model");
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
glm::mat4 view = glm::lookAt(
glm::vec3(2.5f, 2.5f, 2.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 1.0f));
GLint uniView = glGetUniformLocation(program, "view");
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
glm::mat4 proj = glm::perspective(45.0f, 800.0f / 600.0f, 1.0f, 10.0f);
GLint uniProj = glGetUniformLocation(program, "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
and shader:
layout (location = 0) in vec3 position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
void main() {
gl_Position = proj * view * model * vec4(position, 1.0);
}
I think that I did something wrong with setting up the uniform, because it doesnโt draw anything, even if I set the model, I looked and the prog identity. Maybe I just guessed something, but I really can't find the problem.
Change: . Having solved the problem, I forgot to use it first glUseProgram().