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glm::rotate() call fails to compile?

I can't get the call to glm::rotate(mat4, int, vec3(x,y,z)); to work. VS 2010 is telling me

Intellisense: no instance of function template "glm::gtc::matrix_transform::rotate" matches the argument

I'm using glm-0.9.1

I've seen this stack overflow question, but the solution still triggers an error with the intellisense: glm rotate usage in Opengl

I can't really get it to accept any of the overload methods. I might just be missing something obvious though.

I tried to make the rotate call apparent in the code, it is a bit of the way down.

here is some code:

#include <GL/glew.h>
#include <GL/glfw.h>
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include "loadShader.h"

#include <stdio.h>
#include <stdlib.h>

glm::mat4 Projection;
glm::mat4 View;
glm::mat4 Model;
glm::mat4 MVP;

glm::mat4 t;
glm::mat4 s;
glm::mat4 r;


GLuint programID;


int main()
{

    // Initialise GLFW
    if( !glfwInit() )
    {
        fprintf( stderr, "Failed to initialize GLFW\n" );
        return -1;
    }

    glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // Open a window and create its OpenGL context
    if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
    {
        fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
        glfwTerminate();
        return -1;
    }

    // Initialize GLEW
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW\n");
        return -1;
    }

    glfwSetWindowTitle( "Tutorial 02" );

    // Ensure we can capture the escape key being pressed below
    glfwEnable( GLFW_STICKY_KEYS );

    glewExperimental = GL_TRUE;
    glewInit();




    // Dark blue background
    glClearColor(0.0f, 0.0f, 0.3f, 0.0f);

    GLuint VertexArrayID;

    glGenVertexArrays(1, &VertexArrayID);

    glBindVertexArray(VertexArrayID);



    // Create and compile our GLSL program from the shaders
    programID = LoadShaders( "vertexShader.glsl", "fragmentShader.glsl" );


        //Pojectio matrix : 45 degree Field of view, 4:3 ratio, display range : 0.1 unit <-> 100 units
    Projection = glm::perspective( 45.0f, 4.0f / 3.0f, 0.1f, 100.0f );
    // Camera matrix
    View = glm::lookAt(
        glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
        glm::vec3(0,0,0), // and looks at the origin
        glm::vec3(0,1,0) // Head is up (set to 0, -1,0 to look upside down)
        );
    // Model matrix : an identity matrix (model will be at the origin)




    Model = glm::mat4(1.0f); // Changes for each Model !

    //INTELLISENSE ERROR ==================================================================>>>>
    r = glm::rotate(Model, 45, glm::vec3(1,0,0));

    // Our ModelViewProjection : multiplication of our 3 matrices
    MVP = Projection * View * Model; // Remember matrix multiplication is the other way around


        // Get a handle for our "MVP" uniform.
    // Only at initialisation time.
    GLuint MatrixID = glGetUniformLocation(programID, "MVP");

    // Send our transformation to the currently bound shader,
    // in the "MVP" uniform
    // For each model you fender, since the MVP will be different (at least the M part)


    static const GLfloat g_vertex_buffer_data[] = { 
        -1.0f, -1.0f, 0.0f,
         1.0f, -1.0f, 0.0f,
         0.0f,  1.0f, 0.0f,
    };

    GLuint vertexbuffer;
    glGenBuffers(1, &vertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);





    do{

        // Clear the screen
        glClear( GL_COLOR_BUFFER_BIT );

        // Use our shader
        glUseProgram(programID);

        glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);

        // 1rst attribute buffer : vertices
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glVertexAttribPointer(
            0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
        );

        // Draw the triangle !
        glDrawArrays(GL_TRIANGLES, 0, 3); // From index 0 to 3 -> 1 triangle

        glDisableVertexAttribArray(0);

        // Swap buffers
        glfwSwapBuffers();

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
           glfwGetWindowParam( GLFW_OPENED ) );

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    // Cleanup VBO
    glDeleteBuffers(1, &vertexbuffer);
    glDeleteVertexArrays(1, &VertexArrayID);

    return 0;
}
like image 973
not_shitashi Avatar asked Nov 29 '22 09:11

not_shitashi


2 Answers

I don't know enough about templates to give you a great answer, but I believe from my memory of GLM is that it was very picky about types.

Can you try explicitly changing 45 to 45.f to see if it accepts that? I think you need to have consistent parameters (float matrix, float, float vector). I think the int confuses it somehow.

like image 187
Tim Avatar answered Dec 10 '22 04:12

Tim


glm::rotate(Model, (glm::mediump_float)45, glm::vec3(1,0,0));

I found that this cast is helping because of the type used in glm::vec3 as template.

This function is that defined:

glm::detail::tmat4x4<glm::lowp_float> glm::rotate<glm::lowp_float> ( const glm::detail::tmat4x4<glm::lowp_float> &m, const glm::lowp_float &angle, const glm::detail::tvec3<glm::mediump_float> &axis)

So you must use appropriate type in your angle value.

like image 27
RadekJ Avatar answered Dec 10 '22 02:12

RadekJ